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I'm too lazy to read. So, unfortunately, I can't say anything about this right now.
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

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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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Drakkosha
I glanced through it quickly, without reading it carefully.
1. Have I forgotten how to count, or are there really too many different numbers of people in the Mafia games? 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 "nyasha" (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 them however you find convenient.

1) One team has 2 Mafia members, and the other has four. But this is compensated by the fact that in the smaller Neutral and Day roles, they are stronger + the protection is better. Also, Maydaun, who belongs to the second group of Mafia, can accidentally kill his own teammate. The probability of this increases from night to night.)
2) I am ready for the difficulties.
3) I'm afraid that if we include her, the balance will be disrupted. Although now the advantage may be on the side of the Mafia... What can she do besides putting people in jail? Can she heal?
Good idea
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I've updated the previous post with more details, here's my response.
In one team, there are 2 Mafias, and in the other, there are four. But this is compensated by the fact that in the smaller team, the Night Watch and the Drunkard are stronger + the defense is better. Besides, Maydown, who belongs to the second group of Mafias, can accidentally kill his own teammate. The probability of this increases from night to night.
Yes, that's true. The number of players in Mafia teams can be different; this is not prohibited and is even interesting, but it is more difficult to balance.
I'm ready for the challenges.
My job is to warn you! From my own experience, I can say that creating settings with different levels of difficulty is a real headache, even if everything looks smooth.
I'm afraid that if we include her, the balance will be disrupted. Although now, the advantage might be on the side of the Mafias... What can she do besides putting people in jail? Can she heal?
Well, I'm just teasing. Although yes, she can heal with an aura of cuteness, it's strange that you don't have a healer.
good way
:3
А, вот почему.

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Jass is good, but yes, a prosecutor is needed. And for the first time, I highly recommend making fewer special features and non-deterministic elements; you'll get confused when you're testing... It's not 100% certain, of course, but it's better to start with something simpler, and then see how it goes; don't take on too much at once.
 

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Drakkoska
I skimmed 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's 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.

What is "imposing sanctions"? It would be good to clarify.
2. Turchynov.

If this relates to his night action, then it's very, very, very weak. It immediately reminds me of a line from one of the sets: "kills the player with a 50% chance." Powerful night actions are better limited in a different way, by limiting the duration, for example.
And if this is a feature that works together with any night action... In general, it's better not to make it a separate feature and combine everything into one night action.
3. Tymoshenko.

Clarify.

How does she find him? Or does she direct him blindly?
4. Maidan supporter.

Okay, the percentages still look reasonably good 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 murder of the Maidan supporter targets the person 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.

It can be omitted, but okay.
6. Berkut.

Too many night actions for a simple town role, and they are quite powerful. It's better to give town roles 0-2 night actions.
7. Journalist-scumbag.

Again, these percentages >< You can leave it, I just don't like probabilities in the night actions themselves.

Oh, but this is very cool, developing the journalist theme. The confusion will be quite significant, though.
8. Saakashvili.

Well, the essence is clear. Percentages are a bad thing, at least because we have had cases where players with 25% survived, and with 75% died immediately, and that is very, very annoying. This is up to the GM. In general, the role turned out well.
9. Twitter is cool. Militiaman is good, but again, percentages >< Honest journalist is also great, but it might be too strong, and not all specific ultimates will suit him.
10. Our guys.

What are these mysterious sanctions?!

And this is interesting. Does hypnosis differ from control? I demand a detailed report.

The criticism is clear and related to the Maidan supporter'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.

Yes, here is the mysterious help. But if it's so terrible, why is Turchynov begging for it? Does it give some bonuses during its effect? Tell me.
12. Yanukovych.

This is mega-epic!!! But he won't get far with just that. Give him a second night action or an ultimate that he can control. Or give him cool features.

Very long cooldown. Games rarely last seven days; usually, everything is clear by the fourth or sixth day.

About the set in general.

