Quantum Mafia!I like the meta-players interpretation, that makes the game a lot clearer. A few points:
The Meta-Scenario:
Even as you read this, in an infinite number of parallel worlds, an infinite number of players are reading a thread more or less like this one. In each of those worlds, the players will be playing a very simple Mafia game. Their rules will be as follows:QuotePlayers are either Town or Corrupt; there are no Independents.
The Townies win when they have lynched all the Corrupt.
The Corrupt win when they are equal or superior in number to the Townies.
Players, whether Town or Corrupt, do *not* have to survive to win. Townies, living or dead, win when the Town wins. The Corrupt, living or dead, win when the Corrupt win.
Days last 24 hours, and begin at 20:00 server.
Every day, all living players must vote to lynch one of their number. Voting is mandatory. If a player has not voted by the end of the day, he is deemed to have voted for himself.
The player with the most votes will be lynched. A majority is not necessary. The dice will decide any ties.
Nights last 24 hours, and begin at 20:00 server. Players may not post to the thread at night.
Every night, the Godfather must send that night's kill target to the GM.
If the Godfather is lynched, another one of the Corrupt becomes the Godfather.
The Corrupt may not kill one of their own.
Every night, all potential Investigators must send their night's Investigation targets to the GM.
There are no powers other than alignment Investigators. However, all Townies believe themselves to be alignment Investigators until one of their conclusions is proven wrong (think *Clue*). One of the Townies is actually an alignment Investigator whose conclusions are always correct.
All the other Townies receive random results each night until one of their random results is proven wrong.
A dead player may make a single death post to the thread. He or she may not otherwise communicate with other players.
As metaplayers in the Quantum Mafia metagame, an abstraction of all of those hundreds of games, you will follow all the rules of those basic games, except that you may post to our metathread whenever you like.
Game Mechanics:
Before the start of each Day, each Metaplayer is PM'D his/her current Corrupt/Town percentage.
At the start of the game, all Metaplayers will have the same chance of being Town or of being Corrupt, and all Metaplayers will believe themselves to be Investigators. Although this game is being played in hundreds of parallel worlds, we will assume that each player makes the same choice of lynch vote, and, if applicable, the same choice of night kill or Investigation target, in each of those hundreds of worlds. So you only need to send me one lynch vote each day and, if applicable, one night-kill vote or Investigation target per night.
Night kills only take effect when the Godfather is lynched. All players killed by the Godfather immediately become 100% dead and out of the game, and they stand revealed at that time as 100% Town, since the Corrupt cannot kill their own. Whenever a Metaplayer is determined to be Corrupt, he or she *will* prove to be the Godfather. (The uncertainty about that is only a feature of the basic game, not the Metagame.)
Lynchings take effect at once. A player who has been lynched is 100% dead and out of the game.
If the true Investigator is killed, then he or she is revealed in death as the true Investigator and all of his or her conclusions become true. There is only One True Investigator; once he/she is dead, that's it for Investigation.
Quantum ghosts (players actually night-killed earlier, but not yet known to be dead) may behave as though they were alive until they are determined to be 100% dead. (What, you've never heard of entire graveyards voting?)
I like the meta-players interpretation, that makes the game a lot clearer. A few points:
- The mafia should probably have specified ranks so it's clear what the hierarchy is. Like how you have an Alpha/Beta/Gamma werewolf.
- Just to be clear, the first player proved to be corrupt in the meta-game definitely becomes the godfather, even if there's still a chance of him not being one? That seems a bit odd to me.
I really wouldn't suggest a Bastard game for your first run. They can be tricky to do properly and usually require some extra work. Best to get the logistics of running a game down properly before you try one.Ah. This one probably wouldn't require too much work, but I still need to figure out a few things.
Once you do run the Bastard, I also recommend working with someone experienced with set-ups to make sure your idea is sound and to get the details balanced.
Reindeer MafiaI approve of this idea.
Reindeer Mafia
Premise: An elf has heard some of Santa's reindeer are planning an rebellion! The loyal reindeer must weed out the traitors and save Christmas!
Setup: 1 person will be Rudolph, others will be the remaining 8 reindeer. Everyone will know everyone's names
There is a 50% chance Rudolph is scum. If he is scum and is lynched, town will immediately win. If he isn't scum and is lynched, town will immediately lose. There will be another mafia randomly selected from the other 8.
and at the end, the wall of flesh killing everyoneFUCK YOU BOOKTHRAS
Has anyone ever run a dwarf fortress flavored mafia, and how did it go?
I have an idea for one, including written up fluff and everything, but I'm not experienced enough, probably, to run it yet.
Thanks! I have mine set up slightly differently from that, but it'll be interesting to see how the set-up of that one works.Has anyone ever run a dwarf fortress flavored mafia, and how did it go?
I have an idea for one, including written up fluff and everything, but I'm not experienced enough, probably, to run it yet.
Here (http://www.bay12forums.com/smf/index.php?topic=34942.msg534327#msg534327), and you can search for the other three.
Bumblebee Mafia:That is an amazing idea, but it suffers from a few issues. I think that it's too Town-balanced without modifications.
Premise: Foreign bees have entered the hive! Protect the honey and the queen!
Setup: All townies can sting. Mafia can't. Day ends when someone gets stung. The stinger and the stung both die and flip. Mafia win when they equal town. Nightless.
I don't see it. Please explain why you believe it's unbalanced in Town's favor.Bumblebee Mafia:That is an amazing idea, but it suffers from a few issues. I think that it's too Town-balanced without modifications.
