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United States2186 Posts
A bit short on time here.
Yes, fewer players is a good thing. Yes we need a break. We should be using this break time to figuring out an optimal setup anyway so it's not like anything will happen.
d_so, Chuiu can host if he wants, like I said in the intro, who the host is does not matter at all. I'm sure BC would welcome it because he's so busy and Caller could play again. All that matters is that the host works with us on inactives to ban and the game setup rather than just doing their own thing. We just don't want any mafia 3 stuff where the town is virtually assured victory before the gates are opened.
Incognito, I don't think it's a good thing for the game that the mafia should have the luxury of faking inactivity. I don't think mandatory posting is the way to go either (mandatory voting definitely though). So long as the right players are playing this should not be an issue.
Qatol:
You make a good point about the suicide bomber encouraging behind the scenes work (and on the mayor as well). That's a pretty strong argument for getting rid of it, for as you said, that decreases overall participation/interest when there's a secret club.
I wouldn't worry about day 1 lack of targets though. Clever people can get a lot done if they have the chance.
It looks like we have a while to go on figuring out DTs and mafia hits. These two things are the biggest problems. Things are still a swirl in my head.
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Its not necessarily a good thing to just hand the mafia a way to be inactive. But it is a valid strategy. People have different playing styles. If their style is to work behind the scenes, that is valid. If a mafia likes to work behind the scenes, that is valid. You might not like the fact that mafia are inactive, but the simple fact that we're trying to boost town activity is an incentive for the mafia to be active. The mafia can't hide in inactivity if the town is active. You're right, as long as you play the game, its fine. But people have their different ways of playing. Not voting is not a way of playing. Not posting could be.
*edit*
In theory larger games have to have a smaller proportion of mafia/town.
To balance the DT/mafia kills thing, we're going to have to start to come up with starting scenarios.
Proposal 1 (its just a rough draft).
30 player cap.
Rules: Players who do not vote in the day voting thread get modkilled in the day post the following day.
Blue roles: DT - infinite rolecheck--may only use his ability at night. Vigilante - infinite night kills, 1 per night. Doctor Vet - two lives.
Mafia roles: Godfather - can appear as any blue of his choice. No conversions. Capo - Rolechecks, 1 per night. Not sure of the amount of uses yet. Mafia member
Mafia kill power is equal to their number. The mafia wins if they are equal to or outnumber the town. Hence the theoretical mafia victory comes after 4 days.
Town wins if all the mafia are dead.
30 players-
3 Mafia 1 Godfather 1 Capo 2 DTs 1 Vigis (Are 2 vigis overpowered for 5 mafia?) 2 Doctors 2 Vets 18 Townies
Advantages: Small game. Perhaps mafia size should be reduced to compensate for the inherent mass modkilling on day 2?
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thinking for next time, I think we should get rid of telling how many blue/red/green roles, dont reveal role on death, and possibly clues but if so, no straight out role checks.
As i flesh out a better idea ill throw it down.
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+ Show Spoiler +On January 16 2009 09:14 Incognito wrote: Its not necessarily a good thing to just hand the mafia a way to be inactive. But it is a valid strategy. People have different playing styles. If their style is to work behind the scenes, that is valid. If a mafia likes to work behind the scenes, that is valid. You might not like the fact that mafia are inactive, but the simple fact that we're trying to boost town activity is an incentive for the mafia to be active. The mafia can't hide in inactivity if the town is active. You're right, as long as you play the game, its fine. But people have their different ways of playing. Not voting is not a way of playing. Not posting could be.
*edit*
In theory larger games have to have a smaller proportion of mafia/town.
To balance the DT/mafia kills thing, we're going to have to start to come up with starting scenarios.
Proposal 1 (its just a rough draft).
30 player cap.
Rules: Players who do not vote in the day voting thread get modkilled in the day post the following day.
Blue roles: DT - infinite rolecheck--may only use his ability at night. Vigilante - infinite night kills, 1 per night. Doctor Vet - two lives.
Mafia roles: Godfather - can appear as any blue of his choice. No conversions. Capo - Rolechecks, 1 per night. Not sure of the amount of uses yet. Mafia member
Mafia kill power is equal to their number. The mafia wins if they are equal to or outnumber the town. Hence the theoretical mafia victory comes after 4 days.
Town wins if all the mafia are dead.
