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#1663
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I skimmed through it quickly, without reading it carefully. 1. Have I forgotten how to count, or do Mafia games really have such a different number of people? It makes it harder to make the Mafia roles balanced. 2. Gormafia is a controversial and not fully tested concept; it can be very difficult, especially for the first time. 3. A cute character is definitely needed. And as for minor criticisms: my way of designing sets is not a standard, and some users have complaints about it. However, design it in a way that is convenient for you. Now I will read it carefully and bump the post. 1. Bourgeois.
Night action: imposing sanctions.
What does "imposing sanctions" mean? It would be good to clarify. 2. Turchynov.
has a 20% chance of intimidating his target, depriving them of their night action. Does not affect Mr. Pu, the IMF, Russian special forces, and the White Brother.
If this refers to his night action, it's very, very, very weak. It immediately brings to mind a gem from one of the sets: "kills a player with a 50% chance." Powerful night actions are better limited in other ways, for example, by limiting their duration. And if this is a feature that works together with any night action... In general, it's better not to present it as a feature and combine everything into one night action. 3. Tymoshenko.
chattering.
Clarify.
if she finds a Ukrainian or a Russian, she shoots them with nuclear missiles.
How does she find them? Or does she target them randomly? 4. Maidanite.
has a 20% chance that when using a killing night action, instead of his target, he kills one of his own group. For DuckFace, this probability is initially zero.
Okay, well, the percentages still look okay here, but they are still bad. In such cases, I simply create a condition - a link to specific events of the night. For example, if the Maidanite's kill targets someone who was protected/healed, then he randomly hits one of his own, and Turchynov is included in the list of targets only after a certain night or something like that. 5. Mirki.
Group features: they don't know each other, they can't communicate.
You can leave it out, but okay. 6. Berkut.
Night action 1: checks the status of 2 selected players. Night action 2: provides protection from attack for the selected target. Night action 3: puts the target in jail.
Too many night actions for a simple townie, and they are quite powerful. It's better to give townies 0-2 night actions. 7. Journalist-redneck.
Feature: has a 50% chance of avoiding being put in jail.
Those percentages again >< You can leave it, I just don't like probabilities in the night actions themselves.
Night action: receives an interview from an honest journalist before it reaches the recipient. Optionally, changes one of the honest journalist's questions to his own. If the honest journalist is dead, he conducts an interview himself with three questions. Ultimate action: inversion of answers. Changes all the answers of the interrogated player to the opposite.
Oh, but this is very cool, a development of the journalist theme. The confusion will be quite something. 8. Saakashvili.
Feature: has a 25% chance of avoiding being killed or executed by chewing on his tie.
Well, the meaning is clear. Percentages are a bad thing, at least because we have had cases where players with 25% survived, and those with 75% died immediately, and that is very, very annoying. It's up to the GM. In general, the role turned out well. 9. Twitter is cool. Militiaman is good, but again, percentages >< The honest journalist is also awesome, but maybe a bit too powerful, and not all specific ultimates will suit him. 10. Our guys.
lifting sanctions.
What are these mysterious sanctions?!
establishing control.
And this is interesting. Is hypnosis different from control? I demand a detailed report.
Ultimate action 1: replacing American cookies with Russian ones. Increases the chance of the Maidanite killing his own teammate by 20%.
The objection is clear; it is related to the Maidanite's feature. If you are going to keep the percentages, leave them as they are; if you make a link to events, adjust it accordingly. 11. IMF.
IMF assistance.
instant kill of everyone who received assistance from the IMF.
Aha, here is the mysterious assistance. But if it's so terrible, why is Turchynov begging for it? Does it give some bonuses during its action? Tell me. 12. Yanukovych.
Night action: produces a random effect on his target from the list: Healing, Block, Control, Hypnosis, Imprisonment, Intimidation, Kill, Protection. Which specific action will be applied is decided by a random number generator.
This is mega-epic!!! But he won't get far with just that. Give him a second night action or an ultimate, something he can keep under control. Or give him some cool features.
learns who is playing Mr. Pu, but after that he cannot use his night action on that player for 5 nights. (available after the 2nd night)
That's a very long cooldown. Games rarely last seven days; usually, by the fourth or sixth day, everything is already clear. In general, about the set. 13. The bourgeois link may be more suitable for the role of a serial killer link than for a full-fledged Mafia role. We've already had a link of killers; that's a good idea. But you need to adjust the balance. Or do the bourgeois win together with the Maidanites? Then it's okay; I even like it. 14. There are too many things. Immunities, hypnosis, regenerations, ultimates... It feels like you looked at the last couple of Mafia games and took everything that was lying around. I think it's normal to take, develop, and rethink ideas from other sets, but not on such a scale! Feel free to cut the total number of things by about a third. You don't need to give immunity from hypnosis to every other person, not counting every third; have mercy on the hypnotizers x) Regeneration is also better to give to one or two people, not half of the players. In general, when creating sets, it is best to start from a standard layout, adding a few interesting and not too complex features. You have a very cool mix with the journalists, but so many other things just drown it out and push it into the background. 15. By the way, read Mafia. Revnya (now he is Aniruddha) consistently has good settings; it's a case where quantity does not come at the expense of quality. Nebka (Olam Hével) has simple and concise settings; they are based on drug addiction, and they are fun to play. Ment and Arandor have complex sets, but they are also cool. I mainly take inspiration from glamorous design, but my sets are more or less playable, although sometimes I create very complex ones.
А, вот почему.

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