Premise: Foreign bees have entered the hive! Protect the honey and the queen!
Setup: All townies can sting. Mafia can't. Day ends when someone gets stung. The stinger and the stung both die and flip. Mafia win when they equal town. Nightless.
Numbers wise it's the same as having nightkills - there'll be one definitely townie and one possibly not town kill per cycle. The fact that the mafia can't choose who to kill makes it more town-sided in theory, but in practice I think the fact that townies with daykills almost always use them stupidly would wipe out that benefit.Because it gives the town a double lynch. The town can pick who kills who, and if they refuse they're obviously scum.
Add the condition that you have to be alive to win. Then people will have a reason not to. This does prevent an interesting puzzle: do you die for the good of the hive?Um, no. Nobody would play if you did that. Forcing people to lose so that their team can win would be incredibly annoying for the losers.
Because it gives the town a double lynch. The town can pick who kills who, and if they refuse they're obviously scum.This is true in theory, yes. But I've read a very similar game to this (the only difference was that the mafia were also suicide bombers) and in that townies screwed themselves over by bombing people out of anger.
It sounds great! It just seems to favour the town a bit.Because it gives the town a double lynch. The town can pick who kills who, and if they refuse they're obviously scum.This is true in theory, yes. But I've read a very similar game to this (the only difference was that the mafia were also suicide bombers) and in that townies screwed themselves over by bombing people out of anger.
That's not to say this game shouldn't be run, it sounds fun and the flavour is good.
I strikes me that for the eager/reluctant citizen, winning is probably wholly a matter of luck.hmm... perhaps change them to survivors and have the eager citizen reveal soldier to the police chief's inspections and the reluctant citizen be immune to becoming a soldier?
I think it's somewhat an issue with survivor type roles: there's not much they can do it to increase their chances of winning other than not being lynched.
MEGA CLAIM MAFIAI can see what you're going for here, but
I have an objection to point one: if the townie lies, then if they would be lynched they would lost immediately.MEGA CLAIM MAFIAI can see what you're going for here, but
- The massclaim is basically worthless because every townie is going to lie
- The game would be incredibly slow due to the fact that most people would need to die three times
- The mafia would probably lose hard, since a) every townie would have three lives all the time and they sometimes wouldn't and b) investigative abilities would really stack up over the course of the very long game
I like the idea though, if you could think of an incentive other than additional lives it could work.
Regarding Mega Claim-- on reflection, I think players would just fake claim on the day unless they were up for the lynch, and then truthfully claim the previous day. More consideration needed...The primary problem the wizard duel games had was not the mechanics so much as the town reliance on said mechanics. That, and in the first two games dark mages were too powerful and in the third game there were too many of them.
As for Wizard Duel: how did the original Wizard Duel games go, what do you intend to fix with your changes?
*points at Mephansteras*There was more to the pm than that, but I think I get what you are saying.
But sure! I'd love to help. (But then I would also love to play in there...)
Not right this moment, although that's mostly because I have a head cold and thinking is tiring. Later this week, perhaps.sounds fine. I need some time to get a few problems worked out anyway, so that works perfectly.
Questions:1. We'd have to have a go at it to test it, but at a glance I don't see anything glaring about it.
1- Are the powers priced reasonably? With five points to spend, players can choose to take more powerful powers at the cost of taking flaws, or they can choose cheaper powers and gain more indirect advantages. Does this work out?
2- Is there a genuinely unstoppable scum strategy?
3- Is there a genuinely unstoppable town strategy?
4- What would you build if you were scum or town?
So, Tiruin wouldn't be able to make a day cop straight off the back unless she took a bunch more flaws.I'll take ALL THE FLAWS MWAHAHAAHAA
You have to admit, unreliable voting would be hilarious.All the votes! Throw them at everyone!
...How's about let's run it and test it for the moment, unless anyone has any major and minor notes on the stat-point system? :P+1, she makes a good point.
Ok, the game is now up! (http://www.bay12forums.com/smf/index.php?topic=137283.0)...How's about let's run it and test it for the moment, unless anyone has any major and minor notes on the stat-point system? :P+1, she makes a good point.
Just one:
As with extending, a person can choose to commit Honorable Suicide. They will die, but the day will immediately end.
[poss: in addition, any votes you cast before ending your own life will count as two/three] (Could be used by the mafia as a daykill)
[poss: As with your suicide your crimes are absolved, regardless of your alignment you will be revealed as town/neutral] (Only seems to benefit mafia)
1. Samurai (modified doctor)
Action: During the night you can choose to protect someone, which will defend them against any hostile actions. However, once you have chosen a person to protect, you are then bonded to them and can only protect that singular person until game end or they die by some other means (lynching, usually).
If you accidentally swear fealty to a ninja, tough luck, you become a scum too- regardless of whom you bond yourself to afterwards..
2. Metsuke (cop)
Action: During the night you can choose to inspect someone. You will be told their alignment, but not any abilities that they may have.
4. Lord (Vanilla Townie)
1. Ninja (Vanilla Mafia)
2. Oni-Ninja (Modified blocker)
Action: During the night you can choose to terrify someone. This will prevent them from using their ability that night, or casting a vote the next day
[poss: Rather than simply not having their vote counted, the victim themselves must not vote, or the next night they are a free kill for the Mafia/or they die on the spot] (Adds uncertainty)
1. Komuso
Passive: If you are inspected or killed, it will be revealed that you were a mendicant monk, however your alignment as Town/Mafia will not be revealed.