30 players-
3 Mafia 1 Godfather 1 Capo 2 DTs 1 Vigis (Are 2 vigis overpowered for 5 mafia?) 2 Doctors 2 Vets 18 Townies
Advantages: Small game. Perhaps mafia size should be reduced to compensate for the inherent mass modkilling on day 2?
The problem I have with 1 KP per mafia is then the game is even more influenced by early game actions. That first day lynch suddenly has a HUGE significance and makes things very hard to balance
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Ok general idea how I think we could try to do it next round, regardless of who the host is. Have the town between 30-60 people(your going wtf, why tops of so many). Between myself, Ver, LTT, Caller, Ace, Chuiu and any vet player who wants to help, we could create a huge list of inactives/shit disturbers who don't actually play the game and keep them from playing.
Next, the number of blue roles should be smaller, mafia should just be mafia no special abilities. For blue roles im thinking of only using Vig, DT, Medic, and Vet.
Say we have 50 players for arguments sake. out of those 50, 6-8 be red
2-3 DT 2 med 1-2 Vet 1-2 vig
Everyone else is green. how each role could work.
DT (2 -3 players) Dt's are reworked. When you first get your role, you have an option. You PM the host on how you want your powers to be a) you can votecheck, once every 2 days on that days vote(only that days) However, its working is not the same as before. It only tells you how many green townies voted on that list(this means mafia/blues are left on it).
or b) you can rolecheck someone once every 2 days, starting day 2. This role check only gives you a colour orientation, not the actual role(in case of a blue).
Medics(2 people) can protect someone at night, if a mafia hits who they are protecting, the medic is left with a clue of that mafia.
Vet(1-2 people) are same as before, except if they are hit and not killed in a night, they get a clue to who attacked them.
Vig (1 - 2 people) They have the ability to attack someone once every two days(total of 3 hits), starting night 2. This means they can kill more than previous games, but cannot hit as often.
for the mafia, they can vote like a townie, and at night this is the new bit.
Each mafia member is paired with another, each person in that pair must individually pm the host the same person to kill, or hit doesnt go through(this punishes inactivity). IE this means each mafia member must pm you, and each pair must have same target.
The big catch in all this is, when someone is killed by the mafia, or lynched, their role is not revealed. The only way to find out someones colour, is for a DT to rolecheck them.
In this your DT's mean alot, but picking them out is harder as the mafia will have no way of knowing if they hit one or not, nor does the town know if they can trust them or not. It becomes a game slightly more complex than earlier versions, but still keeps the game balance i believe.
Inactivity at that point you could replace the player, and no one would know if it was a blue/green/red replaced, etc...
In this situation, also, non voters will be removed from the game(you must either vote for someone or abstain). Also, no clues are left in the writeup of who dies or very insignifigant ones leading to like one of the x amount of mafia. As much as i personally love clue analysis, it seems like the majority of the players suck balls at it, and subsequently town gets lamed alot due to it.
any thoughts on this?
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BC: First of all, with the attendance from recent games, I find it unlikely we would have more than 40 people who want to play and won't go inactive right away/ aren't disturbers. However, that doesn't really matter for setting up rules.
My first issue with this style of game is that the DTs (and most other blues, maybe not vets) can still be owned quickly by good behavioral analysis. Granted, with no role reveal, the mafia won't know if they actually took out the blues or not, but the point still stands. I really don't know a way around this for any game except that people need to work on better mafia poker faces.
With no role reveal upon death, how is the DT votecheck ability useful at all? I can't see it being worthwhile ever if the mafia just mix in a few votes on each list because the only way to be sure you have gotten rid of all the mafia on a list is to lynch everyone on that list. And doing that might hurt the town if there are blues on that list.
The DT rolecheck ability seems a little stronger, but I don't see why a DT would want to role reveal anyone who is dead. It seems like it would always be more useful to use it on still living players.
Assuming the game is a smaller set of players than previous games, how likely is it that the game would actually get to the point where the vigis would get to use their 3rd hit? (I honestly don't know on this one, it just seems like it could be a concern)
I like the mafia hit idea. It has bothered me that the mafia don't really get punished for inactivity like the town does. If 8/10 mafia are inactive, then I don't think the mafia should be hitting nearly as much, just like if 90% of the town is inactive, the mafia can just sway votes.
