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Round 68: League of Legends

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Shadi
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French Connections
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Round 68: League of Legends Empty Round 68: League of Legends

Post by French Connections Thu Jan 23, 2014 7:31 am

Hey guys! I was really struggling to come up with a theme everyone would at least know a minimum amount about; it was a tossup between LoL and Pokemon. However, it turns out that both these themes had already been made at some point before I joined (by Orion and DA respectively). However, given that we've gotten a lot of new blood since then, I figured that it wouldn't hurt for me to recycle a theme that I feel comfortable hosting (sorry Orion). The alternative was a Countries of the World/political figures theme, but it felt a bit too serious. I hope that's ok with you guys.
Tl;dr: French has no OC. ;__;

That said, I had a blast hosting my game last time around, so I'm thinking of recycling three rules that I had in the last game:
Any tie will result in no-lynch. No RNG/coin tosses.
All role's will be RNG-free (no probability based roles)
A separate vote tally for vote shenanigans.

Additionally, I'm thinking of making the rolelist public (depending on how many signups we have) and replacing death role-reveals with a sort of scrying role. Feedback would be appreciated (I know that a lot of people didn't enjoy the lack of death role-reveals in Shadi's round).

So without further ado,
[signups open]
Signups end at 11pm GMT Sunday.


Last edited by French Connections on Thu Jan 23, 2014 8:18 pm; edited 1 time in total
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Round 68: League of Legends Empty Re: Round 68: League of Legends

Post by Tael Thu Jan 23, 2014 8:15 am

first [in] first served
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Round 68: League of Legends Left_bar_bleue320/400Round 68: League of Legends Empty_bar_bleue  (320/400)
TP:
Round 68: League of Legends Left_bar_bleue970/1000Round 68: League of Legends Empty_bar_bleue  (970/1000)

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Round 68: League of Legends Empty Re: Round 68: League of Legends

Post by StalinCommander Thu Jan 23, 2014 10:31 am

The mix between no reveal reveal is mainly determined by knowing the roles beforehand.

If you show the list,there shouldnt be a problem in no reveal.

That said, [in]
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Round 68: League of Legends Left_bar_bleue308/400Round 68: League of Legends Empty_bar_bleue  (308/400)
TP:
Round 68: League of Legends Left_bar_bleue920/1000Round 68: League of Legends Empty_bar_bleue  (920/1000)

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Round 68: League of Legends Empty Re: Round 68: League of Legends

Post by Zink120 Thu Jan 23, 2014 12:29 pm

Sounds omoshiroi to the max. Count me [in] please!
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Round 68: League of Legends Empty Re: Round 68: League of Legends

Post by Rainboy Thu Jan 23, 2014 1:58 pm

I'm [in] it to win it.

Udyrchu shall kite you all.
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Round 68: League of Legends Empty Re: Round 68: League of Legends

Post by Hunter Axel Thu Jan 23, 2014 2:47 pm

oh wynaut

[in]
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Round 68: League of Legends Left_bar_bleue710/800Round 68: League of Legends Empty_bar_bleue  (710/800)
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Round 68: League of Legends Left_bar_bleue490/500Round 68: League of Legends Empty_bar_bleue  (490/500)

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Round 68: League of Legends Empty Re: Round 68: League of Legends

Post by Link Lab Thu Jan 23, 2014 4:11 pm

[in] It can't possibly go any worse than last time.
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Round 68: League of Legends Left_bar_bleue400/400Round 68: League of Legends Empty_bar_bleue  (400/400)
TP:
Round 68: League of Legends Left_bar_bleue920/1000Round 68: League of Legends Empty_bar_bleue  (920/1000)

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Round 68: League of Legends Empty Re: Round 68: League of Legends

Post by MrNaleIt Thu Jan 23, 2014 4:46 pm

WAAAA IMMA GONNA W[IN]
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Round 68: League of Legends Left_bar_bleue800/800Round 68: League of Legends Empty_bar_bleue  (800/800)
TP:
Round 68: League of Legends Left_bar_bleue490/500Round 68: League of Legends Empty_bar_bleue  (490/500)

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Round 68: League of Legends Empty Re: Round 68: League of Legends

Post by Cloak Thu Jan 23, 2014 7:24 pm

[in]
AP Mid
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Round 68: League of Legends Left_bar_bleue720/800Round 68: League of Legends Empty_bar_bleue  (720/800)
TP:
Round 68: League of Legends Left_bar_bleue415/500Round 68: League of Legends Empty_bar_bleue  (415/500)

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Round 68: League of Legends Empty Re: Round 68: League of Legends

Post by Zyquux Thu Jan 23, 2014 9:14 pm

instalock S[in]ged

top or feed
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Round 68: League of Legends Left_bar_bleue380/600Round 68: League of Legends Empty_bar_bleue  (380/600)
TP:
Round 68: League of Legends Left_bar_bleue1420/1500Round 68: League of Legends Empty_bar_bleue  (1420/1500)

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Round 68: League of Legends Empty Re: Round 68: League of Legends

Post by Aboithagameboi Fri Jan 24, 2014 12:10 am

[in] because I dont remember being in a French round
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Round 68: League of Legends Empty Re: Round 68: League of Legends

Post by Gam Fri Jan 24, 2014 12:48 am

[in]
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HP:
Round 68: League of Legends Left_bar_bleue775/800Round 68: League of Legends Empty_bar_bleue  (775/800)
TP:
Round 68: League of Legends Left_bar_bleue475/500Round 68: League of Legends Empty_bar_bleue  (475/500)

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Round 68: League of Legends Empty Re: Round 68: League of Legends

Post by Shadi Fri Jan 24, 2014 11:27 am

I call the position: feed.