[poss: there can be as many as up to 3 Komuso monks in play] (REVEL IN THE UNCERTAINTY)
2. Arquebusier
Action: Once a day, or night, you can make a kill. However, these foreign fire-throwers are anything but silent, and everybody will know that you are the Arquebusier.
[poss= make scum/town only] (Removes element of uncertainty, hinders scum)
[poss= due to massive reloading times, it cannot be used on successive night/day]
[poss= at night, others will be informed of the arquebusier's kill before any other actions are taken, and be given the option to change their actions accordingly] (Role becomes significantly weaker)
[poss= If used at day, it has a ~% chance to miss, and kill another random person] (Becomes stronger for scum)
Some thoughts:Same with extreme patriot, I suppose, but he is a protester ally.
- The name "Extreme Protester" is confusing considering the fact that he's not actually a protester for some purposes
- The extreme patriot should probably never kill, unless he's aiming at the spy he has no way to know if it will just make him arbitrarily loseBut the same can happen to the extreme protester too. And I forgot to write-up something about that: It is a bus, not a redirect. So it works both ways
- What results does the police chief get on his targets?He gets to see their role in the game. This is partially to better help the military recruiter choose targets.
- I don't understand why the military recruiter is pro-protester. The goal of recruiting everyone is already strictly harder than the Police Chief's win condition and he has no real tools to help accomplish it, why make it even more difficult?LOLZ. I screwed that up. Back to editing.
Maybe if he needed like, half of the living players as soldiers at the end to win? It would also help if the police chief shared his win condition.Perhaps...
You don't need to double post here. You may edit your post here.Sorry, old habits die hard.
:P
I thought no one would be lynched in a suicide. Disregard my previous post.That's another possibility- but it'd probably just get used by mafia to protect power roles.
Until the day the mafia sub-board has non-OP editing disabled.
1. SamuraiAnd give it to every player.
Action: During the night you can choose to protect someone, which will defend them against any hostile actions. However, once you have chosen a person to protect, you are then bonded to them and can only protect that singular person until game end or they die by some other means (lynching, usually). But you do get a chat.
If you accidentally swear fealty to a ninja, tough luck, you become a scum too- regardless of whom you bond yourself to afterwards.
I actually thought of running a game where every player was a cult leader, and the first person to become a member of all cults won, with only like one or two players that were "hunters" and would revenge-kill anyone that tried to convert them.I'd play this.
I actually thought of running a game where every player was a cult leader, and the first person to become a member of all cults won, with only like one or two players that were "hunters" and would revenge-kill anyone that tried to convert them.
I actually thought of running a game where every player was a cult leader, and the first person to become a member of all cults won, with only like one or two players that were "hunters" and would revenge-kill anyone that tried to convert them.
Let me break that for you.
"Everyone convert the player below you on the list!"
*2 5 and 7 die*
"Okay, 3, 6, and 8 are hunters; now round-robin convert everyone else and all living players win!"
It would work if the mod didn't reveal roles.This was the idea, nobody would know about the other cults, at least not at first.
I'm really tempted to run a batshit-insane power-hungry game that will almost certainly be woefully imbalanced. Just because it could be chaotically fun, the way a free-for-all melee is fun.No, I'd also want to play it.
Maybe something like ... send in 5 Xylbot roles, I'll pick two at random from those five and another two at random and now you've got 4 abilities, go nuts. No balancing of powers, just random what-the-hell-ever-ness.
Am I the only one who thinks this would be amusing?
I'd play that. Would you still only be able to use one action a day or what?Depends on what you get. Hmm. The role list doesn't seem to indicate any "free" abilities, so I might consider something like ... for each ability you get, you have a chance of getting a modifier on it. Like a 1-in-10 chance of it being "free" so you can use it once during its respective phase and it doesn't count against your action limit. Or a 1-in-5 chance of it being a "chaotic" ability in which it will change into something else after you use it.
mafia: Ascetic Reflecter*/Combined Reflecter Disabler*/Day Disabler Unstable Clone*,Eavesdropper/Mimic/Shuffler; survivor: Peeping Tom/Sleeper Reviver Survivor*/Witch Randomizer*; town: Lesser Computer Hacker Eavesdropper*/Lynchproof Super Vice Cop*/Secret Admirer Sensei!*, Lynchproof Warp*/Mimic Clone*/Shaman Gunsmith*, Cowardly Retired Wolf Hunter*/Skulking Twin*/Undertaker, Ascetic/Bruce Wayne/Magic Lamp
You are BUDDY1's secret admirer. Each night, you give them a random gift. You can recruit another player to be your pupil in the martial arts. If your target is protown, they will join you and gain the ability to kill. Else, you will die. Actions: (auto)gift recruit
Might as well just run a Chaos or an Australian setup from Xylbot at that point. That would at least make the game more varied rather than pitting a bunch of kill-immune killers against each other.Yes, but part of the appeal is the chance of getting something horribly broken and insane. At least it is in my mind.
Yes, but part of the appeal is the chance of getting something horribly broken and insane. At least it is in my mind.That's what Chaos and Australian are - completely randomly generated setups with no attention paid to alignments, balance or sanity. I once got Unlynchable Death Arsonist (sk) as a role in it Your proposal would have less variety because most people would just send in very similar roles, and you'd end up with something like Unlynchable Jackie Chan vs Black Guard Chuck Norris vs Recurring Nightmare Commando.
Like playing Pokémon with a randomizer. You want to see just -how- crazy the set-up could be.