If we actually want to be able to role reveal dead players, I suggest adding a few coroners who can only role reveal on dead players (balancing numbers as necessary). Another option is to have the DT role reveal alternate between living and dead players. Right now it looks to me like both sides would just wind up playing mostly blind and if the town has good behavioral analysis, they win. Otherwise the mafia wins.
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On January 17 2009 06:53 Qatol wrote: BC: First of all, with the attendance from recent games, I find it unlikely we would have more than 40 people who want to play and won't go inactive right away/ aren't disturbers. However, that doesn't really matter for setting up rules.
My first issue with this style of game is that the DTs (and most other blues, maybe not vets) can still be owned quickly by good behavioral analysis. Granted, with no role reveal, the mafia won't know if they actually took out the blues or not, but the point still stands. I really don't know a way around this for any game except that people need to work on better mafia poker faces.
With no role reveal upon death, how is the DT votecheck ability useful at all? I can't see it being worthwhile ever if the mafia just mix in a few votes on each list because the only way to be sure you have gotten rid of all the mafia on a list is to lynch everyone on that list. And doing that might hurt the town if there are blues on that list.
The DT rolecheck ability seems a little stronger, but I don't see why a DT would want to role reveal anyone who is dead. It seems like it would always be more useful to use it on still living players.
Assuming the game is a smaller set of players than previous games, how likely is it that the game would actually get to the point where the vigis would get to use their 3rd hit? (I honestly don't know on this one, it just seems like it could be a concern)
I like the mafia hit idea. It has bothered me that the mafia don't really get punished for inactivity like the town does. If 8/10 mafia are inactive, then I don't think the mafia should be hitting nearly as much, just like if 90% of the town is inactive, the mafia can just sway votes.
If we actually want to be able to role reveal dead players, I suggest adding a few coroners who can only role reveal on dead players (balancing numbers as necessary). Another option is to have the DT role reveal alternate between living and dead players. Right now it looks to me like both sides would just wind up playing mostly blind and if the town has good behavioral analysis, they win. Otherwise the mafia wins.
My reasoning for the DT power is a) role reveal works in a sense not so much of on dead players but like, you build a list, and if say, a dt finds a blue randomly, he can build a circle that way etc...
For the vote check, it helps narrow down lists, find lists say with 4-5 people, if you get lucky boom you have a bunch of greens, or a case of blue/red. It is not meant to be something to lynch someone instantly, its meant for a dt to gradually build a list of whos clean or not based on voting, They play the longterm vote trace and have lists to release or the like. Role check is short term play.
I understand inactivity would still be the bane of this game but yea you do raise really valid points, My mafia team idea was my fav of them regardless.
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Problem with longterm play is games don't generally last long enough for longterm stuff to develop. I guess you might get a DT who wants to try and gamble with the votecheck ability to try and hit a list of greens, but otherwise, I just don't see the ability being used. The most recent game ended on night 4 I think? Your game ended on night 6? So at the most, the DT gets 3 votechecks. I just don't think that is enough to be useful before the game is basically decided. Seems like it might be better with more players though. Or maybe if you can use it every day, though it would have to be tweaked to make sure it isn't too strong.
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There's no such thing as behavioral analysis to find someone's role - that's just people playing in such a way that makes it so obvious. As people get better that will stop. You also don't need to worry about how the first day goes - thats almost always one of the most exciting days because both sides are doing little things fighting for power. Yes it dictates the rest of the game but that's never going to change.
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I reailly like what BC posted in his last post. Actually, everything, except the part where role is not revealed upon death. I just don't thing that right now is the best moment to change something as "gamechanging" as this.
From earlier posts, what I liked were: -Role finder -No untested role, or things OP like conversion, etc >< I think the next one should be pretty standard and go from there. -Even tho clues werent that helpful from what i saw from the last games, I'm not sure they should be removed altogether anyway. Getting the balance for not too obious yet helpful clues is probably the hardest for a GM, so I think it should be left for the GM to decide. Anyway it should not be gamebreaking either way. -Obviously force people to vote/abstain. Even tho it's probably only hurting town, this get inactive sorted up quite easily and force some activity. -Nigh posts/day posts going up around the same time each day/two days would be very good. Especially if voting is forced. Not knowing when days are ending is hard if you ca't stay on the thread 24/24. -Short break ftw. -Somone also mentioned making the DT role check a night power, I like.