Also make me Draven or gtfo [in] since it's an openish game and French is the host.
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Round 68: League of Legends Empty Re: Round 68: League of Legends

Post by French Connections Fri Jan 24, 2014 4:34 pm

I'll be posting the list of current roles that made it into the game (the roleset was made for 20 players, but I should be able to scale it down with no problems) in a bit so that I can get a lot of feedback. I'll be going for a perfect-imbalance style of hosting, but I'm still uncertain about the two very-strong neut roles that I plan to have in the game (and also want to give my rational behind why they're so strong). I'll be censoring all ability names and role names to prevent them from letting the story interfere with the game-play.
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Round 68: League of Legends Empty Re: Round 68: League of Legends

Post by Leo E. Fri Jan 24, 2014 4:57 pm

French Connections wrote:Additionally, I'm thinking of making the rolelist public (depending on how many signups we have) and replacing death role-reveals with a sort of scrying role. Feedback would be appreciated (I know that a lot of people didn't enjoy the lack of death role-reveals in Shadi's round).

If you do that you need to do something about rolereveals. All one person has to do is call for a mass claim and look for the ones that don't match up.

Also I just noticed that this is our second LoL mafia round.
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Round 68: League of Legends Empty Re: Round 68: League of Legends

Post by French Connections Fri Jan 24, 2014 6:33 pm

Leo E. wrote:All one person has to do is call for a mass claim and look for the ones that don't match up.

Also I just noticed that this is our second LoL mafia round.

Mafia can manage a mass claim too. Depending on who you're claiming to, you're putting yourself at risk as well. Plus the scrying role is a Mafia role, meaning that they have the advantage in that respect.
And yeah I was really at a loss with the theme. A few months back I recall having a good one; goes to show that you should write ideas down when you get them. >_<
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Round 68: League of Legends Empty Re: Round 68: League of Legends

Post by French Connections Fri Jan 24, 2014 9:39 pm

I've [quickly] censored all the roles and descriptions to avoid them interfering with the text (hence the weird phrasing at times). I still have several roles available if anyone wants to join, but haven't added them to the current setup of the game and have subsequently buffed a few other roles to make up for this.

Firstly, this list is subject to changes and any feedback is appreciated. Anyway, a bit of logic behind why all the roles are so strong. The game was created around the neuts (there's a 3rd neut, but with less than 15 players I don't think he'd work well in the game) and their roles are extremely powerful. Both town and Mafia suffer greatly until the Neuts are out of the game (unless town can rush a win prior to R6). However, as you'll notice, there's also a lot of death prevention, encouraging Mafia to create a spokesman with the town until the Neutral staller role is killed. The staller (role 12) will win the game by R6 (tempted to reduce it to R5 if I add a R0) if not killed and Mafia, Town, and the other Neutral all have the means to kill him. After then, stabbing resumes as would a normal game. Mafia benefits from knowing which roles remain in the game, therefore they may assume the identities of other players that have died. Therefore it's in town's interest to reveal information before dying (and in Mafia's to lie about their roles before death, to cast doubt on any threatening claims). The only role that town has to combat this is Role 5. Atm the game is slightly skewered against town, but I'm thinking of adding a R0 [a free ability for all town roles]
Tl;dr: I want this game to be hard on all players by giving everyone interesting/op roles that can help carry their team to victory!

Things that I had to remove to get this working for 12 players: a lot of vote mechanics, and town roles.
Game mechanics: Separate lynch tally. Ties result in no-lynches. No role reveals on death. Role-blocks affect votes.

Finally, I will not be using RNG to hand out roles. Anyone can request a role via PM; coin flips will determine draws and remaining roles will be handled alphabetically.


Last edited by French Connections on Sun Jan 26, 2014 3:21 pm; edited 1 time in total
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Round 68: League of Legends Empty Re: Round 68: League of Legends

Post by MrNaleIt Sat Jan 25, 2014 1:28 am

wh... what the fuck
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Round 68: League of Legends Left_bar_bleue800/800Round 68: League of Legends Empty_bar_bleue  (800/800)
TP:
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Round 68: League of Legends Empty Re: Round 68: League of Legends

Post by Caelun_Niveus Sat Jan 25, 2014 1:30 am

Giving the mafia a double voter/redirector??  So much for LyLo

Edit: hell, unless the town/third party double voters are still alive, that makes the ly/lo happen at ten people (assuming six town and three mafia)




Last edited by Caelun_Niveus on Sat Jan 25, 2014 1:48 am; edited 1 time in total
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Round 68: League of Legends Left_bar_bleue520/600Round 68: League of Legends Empty_bar_bleue  (520/600)
TP:
Round 68: League of Legends Left_bar_bleue1500/1500Round 68: League of Legends Empty_bar_bleue  (1500/1500)

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Round 68: League of Legends Empty Re: Round 68: League of Legends

Post by Aboithagameboi Sat Jan 25, 2014 1:47 am

French Connections wrote:
Finally, I will not be using RNG to hand out roles. Anyone can request a role via PM; coin flips will determine draws and remaining roles will be handled alphabetically.