Ahh, I now I get at what you're saying.Yes, but part of the appeal is the chance of getting something horribly broken and insane. At least it is in my mind.That's what Chaos and Australian are - completely randomly generated setups with no attention paid to alignments, balance or sanity. I once got Unlynchable Death Arsonist (sk) as a role in it Your proposal would have less variety because most people would just send in very similar roles, and you'd end up with something like Unlynchable Jackie Chan vs Black Guard Chuck Norris vs Recurring Nightmare Commando.
Like playing Pokémon with a randomizer. You want to see just -how- crazy the set-up could be.
I like this game.Up to somebody else to balance the roles and run if they like the idea enough, based on the idea of a Tree Stump (http://wiki.mafiascum.net/index.php?title=Tree_Stump). Where everybody will be one at some point.Spoiler: New Idea (click to show/hide)
I'm not sure if I like the idea of the scum IC in general. It means that the scum will be playing basically correctly while the town will be making rookie errors (the thread IC is dramatically different - town players don't get to discuss all their moves privately before making them), which results in far more town lynches than you'd otherwise expect.I think that the usefulness of the scum IC is largely variable. In the BM I played as scum, the IC couldn't keep my partner from playing so suspiciously he got day one lynched (my replacement partner, Solymr played well). He wasn't as much of a help to me either because I was experienced at playing scum.
Then again newbie scum might need some help on fakeclaiming in Bird 7P, since it's a lot more role-focused than 2of3.
I had an idea. Similar to how I based that tree one off of the Treestump article, I was reading the "roles typically considered to be Bastard" list on the wiki, and came up withThis open setup for 8, 12, or 17 players (https://docs.google.com/spreadsheet/ccc?key=0AkdRWbDnsi70dGxGa2VwdEo5bHJTb3g4WFNyUl9tVFE&usp=sharing), based off of the Suicidal role.Interesting...
Someone got a mood altering drug into the water main, and the entire town got packed into the asylum to protect them.
My new idea for a setup: Anarchy Mafia!
It would be like normal mafia, but without most rules. People would be free to send PMs, talk at night, and ask random people not playing for help. Dead players would be free to post in the thread, and so would people not even playing! Replacement requests would be fulfilled by the first person not currently playing to quote the post.
It's probably a terrible idea. Scum would probably need a pretty big buff, too. Still, I'd be interested to see it someday.
Of course, people would probably find a ton of broken strategies in the first game. An "Anarchy Mafia II" would probably require some bans. If I do run this, I'll probably only run it once.
The biggest upside is that it won't require much work from the mod. They'll have to tally votes and process actions, but they won't need to worry about rules disputes because there won't be any!
Nope. Quoting the mod would be allowed. If there are any rules, it ruins the point.My new idea for a setup: Anarchy Mafia!
It would be like normal mafia, but without most rules. People would be free to send PMs, talk at night, and ask random people not playing for help. Dead players would be free to post in the thread, and so would people not even playing! Replacement requests would be fulfilled by the first person not currently playing to quote the post.
It's probably a terrible idea. Scum would probably need a pretty big buff, too. Still, I'd be interested to see it someday.
Of course, people would probably find a ton of broken strategies in the first game. An "Anarchy Mafia II" would probably require some bans. If I do run this, I'll probably only run it once.
The biggest upside is that it won't require much work from the mod. They'll have to tally votes and process actions, but they won't need to worry about rules disputes because there won't be any!
This would be interesting, especially with quoting the mod disabled.
Plus: fake mod quotes!Nope. Quoting the mod would be allowed. If there are any rules, it ruins the point.My new idea for a setup: Anarchy Mafia!
It would be like normal mafia, but without most rules. People would be free to send PMs, talk at night, and ask random people not playing for help. Dead players would be free to post in the thread, and so would people not even playing! Replacement requests would be fulfilled by the first person not currently playing to quote the post.
It's probably a terrible idea. Scum would probably need a pretty big buff, too. Still, I'd be interested to see it someday.
Of course, people would probably find a ton of broken strategies in the first game. An "Anarchy Mafia II" would probably require some bans. If I do run this, I'll probably only run it once.
The biggest upside is that it won't require much work from the mod. They'll have to tally votes and process actions, but they won't need to worry about rules disputes because there won't be any!
This would be interesting, especially with quoting the mod disabled.
I'll just send everyone completely different PMs. Problem solved.Plus: fake mod quotes!Nope. Quoting the mod would be allowed. If there are any rules, it ruins the point.My new idea for a setup: Anarchy Mafia!
It would be like normal mafia, but without most rules. People would be free to send PMs, talk at night, and ask random people not playing for help. Dead players would be free to post in the thread, and so would people not even playing! Replacement requests would be fulfilled by the first person not currently playing to quote the post.
It's probably a terrible idea. Scum would probably need a pretty big buff, too. Still, I'd be interested to see it someday.
Of course, people would probably find a ton of broken strategies in the first game. An "Anarchy Mafia II" would probably require some bans. If I do run this, I'll probably only run it once.
The biggest upside is that it won't require much work from the mod. They'll have to tally votes and process actions, but they won't need to worry about rules disputes because there won't be any!
This would be interesting, especially with quoting the mod disabled.
I have finished my roles list for MiniMafiaMadness II. I just have to decide on a flavor, and what month to run it in.I guess I could check it again... Seeing as how I'm not going to be able to play mafia anytime soon...
And whether or not to let someone who's not planning on playing look at it before hand.
I'm hoping for more players next time, obviously.
Awww... I was kinda hoping you'd be done whatever IRL stuff is affecting you right now by the time I run it.I never play Mafia, so I could look at it too.
