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Antisocial: Difference between revisions
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At the start of the game, the moderator will announce the presence of an Antisocial role in the setup, in addition to that player's win condition (with any references to players redacted, e.g. if there is an Antisocial [[Condemner]], the moderator would keep the identity of their [[Condemnee]] secret). The moderator will not confirm who the Antisocial player is. | At the start of the game, the moderator will announce the presence of an Antisocial role in the setup, in addition to that player's win condition (with any references to players redacted, e.g. if there is an Antisocial [[Condemner]], the moderator would keep the identity of their [[Condemnee]] secret). The moderator will not confirm who the Antisocial player is. | ||
| Variations = On many third-party roles, the Antisocial modifier effectively exists to distinguish between two versions of a role, e.g. the Antisocial Jester who causes the game to end when they win, and the (regular) Jester for which the game continues when they win. | | Variations = On many third-party roles, the Antisocial modifier effectively exists to distinguish between two versions of a role, e.g. the Antisocial [[Jester]] who causes the game to end when they win, and the (regular) Jester for which the game continues when they win. | ||
The Antisocial modifier functions to some extent even when not publicly announced; however, announcing it is recommended, both so that counterplay to the role is available, and so that the other players in the game are not misinformed as to their own win condition. | The Antisocial modifier functions to some extent even when not publicly announced; however, announcing it is recommended, both so that counterplay to the role is available, and so that the other players in the game are not misinformed as to their own win condition. | ||
The effect of Antisocial will, of course, depend on what role is modified. Antisocial [[Survivor]] is the most common combination, because it fixes many of the issues normally inherent with a Survivor. An Antisocial | The effect of Antisocial will, of course, depend on what role is modified. Antisocial [[Survivor]] is the most common combination, because it fixes many of the issues normally inherent with a Survivor. An Antisocial Jester is probably a little better-balanced than a regular Jester, because the role is harder to win with when players are on the lookout for it. | ||
| Use = The Antisocial modifier works to make a third-party core to your setup, rather than incidental; players belonging to a main faction can often get away with ignoring third parties and/or hoping that the other main faction will deal with them, but an Antisocial role is a threat to everyone; in extreme cases, the Town and Mafia may need to cooperate in order to smoke them out, and/or postpone their attempts to defeat the other faction in order to try to delay the Antisocial win condition. | | Use = The Antisocial modifier works to make a third-party core to your setup, rather than incidental; players belonging to a main faction can often get away with ignoring third parties and/or hoping that the other main faction will deal with them, but an Antisocial role is a threat to everyone; in extreme cases, the Town and Mafia may need to cooperate in order to smoke them out, and/or postpone their attempts to defeat the other faction in order to try to delay the Antisocial win condition. | ||
Revision as of 10:24, 23 February 2021
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An Antisocial player is a third-party who causes all other players to lose when they win. The existence of their role is normally announced at the start of the game (but not who has it).
Standard version
The Antisocial modifier is placed on a third-party role. If the Antisocial player wins, everyone else loses. Otherwise, they function as a normal member of their faction.
It is possible to have something of a win condition resolution loop when Antisocial roles are involved (e.g. an Antisocial player is in a sense a threat to the town, and if an Antisocial player would normally win if town wins, then this causes action resolution issues). Such loops are resolved by ignoring the Antisocial modifier when determining whether the Antisocial player has won (e.g. a living Antisocial Survivor wins at the point when, if they were a regular Survivor, the game would be over).
At the start of the game, the moderator will announce the presence of an Antisocial role in the setup, in addition to that player's win condition (with any references to players redacted, e.g. if there is an Antisocial Condemner, the moderator would keep the identity of their Condemnee secret). The moderator will not confirm who the Antisocial player is.
Variations
On many third-party roles, the Antisocial modifier effectively exists to distinguish between two versions of a role, e.g. the Antisocial Jester who causes the game to end when they win, and the (regular) Jester for which the game continues when they win.
The Antisocial modifier functions to some extent even when not publicly announced; however, announcing it is recommended, both so that counterplay to the role is available, and so that the other players in the game are not misinformed as to their own win condition.
The effect of Antisocial will, of course, depend on what role is modified. Antisocial Survivor is the most common combination, because it fixes many of the issues normally inherent with a Survivor. An Antisocial Jester is probably a little better-balanced than a regular Jester, because the role is harder to win with when players are on the lookout for it.
Use & Balance
The Antisocial modifier works to make a third-party core to your setup, rather than incidental; players belonging to a main faction can often get away with ignoring third parties and/or hoping that the other main faction will deal with them, but an Antisocial role is a threat to everyone; in extreme cases, the Town and Mafia may need to cooperate in order to smoke them out, and/or postpone their attempts to defeat the other faction in order to try to delay the Antisocial win condition.
The balance effect of Antisocial is weird, typically reducing the win chances of every faction. This is because it serves to reduce (in fact, entirely eliminate) the chance of "joint wins" involving the Antisocial player.
Play Advice
If you are Antisocial, then every other player in the game will be highly motivated to get rid of you, when they figure out who you are, and/or prevent your win condition from being achieved if they figure out what it is. Your top consideration is therefore likely to fly under the radar, without looking like that's what you're doing, until you get a chance to achieve your win condition. That said, it may well be worth to take risks to bring your win condition about as early as possible, giving less time for the other players to frustrate it.
Sample Role PMs
The standardized Role PM for "Antisocial" describes the passive ability as follows:
- As an unmodified passive ability:
If you win the game, every other player will lose. The existence of your role will be publicly announced at the start of the game (but not who has it).
(edit)
- As a passive ability with a modifier:
If you the nth win the game OR win the game on day n, every other player will lose. The existence of your role will be publicly announced at the start of the game (but not who has it).
(edit)
Example (unmodified)
Welcome to game! You are an Antisocial Survivor.
If you win the game, every other player will lose. The existence of your role will be publicly announced at the start of the game (but not who has it).
You have no active abilities.
You win if you are alive when the game ends.
Confirm by replying to this PM with a summary of your role.
Example (modified)
Welcome to game! You are an Odd Day Antisocial Survivor.
If you win the game on an odd-numbered day, every other player will lose. The existence of your role will be publicly announced at the start of the game (but not who has it).
You have no active abilities.
You win if you are alive when the game ends.
Confirm by replying to this PM with a summary of your role.