Ok this is a mass of random stuff gathered from people's ideas but yea, those I defenitely support.
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bumping this thread, i think theres a lot of people that can be interested if we make the right adjustments to the game. Hopefully there is more people interested in a game with less blues than i thought at first sight.
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On January 17 2009 12:46 Ace wrote: There's no such thing as behavioral analysis to find someone's role - that's just people playing in such a way that makes it so obvious. As people get better that will stop. You also don't need to worry about how the first day goes - thats almost always one of the most exciting days because both sides are doing little things fighting for power. Yes it dictates the rest of the game but that's never going to change.
This is very true. If the town is really active, it should be harder for the mafia to accurately hit blues. If not, then its the town's fault.
Also yeah, DT vote checks without role reveal or coroners is useless.
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bump, we should get more ideas together methinks
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This thread went exactly like the games. 10 posts/min in the first day, no activity afterwards.
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United States2186 Posts
I haven't been very active and haven't been propping it up. But yeah it seems a break is definitely the right idea as people's interests haven't been very high, probably due to the last game heh. I really do encourage more responses though until we can get a good system down. I think I finally came up with something good.
I like no role reveal upon death and with that in mind your ideas are very good BC. But I think that we should leave that for mafia 8 and beyond and just go with a classic formula for one game. Another bad game will likely cause a long (permanent?) mafia hiatus and while I like no role reveal upon death there is a chance it could just produce more apathy since people would be overly suspicious of everyone. Let's leave this till next game discussion unless there is overwhelming approval that we should be doing it for this game.
Blackace is right about the first day lynching (I only have problems with the mafia hits lynching has been fine) but I still think you are a little overoptimistic on the role problem. The number of people who can skillfully hide their role (to the mafia who only cares if green/blue/vet) is really really tiny and that's just on day 1/2. Yes this is improved with good play but right now the level of skill necessary to do that simply isn't there. I do agree with incognito that an active town will help to some degree. Even still, we need to have measures in place to make sure the first few mafia killdays aren't too volatile.
I guess the major thing to decide on is if we are going for a random solution or another solution. The random solution applies to both mafia kills and detective checks (we don't have to take both but it makes sense to go all or nothing). The issue of the mafia not being able to kill an important person is a big problem with the random targeting system; probably the biggest reason to scrap it. But then we are back to square one on how to figure out the killing system. More on that later.
Making DT's only check at night is also a great option that should be implemented no matter what. A straightforward and simple solution to prevent the dumb day 1 roleclaims. If we don't do random this is the way to go imo (even if we do other solutios). I also think it's fine that DTs can see the full blue roles (assuming godfather is in play which imo is a good/necessary idea; obviously no conversion don't even bring that up).
The other issue of DTs are clues. I've said this before I'll say it again, I hate clues and think they are stupid. Behavior can be argued any which way, while clues are almost wholly subjective and frankly just clog up the thread with stuff that has nothing to do with the actual game itself. In bigger games they are crucial for letting the town weed through the silent mafia, but in this next game the mafia is not going to have a real option to stay silent with much fewer + more active people.
Poll: Are clues useful to have for smaller games? (25-40~) (Vote): Clues are still good for small games (Vote): Clues serve no purpose in small games (Vote): Clues are bad for small games
If we do keep clues Qatol had a nice idea (not sure if he posted it here too or not) of letting the 'cluecheck' ask if a certain person is 'x mafia codename.' Better than the current (useless) power but it's still pretty mediocre.
Incognito, we must not have the mafia KP be 1:1. That makes everything lean on whether the town can kill mafia in day 1/2 or they lose. Remember, we need a less volatile early game where the killings don't decide everything immediately. Your suggestion is a flagrant example of this where the mafia can kill every single important blue the first night (and if they don't then the vigi's will murder them). That is the exact problem we're trying to avoid.
I still don't have my own framework yet. BC your idea of vigi's having to wait between days is good but letting them have 3 kills is definitely not. Blue roles should not be of such a high output that they can singlehandedly break the game if left alive.
I don't know I feel like this is trying to attack the basic structural framework of mafia which is why this is such a hard problem to solve. I'm going to delve a little deeper in hopes of feeling things out better, so hear me through.