I'll send you a PM soon then.
I think there a few games in queue right now anyway?Yes, this is just for planning purposes.
There were a couple awful Matrix themed games I ran @ GitP.I think there a few games in queue right now anyway?Yes, this is just for planning purposes.
Challenge accepted.There were a couple awful Matrix themed games I ran @ GitP.I think there a few games in queue right now anyway?Yes, this is just for planning purposes.
I'd like to see if you could do better?
Yeah... there being at least 3 factions in the canon makes it hard to do. ::)Who says I'm going to use more than two factions?
Just a straight up good versus evil thing, then. OK, I guess if you just use the first movie it would work.Who says he's even watched a single movie?
Now now Wuba, don't be a scaremonger.Just a straight up good versus evil thing, then. OK, I guess if you just use the first movie it would work.Who says he's even watched a single movie?
CHOOSE-YOUR-OWN-MASQUERADE
This uses essentially the same rules as the last CYOM game. With a few major changes:
Deep South: The game is nightless. Players can take one action, and their actions are refreshed every time someone is lynched or a no-lynch is hammered.
Masquerade: Each player has a coloured mask which disguises their identity. Actions (but not votes) are targeted against disguises rather than players. Players can claim disguises and several powers swap disguises around. A player always knows which disguise they have ended up targeting, but not what player is under the disguise. A player only knows the mask that they started the masquerade with.
No Conversions: This is a pretty trigger-happy set-up with no conversions.Spoiler: Masquerade Power List (click to show/hide)
Suggestions?
Do players know their current mask, assuming they get swapped?No... they know their mask at the start. After that, they'd need to use Self-Peek. Makes Bus (which should just be called 'Mask Swap') pretty powerful.
Could copycat be used to double the scum kill?Hmm, I want to say no. I don't like having so many exceptions for the scum team, but it seems best to disallow the obvious trick of copy-catting the scumkill.
How do lovers and revive interact? [If my lover dies and revives, do I die? If my lover dies but I have a revive, do I die again or stay alive?]A player with a Resurrection actually dies and all death-related effects trigger, including killing Lovers. A player with a Resurrection who's lover is killed would die and then revive (they'd still have the Lover flaw, it just wouldn't do anything).
I assume powers can be bought at any time now? Since you now gain a power at day-start instead of night start, does D1 start with giving you a point?Powers can be bought at any time. The flow is Character Creation -> Day -> Lynch -> Resurrections -> Experience Point Gain -> Day etc., so you don't get xp at the start of the game (though you obviously get character creation points).
Mercenary is still useless; especially if you don't gain a point at D1 start.It's a legitimate flaw to burden someone with in a Cursed One changeling build.
Can you send in actions "ahead of time" near the lynch for actions like protect and block which make sense to be done early on?Yeah, I guess that'd be OK. Kinder to people in the wrong time-zone at any rate.
Also, Flabort, Death Note mafia looks interesting but in cleaving so close to the show it looks needlessly complicated. Can you link us to a successful game of it?Here is game 1:
1 - Scan (spot how many points a target has)
4 - Explosive (you kill anyone targeting a kill at you as well as dying)
6 - Kill Immune - (you are immune to kills)
-1 - Suspicious. shows up as scum under inspect. Scum get this auto for free.
-1 - Dense (you gain no experience points for surviving the day)
-1 - Mercenary (all your powers cost one point to play. Must have at least one applicable power in order to take this flaw)
-1 - Blatant (every time you target a player, it will be announced at the end of the phase that you targeted them, but not what with)
-1 Minimalist (If you ever receive a power or auto (through Gift, Santa, Bless, Generous etc.) it is randomly given away to a non-minimalist player if there are any non-minimalist players alive.)
-2 - Magnetic (powers have 50% chance of targeting yourself- must have at least one non-self-targeting power to take)
-2 – One-Shot (your powers disappear after they've been used. Must have at least one power to take.)
-2 - Intermittent (your powers only work on even phases)
No kills are possible. However, votes could be stolen and the game won that way... So, the work around, of course, is2 – Industrious (other autos cost one less to purchase, to a minimum of 1)
3 – Super-Saint (The person who casts the final lynch vote on you will also die)
for an extra cost of 2 points. These 2 points should come from-2 - Unable to vote
Then the scum will just lynch all the townies.Super Saint means they die for putting any lynching vote on them. The Town outnumber the scum, after all.
5 points to start with, by the way.Oh, you guys are so screwed now.
I've got my own strategy for becoming all powerful. Works as both Town and Scum. It's not that one.Cool. I came up with amazing godlike powers too. But I won't tell you what it is because I didn't.
I used a lot of power modifiers, though, in order to make it work. NQT, I PMed it to you. Preliminary thoughts, without reveal what it is?
Easy break:Good spot! This is why I opened it to the floor. Yeah, I'll reword those to prevent that sort of shenanigan. Might just scrap Industrious.
Industrious into Flexible. Then start buying and selling 2 point powers for 1 additional point. You suddenly have infinite buying power. Now assuming that I can ONLY buy these powers once, I will gain 15 points. But, that's just being a rules lawyer, and isn't likely to work.
Kill-breaking strategy:Flaws can only be taken at character creation and town players can't conspire during character creation, so there's no guarantee of everyone taking that set-up.
Since I have no idea what number of points Townies start with, all Townies should take the following (As it adds up to 0):Code: [Select]1 - Scan (spot how many points a target has)
No kills are possible. However, votes could be stolen and the game won that way... So, the work around, of course, is
4 - Explosive (you kill anyone targeting a kill at you as well as dying)
6 - Kill Immune - (you are immune to kills)
-1 - Suspicious. shows up as scum under inspect. Scum get this auto for free.