13. The bourgeois link can be more suitable for the role of a serial killer link than for a full-fledged Mafia role. We already had a link Mafia, this is a good idea. But now you need to adjust the balance. Or do the bourgeois win together with the Maidan supporters? Then it's okay, I even like it.
14. Too much stuff. Immunities, hypnotisms, regenerations, ultimates... It seems 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! Boldly reduce the total amount of everything by about a third. You don't need to give immunity from hypnosis to every other person, and don't make every third person immune, spare the hypnotizers x) Regeneration is also better to give to one or two people, and not to 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 much other stuff just drowns it out and pushes it into the background.
15. By the way, read Mafia games. Revny (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 good because of the drug theme, and they are fun to play. Ment and Arandor have complex sets, but they are also cool. I mainly use glamorous design, but my sets are more or less playable, although sometimes I create very complex ones.

Thank you for the detailed analysis) I will make adjustments. Sanctions - a ban on using ultimate actions as a target for 1-2 nights.

Control - obtaining information about the action that the target is going to use. If everything is okay, leave everything as it is. If something is not right, prohibit the use of this action. But we still need to think about it. Gaslighting - during the day, the target votes for the same candidate as the person who gaslighted.

Doctor exists - Russian special forces
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Sanctions - a ban on using an ultimate ability for 1-2 nights as a punitive measure.
Cool. Especially if you miss and hit someone who doesn't have an ultimate ability or has already used it. By the way, considering that every other role had an ultimate ability, not counting the first one, and after reworking the set, it would be good to reduce their number, sanctions could be directed not at the player, but at the role, like "I impose sanctions on Putin" (although he is immune to sanctions in this version...).
Control - obtaining information about an action that the target is going to use. If everything is okay, leave everything as it is. If something is not right, prohibit the use of this action. But we still need to think about this.
It reveals everything, including the role, so it's a bit of a drawback.
Obfuscation - during the day, the target votes for the same candidate as the one who obfuscated.
Good.
Doctor is Russian special forces.
Oh, yes. But they already have three non-damage dealing abilities, and they don't always use healing. We could remove it and introduce a support/healer role as a doctor.

And you still haven't explained anything about IMF assistance. And about hypnosis, too...
А, вот почему.

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Drakkoska
Cool. Especially if you miss and hit someone who doesn't have their ultimate ability available or has already used it. By the way, considering that every other role had an ultimate ability, not counting the first one, and after reworking the set, it would be good to reduce their number, sanctions can be directed not at the player, but at the role, like "I impose sanctions on Putin" (although he is immune to sanctions in this version...).

It affects everything together with the role, so it's funny.

Okay.

Oh, yes. But they already have three non-damage abilities, they can't always use healing. You could remove it and introduce a healer role.

And you still haven't explained about the IMF's help. By the way, you also haven't explained about hypnosis...

I'll think more about hypnosis and control.

Regarding the IMF's help. As you know, Turchynov is begging for it, but not receiving it. So, when using this non-damage ability, Turchynov will, with some probability or not at all, not receive help from the IMF).
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In other words, if this non-disclosure agreement is used, there is a certain probability, or even a certainty, that Turchynov will not receive assistance from the IMF.
...so, is this a clever way to protect against manipulation? Well played!
А, вот почему.

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Master, here’s a townsfolk checking the players’ statuses. You just haven’t specified the characters’ statuses. And the townspeople somehow have 3 journalists. But there’s no blocker, thief, or witness. It’s still unclear who the poll will benefit more, the Mafia or the townspeople. You yourself saw that, if you want, you can find anything you want in an interview.
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Kilo
Master, here's a guard checking the players' statuses. You just haven't defined the characters' statuses. And the villagers have as many as 3 journalists. But there's no guard, thief, or witness. It's still unclear who the poll will benefit more, the mafia or the villagers. You yourself saw that, if desired, you can find anything in an interview.

Guard - Russian special forces

A bribable journalist can be remotely considered a witness. He sees the unedited version of the interview and knows what's what.

"checks the players' statuses" - receives an answer in the form of "players are on different teams" or "players are on the same team." Or, you can make it so that he receives answers like "one villager, one mafia," "both belong to the same side."

What is the thief needed for?
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There’s no A, thief, or witness.
You don’t necessarily need to include a full set of roles; I don’t even really know who all these people are when it comes to having two of them.

By the way, the comment about the statuses is correct. They need to be added.
I’ll reread the set now.