In an ideal game, everyone would be sufficiently skilled enough so that either the mafia would not have good leads on who's blue and whos not, or if they did, the medics would also be able to figure this out, making the mafia not being able to just kill 'hidden' blues with impunity. In our games the medics so far have either been killed off early or have not been able to figure this out, and frankly it's pretty unreasonable to base your protection off of this because you don't know know what the mafia knows and if they have the right people who can figure this stuff out. Thus, it's safer to go and prot the guys in the open who the mafia might want to shut up anyway. It's pretty clear that the medics are not going to be able to counterbalance the mafia being able to figure out blue roles and kill them too easily (or miss and lose). The randomness options seem to have been the best bet so far but the mafia does need the ability to kill the really important guys if they so choose; targeting is one of the most important mafia strategies and it should remain so. It just shouldn't be the most important or only necessary mafia strategy.
Thinking about this more, I honestly think the vigilante is bad for the game in this regard. When I was prioritizing targets as mafia my first enemy was not the DT or the medic but the vigi by far. The town lacks KP inherently and while DTs are good they don't change this fact. DTs are thus most useful with mayors where the double lynch makes the additional information even more useful. We saw how in mafia 5 even though the town got virtually every mafia with very nice dt checks they didn't have nearly the KP to take them out because the mafia was able to kill a vigi and jack very early, reducing the non-lynch KP from 6 to 3 (not counting bomber). This singlehandedly won the game for us; the votelists were so overpowered that game that having the other 2 DTs wouldn't have made that much more of a difference (might have saved a wasted lynch at best) but lacking those 3 kills was huge. Thus, either vigi should only get 1 kill, or vigi should be removed.
Here's a possible alternative.
Low mafia number, low mafia KP, low blue count. Say, 30 people (what we will likely end up with). This is reasonably similar to your setup incongito but with some important changes.
No vigi setup:
5 mafia. Includes Godfather and Capo. 1 KP per 2 mafia rounds down. If it rounds up then the first few lynches are too volatile.
2 DTs (Infinite rolechecks, only usable during night) 1 medic 2 veterans (1 extra nightlife so 2 hits to kill)
19 townspeople.
Mafia needs to be fewer to compensate for reduced KP although godfather/capo does help. The medics could be slightly overpowering but likely will be canceled out partially with the lack of information from dt/capo. I suppose it could be rounded up but that makes everything rely on getting that first mafia which is not good. Thus there is the alternative setup:
Alternatively:
6 mafia. Includes Godfather and Capo. 1 KP per 2 mafia rounds up. If it rounds down then the first few lynches are too volatile.
2 DTs (Infinite rolechecks, only usable during night) 2 medics 2 veterans (1 extra nightlife so 2 hits to kill) 1 Vigilante (1 kill usable day 2 and beyond)
The extra mafia KP and rounding is balanced out by the vigilante and extra medic.
In both games the Godfather can choose at the beginning to appear as medic, DT, or townie (or vigilante). The Capo is a DT that acts at night but only has limited uses (2 or 3) And of course it goes without saying no conversions. All of this is assuming no clues btw since I think they are unnecessary for such a small game.
How do each of these sound? They are aiming for a longer game which I think is important since there is often too little too fast in previous games (seems to be decided upon in 5-6 days rather than 2-4). The town has time to make mistakes and especially in game 1 the blues are not that important at all. I think that making the blues small in number (Balanced out by low mafia KP) and not that powerful is a fair solution to the problem I've proposed.
I'll add role information to the OP so we don't waste time discussing how conversions suck or whatever.
As for inactives, guys have faith. We will make sure that the right people are chosen, plus I'm sure there will be stragglers who could be subbed in for any random inactives. Making the mafia send in their hits like that is just going to be an annoying and unnecessary bureaucratic procedure. If we can't get the mafia to be active then what's the point of our efforts (they'd just be subbed/modkilled anyway).
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Clues are very unpredictable. They can point many different ways and each host has different clue styles, it becomes very difficult to make sense of them.
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quick quips since I have no idea about everything I would change yet...
1.) Clues are necessary. There's no way around it. Not everyone can be analyzed by behavior, and that just means all the top players get DT checked. Whether or not they are mafia once those checks run out if enough mafia haven't died the game is over. The mafia just play to survive rather than to wipe the town out asap and the game staggers. Without clues there is no discussion.
2.) DT checking only at night is a must for now. Normally it's allowed so that Day 1 can get started discussion wise but since there are not enough people skilled at NOT giving up their role we can't afford it. I still don't know why people tell anyone else their roles anyway but oh well.