-1 - Dense (you gain no experience points for surviving the day)
-1 - Mercenary (all your powers cost one point to play. Must have at least one applicable power in order to take this flaw)
-1 - Blatant (every time you target a player, it will be announced at the end of the phase that you targeted them, but not what with)
-1 Minimalist (If you ever receive a power or auto (through Gift, Santa, Bless, Generous etc.) it is randomly given away to a non-minimalist player if there are any non-minimalist players alive.)
-2 - Magnetic (powers have 50% chance of targeting yourself- must have at least one non-self-targeting power to take)
-2 – One-Shot (your powers disappear after they've been used. Must have at least one power to take.)
-2 - Intermittent (your powers only work on even phases)Code: [Select]2 – Industrious (other autos cost one less to purchase, to a minimum of 1)
for an extra cost of 2 points. These 2 points should come from
3 – Super-Saint (The person who casts the final lynch vote on you will also die)Code: [Select]-2 - Unable to vote
Boom. Unkillable, super saint, PGO Townies at the cost of 0 points.
Do I win?
If you are being reflected and you action yourself, does the action actually happen?No it happens: it just means the reflection was redundant. Reflection can be thought of as setting the target of the action to yourself even when it was already set to yourself.
Also, if you are Radiant while being Reflected, do you Radiant before the Reflect or afterward?Reflect triggers first, changing your target to yourself, and then you would hit yourself and have that action radiate onto a random player.
Do Reflects reflect reflected actions?No, as above, if you had reflect and targeted a kill on someone who had reflect, you would kill yourself: the first reflect would change the target to yourself, it would hit your reflect and change the target to yourself and then kill yourself. You don't get the FF7 situation where there's magic bouncing back and forth for eternity.
If you have all 2-point Autos, does Bless do anything?Hmm, I'd have to make a ruling: either, no, it doesn't do anything; it starts giving you other autos of lower then higher value; or it just gives you duplicates of autos that you can sell off.
Does Santa give Powers that the target already has?I think that's how I did it last time, and no one was unlucky enough to get the same power twice. Stacking up multiples of the same power still gives you things to sell or Gift or swap or whatever.
If you Recycle a Power that is being used, does that action still succeed?In the previous game it acted as a roleblock, but in the Deep South variant it makes most sense just to destroy the power, not any current affects it might have given the player that used it.
If an action is copied or Radianted that would only be able to happen once (Gift a target aMy first instinct is to say, yeah, why not have duplicated gifting and sharing, but I suspect that'd be horribly abused by a clever scum team, so I'd probably err on one-off actions failing to copy (along with the scum-kill which is considered a strictly once-per-day action).
Power/Point Share), would the copied/Radianted action fail?
If you Copycat yourself Copycating yourself while being Radiant, does everyone get Copycatted to you? Also, does the world end?Copycat doesn't work on mult-targeted actions, and copycat is a multi-targeted action, so thankfully I'm spared that headache.
-5 is a good cap for Flaws at the start. Doing so seems to prevent too much power.Cool. It's decided.
Deep South should have your actions be able to be sent any time during the Day.Yep, that's how it'll work.
In fact, if actions are NOT sent before the lynch, then they shouldn't really be counted at all. Otherwise, it's not really Nightless.Actions sent while I'm processing the lynch won't count, but I'm considering allowing people to stack up conditional actions to trigger at the start of the day where it makes sense to get in early (like protects, blocks etc.)
Possible Strong Role:That'd be nice. Slow run up, but so long as you survive the first phase or two could be pretty devastating.
-4 from Flaws.
Free Innate Self Bless for 6.
Holy for 3.
Get free points in the forms of Autos, especially once you get Prolific and Flexible.
Nooooooooooo! :P-5 is a good cap for Flaws at the start. Doing so seems to prevent too much power.Cool. It's decided.
I see. You don't process all the actions at the end of the day. You do it immediately. That's pretty harsh. I feel like it'd make protects pretty useless, as well as blocks. Bleh.Well, that's why I'd allow protects etc. to be set in advance. I thought about it both ways: but basically, the day is more exciting if there's constant new flow of actions happening throughout. Also, having everything suddenly hit at the lynch makes investigative roles less useful/interesting. Note that Protect is already very cheap: a player could potentially protect multiple people every day. I'm happy to hear out the alternative argument.
I think Alignment Cop is still probably worthless and all townies should pick Suspicious, although at least the game won't be ripped apart by infallibility this time.I tend to agree with this sentiment. While there's no outright unbalance, you'll notice by Day 2 that the game has favored town for many reasons.
The main issues I see are
1) the town can easily make themselves completely unkillable, making this effectively a vanilla game with no nights
The only way the scum could break this is with an insane vote-stealer rush, but vote-stealer is very expensive and the town can lock down harder with super-saints to prevent this. You could have Power Steal hit autos too (or make an Auto Steal power) to prevent auto-based breaking strategies?
2) The only way that scum stand a chance is if they have a lot of bussing. It was the best defensive option last game and it's even better now, although I can't really suggest nerfing it because otherwise the game would be a town walkover.
Oh that's good. Yes much more elegant. Ten points to King Toast. That's the rule now.This rule can be broken by Free Self Recycle, which creates a huge problem, especially when mixed with the Auto that lets you sell back Autos. Basically, you invest in a bunch of Free actions and you can sell them back on that Day with Recycle.
