I would like to introduce a new role to the world of setup design. This role, i think, has potential to be used in all sorts of setups and is great fun besides. A long time ago i ran a large Role Madness that involved a great deal of experimental concepts; this one proved the most popular. The inspiration came from a thousand-page thread of idle role ideas on MafiaScum, but as far as i know, no one else has ever used it but me.
So -- introducing -- the 'inkpack'. The inkpack is Mafia-aligned. The inkpack has no actions. The inkpack has one effect: When the inkpack is lynched, all players currently voting for the inkpack are 'stained' -- for the rest of the game, those players will inspect as 'Mafia' to cops. Or, in other words, all players who contribute to lynching the inkster become Millers. in effect, it becomes useless to check them.
[The name 'inkpack' is still up for debate. Other proposed names: 'inkpack,' 'painter,' 'outcast'. The original game was themed so that the 'stain' was a 'curse' and the role was named 'witch-king'.]
The inkpack concept has a few interesting points in its favor:
* The inkpack nerfs the role of the cop without having to lie to the cop with a Miller or Godfather.
* The inkpack gives scum an incentive to bus the inkpack -- games can flounder when scum don't get lynched fast enough.
* The inkpack introduces a fun level of wifom -- did X lynch the inkpack because X is town, or because X is scum and can't get checked now?
* The inkpack has to play to maximize the reward: Who is on the wagon when this goes off? Should i self-hammer or wait to get one more vote?
When i ran this role it was a huge hit, the inkpack had all the fun of being the jester and the town had a terrific time working through all the levels of wifom.
All the role needs now is a setup -- something that's simple enough so that the inkpack is the star, without being too simple. Want an open setup so that it can be tried again, i think it's a fun role and would love for other hosts to steal it.
For a first run, i think this setup needs at least 3 scum -- with 2 scum i think it would cost too much for the scum to bus, and there's a larger risk that the inkpack is the last scum, which would defeat the whole purpose of the role.
Of course there needs to be a cop. But this will be controversial -- i think there should be 2 cops. That means the scum can't eliminate the pressure to bus the inkpack just through luck on the kill. if there's just 1 cop and cop dies before the inkpack does -- that's no fun.
So then the question becomes about how to balance two cops. i have two ideas:
So, here's the setup i'm thinking of:
* 2 Mafia Goons
* 1 Mafia inkpack
* 2 Non-consecutive Cops
* 8 Vanilla Townies
13p "feels right," the numbers are a little scum-skewed but with 2 cops and the incentive to bus the inkpack, i think that's fair. Could also hear an argument for 15p. Could also hear an argument for giving the cops the option to inspect N0 -- right now that seems wrong. Since the inkpack and cop are the main mechanics, don't want to introduce other mechanics like docs.
Thoughts? Please share. Would appreciate feedback, tell me i'm stupid, wrong, smell bad, etc. Would like to run this setup in a few weeks or so whenever there's a gap in the schedule.