1. EU.
Ultimate action 1: blocks the action of the selected target.
Is that a weak block? And it doesn’t even work half the time? Or does it affect the role, not the player? If it affects the role, then it’s fine; if it affects the player, then don’t overcomplicate things and give a normal block. Although he already has sanctions...
2. Yatsenyuk and Tymoshenko.
Murder (once every 2 nights).
If he’s the only one left on the team, then that’s terribly unfair; in that case, you can remove the restriction. In my current setting, by the way, there’s also something like that, I didn’t anticipate it.
3. Saakashvili.
Night action 1: redirects the actions of any player from the group Descendants of Dr. Ukrov. (Once every 3 nights).
But how does he know that this player is in that group?
4. Berkut.
Gives attack protection to the selected target.
Does it give protection that lasts until needed, or does it just guard?

5. There’s a cute one! :3

6. Noticeably better than the previous version, but it’s still worth refining. In particular, describe the features/night actions in more detail, which are not obvious to players. Take a break from the setting for now, then reread it with a fresh perspective and think about it. It helps me.

And trim the images a bit, bring everything to approximately the same size, although this can be done at the final stage.
А, вот почему.

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A corrupt journalist can be used as a witness, albeit indirectly. They see the unedited version of the interview and know what's what.
There are different options. In our case, the witness was like this:
They follow the selected player. If that player is killed, they learn the killer's name and report it to the leader of the townspeople through the host (as I understand, the leader is Berkut in your game).
"checks the players' statuses" - receives an answer in the form of "players are on different teams" or "players are on the same team." Alternatively, it can be done so that they receive answers like "one townsperson, one mafia," or "both belong to the same side."
Status is a conditional "friend" or "foe." For Drakoshka, it's "local resident" and "outsider." Each character has a status. Usually, townspeople have the status "friend," and mafia members have the status "foe." But to avoid complete certainty, one of the characters in the townspeople's team can have the status "foe," and the mafia also has a character with the status "friend."
And what is the thief for?
The thief can steal the special ability of a selected player and immediately use it. For example, they steal the "kill" ability from a mafia member and use it on that same mafia member. It's a very powerful town role.
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Kilo
Well, there are different options. We had a witness like this:
He monitors the selected player, if that player is killed, he finds out the name of the killer and reports it to the leader of the peaceful players through the moderator (as I understand it, the leader is Berkut).

Hmm... If only the second night role of the Twitter user is reworked into a witness role. But then it would be more logical to rework Berkut into an FSB role.
Kilo

Status is conditionally "one of us" and "one of them". For example, Drakkosha has "local resident" and "outsider". Every character has a status. Usually, peaceful players have the status "one of us", and mafia players have the status "one of them". But to avoid complete certainty, one of the characters in the peaceful team can have the status "one of them", and the mafia also has a character with the status "one of us".

Well, here's one option for statuses: Ukrainian, Russian, American.
Kilo

The Thief can steal the night role of a selected player and immediately use it. For example, he steals the murder night role from a mafia player and uses it on that same player. This is a very strong city role.

The hypnotist does approximately the same thing.

Added 6 minutes ago
Drakkosha


1. EU.

Is this a weak block? And it doesn't even work half the time? Or does it affect the role, not the player? If it affects the role, then it's okay, if it affects the player, then don't overdo it and give a normal block. Although he already has sanctions...
Yes, I'm thinking, if the block affects the role, won't it be too strong?
Drakkosha

2. Yatsenyuk and Tymoshenko.

If there is only one left in the team, then this is terribly unfair, in this case, you can remove the restrictions. In my current setting, by the way, there is also such a thing, I didn't anticipate it.
I'll fix this, thanks.
Drakkosha

3. Saakashvili.

And how does he know that this player is in this group?
He just uses this ability, and one of the players is redirected. Which one is decided by a random number generator. A smart advisor only indicates the target for redirection.
Drakkosha

4. Berkut.

Does he give protection that lasts until needed, or does he simply guard?
He mostly just guards. He finds out who the killer is.

Drakkosha

6. It's noticeably better than the previous version, but it still needs some polishing. In particular, describe in more detail the features/night roles that are not obvious to players. Take a break from the setting for now, then reread it with a fresh perspective and think about it. It helps me.

And trim the images a bit, bring everything to approximately the same size, although this can be done at the final stage.

Yes, there is still plenty of time. I will gradually improve it
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