So those roles are already so incredibly stacked against the town, they basically have less than three wincons, and it's first come first serve? I'll definitely be watching this but I'm not taking part in any of that, I'm [out]
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Round 68: League of Legends Empty Re: Round 68: League of Legends

Post by Tael Sat Jan 25, 2014 1:58 am

WELL I'M EXCITED
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HP:
Round 68: League of Legends Left_bar_bleue320/400Round 68: League of Legends Empty_bar_bleue  (320/400)
TP:
Round 68: League of Legends Left_bar_bleue970/1000Round 68: League of Legends Empty_bar_bleue  (970/1000)

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Round 68: League of Legends Empty Re: Round 68: League of Legends

Post by Shadi Sat Jan 25, 2014 2:13 am

Aboithagameboi wrote:
French Connections wrote:
Finally, I will not be using RNG to hand out roles. Anyone can request a role via PM; coin flips will determine draws and remaining roles will be handled alphabetically.

So those roles are already so incredibly stacked against the town, they basically have less than three wincons, and it's first come first serve? I'll definitely be watching this but I'm not taking part in any of that, I'm [out]

Instead of outting from the get go why not give feedback to the gameplay and if the host refuses to listen/compromise then leave? I'll give my feedback 2mo I hope (try to remind me again French)

Besides, from my experience most games are far from perfectly balanced and we have still been able to have our fun.
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Round 68: League of Legends Empty Re: Round 68: League of Legends

Post by Aboithagameboi Sat Jan 25, 2014 2:34 am

It's just so stacked against the town, unless French has more Townie roles somewhere. The biggest thing that would make me get back in would be set it back to RNG choosing roles, because atm I see a lot of people vying for the power roles and starting the game disappointed because they didn't get them. Irrelevant maybe, but morale is important for Townie victory. Also I might just be nitpicking, or I might just be misunderstanding.

Really, I could even do with just showing the alignment on death. I, personally, like to see what situation the Town is in at each dawn. It might be that it's 0230 and I've been up for 18 straight hours with double gym time, but the non-Town roles seem a LOT more powerful than the Town roles. Coupling that fact with that taking away role reveals on death is basically making the Town blind, I'm just seeing greenies placed at an incredible disadvantage from Day 0. I understand that French wants to place a target on the Third Parties' heads but there's only two in a game of (so far) about 12. I can understand coming from a "mafia and town working together to slap some hoes" standpoint but I'm seeing a lot of paranoia lynches/nightkills, which are never good for anybody.

I'll wait to see what French responds with but for now I'm staying out. I'm not trying to be a dickhead, or maybe I'm just not good enough for Mafia: Hard Mode, but this just doesn't seem like it could be fun for Townies. I am genuinely curious to see how it unfolds though, so I'll be watching this one like a hawk regardless of whether I play or not.


Last edited by Aboithagameboi on Sat Jan 25, 2014 2:50 am; edited 1 time in total
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Round 68: League of Legends Empty Re: Round 68: League of Legends

Post by Caelun_Niveus Sat Jan 25, 2014 2:40 am

Simulating the game, the mafia will completely control the lynch by the fourth day at the absolute LATEST, barring only killing one of them or lynching the Staller AND preventing kills.

If the Vigilante makes one wrong kill then round two will be LY/LO.

Granted, this isn't fully accounting for the townie double voter, but it still shows serious imbalance.

Edit: And just noticed, now that aboi has left... That makes round two ly/lo unless kill prevention happens, and round three such if it does.  And that is assuming the double voter is never killed.



Edit 2:  And in a low, but possible chance:
Lynch the double voter day 1
Vig kills vengeful
vengeful kills Vig
Mafia kills Troll

Mafia have four votes, town has only three.  Usurper third party eliminated.
Day 1 Mafia Victory
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Round 68: League of Legends Left_bar_bleue520/600Round 68: League of Legends Empty_bar_bleue  (520/600)
TP:
Round 68: League of Legends Left_bar_bleue1500/1500Round 68: League of Legends Empty_bar_bleue  (1500/1500)

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Round 68: League of Legends Empty Re: Round 68: League of Legends

Post by Gam Sat Jan 25, 2014 8:05 am

I'm having doubts about this round :I
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HP:
Round 68: League of Legends Left_bar_bleue775/800Round 68: League of Legends Empty_bar_bleue  (775/800)
TP:
Round 68: League of Legends Left_bar_bleue475/500Round 68: League of Legends Empty_bar_bleue  (475/500)

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Round 68: League of Legends Empty Re: Round 68: League of Legends

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