I think Alignment Cop is still probably worthless and all townies should pick Suspicious, although at least the game won't be ripped apart by infallibility this time.Might make Alignment Cop super cheap, essentially making it a 'did this person use one of their five flaw points on Suspicious?' check.
The main issues I see areThe thing is, most players will want to have more active powers so most won't put most of their points into unkillable. But yeah, an autosteal power is a good addition.
1) the town can easily make themselves completely unkillable, making this effectively a vanilla game with no nights
The only way the scum could break this is with an insane vote-stealer rush, but vote-stealer is very expensive and the town can lock down harder with super-saints to prevent this. You could have Power Steal hit autos too (or make an Auto Steal power) to prevent auto-based breaking strategies?
2) The only way that scum stand a chance is if they have a lot of bussing. It was the best defensive option last game and it's even better now, although I can't really suggest nerfing it because otherwise the game would be a town walkover.See it's a hard thing, because a competent and well oiled scum team (exactly what there wasn't last time) could easily come up with any number of game breaking combos. The existence of Power Steal now is a potent weapon against the inevitable town mass-claim. Would you suggest any pro-scum additions?
This rule can be broken by Free Self Recycle, which creates a huge problem, especially when mixed with the Auto that lets you sell back Autos. Basically, you invest in a bunch of Free actions and you can sell them back on that Day with Recycle.I'm borderline close to scrapping Recycle: it was too powerful in the first game and I'm not sure it adds enough to justify the potential for over-exploiting. I'll have a little think on it.
3 - Patsy: pick a new colour for a mask; that mask is now seen in-play (players always know how many masks are in-play and what colour they are). Like any mask, it can be a valid target for any power.Heh. I like this one.
4 - Zombify: Pick a deceased player. You lose the ability without refund, and their disguise shows up as being still in play, and they may be targeted like normal. Powers associated with the zombified player may be targeted. The zombified player may not act, they are still dead. If they come back to life, it overwrites Zombification.No.
6 - Resurrect: Pick a deceased player. You lose this ability without refund and they come back to life. There is a 25% chance that the player's alignment will not remain the same.
4 - Necromancy: Pick a target disguise. If the disguise belongs to a zombified player, pick a power you think they have and a target. They will use this ability on this target if they have it.
Resurrection is probably a bad idea for the reasons mentioned, but I had a good think about the zombify-necromancer combo, and I there are potentially fun possibilities with it: once a zombie appeared, half the town would either try to kill it or sell their current powers to buy necromancy to use the dead townie (assuming the dead player had a useful power like Kill or Santa). Or a player could easily just redirect the hapless corpse or bus it... actually there's a lot of potential here. I suspect some people will have good reasons why not though. Wuba?It's not that it's overpowered. It's that it's essentially using your Necromancy power to control someone else that might not be a zombie to do a power that might not happen that already cost you points. Essentially, it's not worth the Point investment except as an annoyance to the rest of the players. The only real investment is for mafia players to revive dead mafia so that they can use their powerful abilities for slightly cheaper. If necromancy were automatically a free action or incredibly cheap since you're basically using a VERY targeted and limited Power Steal/Redirect (2ish), then it would be a worthy investment for all, assuming that zombify stayed how it was and copying it ALSO removed copycat (Since the ability is copied.)
I like that a lot and avoids a lot of the problems Wuba highlighted with the necromancy stuff.Ooh. That could do interesting things when combined with Fortune Teller.
3 - Graverob, pick a power held by a dead player, if no one else has graverobbed the power, you now have that power.
I like how BYOR roles are already handled. Limited player control already exists through the descriptions the players give with their submissions (I managed to get a medium through careful description of a Canadian Prime Minister back in BYOR 7, for instance), and that is much easier to balance than a bunch of different "I want to be a deadly investigator!" roles.See, if everyone wanted to be a deadly investigator, they would regret it.
Poison cops everywhere!Psh. More like kill anyone that was Town on investigation.
You are a Harsh But Fair Inquisitor. Every night, you may place live scorpions in someone's bed. If the subject is innocent, they will surely be slain by the vile creatures' venom and therefore exonerated. Should they be servants of darkness, however, they will surely find kinship with the wretched beasts, thereby revealing their true natures to you.It's like the most horrible cop variant ever combined with the most horrible vigilante variant ever!
The real question is what it does to third parties.The harsh answer would be nothing, thus increasing the likelihood of false positives.
Problem is that flavor claims would instantly out the scum team.You can avoid this by giving the scum a safeclaim. In this case you'd leave one of Johnny's friends out of the game and tell Lisa which one that was.
I'm reasonably certain you can use the actual Xylbot to generate a set of roles given a number of players and a couple of parameters based on extremeness of the roles.Oh, I didn't realize that was a thing. I'm dumb.
I've been considering running some sort of Unbalanced Mafia game. Each person gets an alignment and then receives a random role from the Xylbot Role List (http://forum.mafiascum.net/viewtopic.php?t=12368) (that matches their alignment). The game then begins.Sounds like a less extreme KotM.
However, I'm not sure how I would balance the numbers of such a game. I would want third parties, I know that for sure.
The point of having a list of alignments is to let players know what to expect in the game, I think it's not a bad idea. Having "outsider" on the list undermines that goal, though.I agree, and I mostly avoid Outsider, as it tends to be a rather useless alignment. Sort of ruins the point of the game. But, I keep it in the off-chance that it's needed. I also find that Brother is a poor alignment of choice, but only because you can't have a lot of influence over whether you win or lose.