3.) For mafia KP 1:1 is good if it's a decent sized game. I don't think it should change however if the problem is early game KP use something like Mafia KP = 3 + X where x is the number of the night we are on. That way the longer the game goes both factions get stronger but mafia get stronger a bit faster, even though classic mafia games don't really need this (both factions still get stronger without this KP).
4.) DTs need to stay basic. Clue check, role check/alignment check and thats all. No vote list checks unless they only get ONE. Mafia likewise can just be Godfather and that's it.
5.) Randomized roles aka no idea if we are playing with Vigis, Vets and how many. Basically all we know is we have DTs and medics for sure, and there's a Godfather and everything else is up in the air. the total # of blues around are known but not how many of each. Mafia games technically most of the roles should be plain green. Problem is when it comes to non-veteran players people bitch when they don't get a blue/red role. Nothing we can do about it as we've tried giving lots of blue roles even though they aren't powerful but still useful and people still won't play.
The basic framework is fine. I think we all tried to make the game more fun too fast without the level of skill of everyone catching up. We should stay close to the original framework while slowly incrementing changes so players that are new or just not that good learn how things "really" work. I've written tons of things on mafia on how to win and the mind games that go on that I should probably go find on my other forum.
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I think the main thing is to have smaller games with proven active people. Preferably rational players who play the game no matter what role they get.
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Ace, I think it might help a lot of people (myself included) if you could put together a basic mafia tutorial. I know I was guessing a lot about how to properly play my role in BC's game, and it is quite possible that I would have accidentally given myself away stupidly if you and Caller hadn't been helping me. I mean, I realize that a lot of playing is just thinking things through and realizing how your comments will be seen and interpreted, but we are seeing people (usually blues) give themselves away game after game. A good example of this from the last game was Scaramanga, who was obviously some sort of blue role.
I would also like to point out that mafia have an easier time finding blues than medics do. This is because the mafia know who all of the other mafia are. Often in games, the people who act strangely are mafia and blues, usually (I hope) because they aren't sure about how to play their role. However, the mafia can immediately eliminate their fellow mafiosos and focus on others who are acting strangely. The medics don't have such information. Just keep this in mind when we're talking about the strength of medics.
Ver, I am thinking you would also allow Godfather to pretend to be Vet? Or did you intentionally leave them off the "faking" list so the town has guaranteed townies?
About the targeting, I am wondering if a hybrid of random and direct would be the best solution? For example, the mafia has 5 hits. 2 of them they know will hit 100%. For the other 3, you have a list of 6 people and 3 of them will take hits. This way the mafia will still hit their most important targets (making targeting viable) but they can't directly target a lot of people, potentially finishing all the blues right away.
I also hate clues, but for the moment I feel like they are important to the game. Not necessarily for the information they reveal, but for the discussion they cause within the town. I think they could be eliminated in the future, but I don't like getting rid of anything that causes activity.
Ace, with your mafia KP getting larger as the game goes on, I like the idea, but I'm curious about whether you think the kill power should peak and get smaller again. I'm almost inclined to say no, so the town has a sense of urgency. However, the KP either needs to start small early on or not grow very fast in order for this to be balanced.
Figuring out who will run the next game so they can give their input into this thread would be nice.
I had an idea for making cluecheck a little stronger than what Ver mentioned, basically a yes/no answer to "is player X mafia codename Y or mafia codename Z?" just because I don't think "Is player X mafia codename Y?" is strong enough to ever see use. Moot point if we decide to give the DT inifinite rolechecks or we decide to not do clues. Regardless, it's still a pretty worthless ability as things stand right now.
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The idea with the KP was just thrown out there because I've seen it used in another game where the town starts to realize if they keep messing up shit gets worse exponentially. Of course, that game had Mayor/Pardoner(really good roles if used right) so it was more complex. If anything it should start small always and increase slowly. The good thing for mafia is it allows them to hide inactives since the KP is independent on their members so we either tweak the formula or use a new KP.
Mafia targeting shouldn't be random. It should always work out to kill who the mafia feels they must. It's up to the town to present enough targets to stop that from happening.
As for a guide, possibly but I think it would need to start off with people asking me questions on how things work, what to do in some cases, or pretty much asking just about anything. Most of my insight comes from what happens in specific games and rules I follow on "how to win".
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