Town/Mafia is standard
SK is a good alignment
Cult is a good alignment, but it's a tough one to balance
Ally is a good alignment
Survivor tends to be an okay to bad alignment
Lyncher is a good alignment
Martyr is an odd alignment
Watcher is actually a surprisingly okay alignment
Assassin is... odd. It's tough to fully balance and make playable
Brother is bad since you have no idea what to really DO, and the person you're helping typically doesn't like you
Jester is awful garbage, and I think they should die in a fire. The only way to make Jester viable is to give them incentive to not make the game miserable for having them in it. Which is basically impossible.
Mostly out of curiosity, what kind of incentive for the jester are we talking about?
What kinds of powers would you put on a Jester?
What do you think of each form of ally? (Town-ally, Cult-ally, Survivor-ally, Brother-ally, Assassin-ally, Jester-ally, etc)
If you want to, you could just PM me, though, instead of wasting time.
That's actually a clever idea. Nice.Which one? Self-target Lyncher-ally, or Jester-ally?
Jester is already a pretty bad role, making it easier to win doesn't help.How so?
Unfortunately, they're not.Jester is already a pretty bad role, making it easier to win doesn't help.How so?
Game-ending jesters are kind of dumb, in my opinion. Otherwise, jesters can be interesting.
Oh.Unfortunately, they're not.Jester is already a pretty bad role, making it easier to win doesn't help.How so?
Game-ending jesters are kind of dumb, in my opinion. Otherwise, jesters can be interesting.
Imagine, if you will, that I just sit here and make the game as tedious and annoying for you as possible. The Mafia has no real reason to lynch me, and for all you know, I could simply be using RiA to not get lynched. So, essentially, you're going to have to lynch me. Jesters have poor alignments, and if they're played well, it's fun, but it's easier to win well by playing extremely poorly.
Jesters are often extremely annoying in Town of Salem (and cause themselves to lose by being obvious), but it's one of my favorite roles to play, because if you play it right and seem normal, then do the right thing to make people suspicious of you, you can get yourself lynched pretty easily.Unfortunately, they're not.Jester is already a pretty bad role, making it easier to win doesn't help.How so?
Game-ending jesters are kind of dumb, in my opinion. Otherwise, jesters can be interesting.
Imagine, if you will, that I just sit here and make the game as tedious and annoying for you as possible. The Mafia has no real reason to lynch me, and for all you know, I could simply be using RiA to not get lynched. So, essentially, you're going to have to lynch me. Jesters have poor alignments, and if they're played well, it's fun, but it's easier to win well by playing extremely poorly.
The one thing I do like about Town of Salem Jesters, is that they kill one of the people who voted them.
That, and the fact that jailors have a tendency to execute them if they are too obvious, tends to discourage some people from being jerks about their jester role.The one thing I do like about Town of Salem Jesters, is that they kill one of the people who voted them.
Yeah, this kind of thing ensures that people that are too obviously jesters don't get lynched.
Pokemon would be a cool theme for a game. I ran a Pokemon Fusion themed game (http://www.bay12forums.com/smf/index.php?topic=130761.msg4572275#msg4572275) a while back (it petered out in the end), and I went for a much simpler way of calculating battles, based on a roll with a multiplier given by the elemental strengths and weaknesses of the pokemon themselves. It was much more straightforward than have loads of stats. Having everything come down to a knowable speed stat would just lead to people who know about Bulbapedia gaming the game with their initial picks.True. Should I change it so that moves happen in standard action order unless the move has priority?
Ditto.Eh. You can choose a legendary. Doesn't mean I'll overpower you, but you can choose one.
All stats are equal, can copy anything.
Basically mew while still being legal, since I assume legendaries are off limits for balance reasons.
Now I'm super curious how I'd be spec'd into a mafia role.same
New game idea: Lynch [Forum Member] now.Massclaim Day 1 breaks the game.Now I'm super curious how I'd be spec'd into a mafia role.same
Everyone who joins the games (plus a few other people so people can't just roleclaim to find scum) has a role made of them.
Not for them, of them.
When the game begins, everyone recieves a random role (may or may not be your own) and one of those roles is declared to be scum.
It would only have one scum, so it would focus around smaller game sizes, like King Mafia does.
Any thoughts?
How about Lynch Yourself Now, then?... But... then there's no way to lynch anyone?
Same as before, but each player has a different goal, and that is to lynch the player that has the role named after them. Some players have night kills for the purposes of being jerks (essentially scum) by making it so other people cannot win; with the side effect that they might cause themselves to not be able to win.
That way, the massclaim wouldn't break the game that way.
You mean like an "anti-BYOR"?You are Arthur (Anti-Brother).
I'd just send in aardvark and smile.
Brilliant.You mean like an "anti-BYOR"?You are Arthur (Anti-Brother).
I'd just send in aardvark and smile.
You win if D.W. loses.
I'm not sure how much use my analysis would be, but I'm perfectly willing to give it a go if you'd trust me with your setup, seeing as I'm unlikely to be signing up for mafia games while I'm doing KYOSN.I'll send it to you tomorrow, probably.
I might be willing, but that would mean I couldn't play. :pThese are just for the future, I like to have a stockpile of game ideas to run.
There's also the part that too many bastard games in a row would be going on.
It's just a catch-all for any other wincon that's not rigorously defined.There was one originally?
On that note, another Third Party Mafia would be glorious.
Maybe even allowing multiple actions per night phase.That would make sense. If the current ordering is a mystery though, things will be a bit of a crapshoot.
Networker isn't a flaw. It should actually be a higher-costing thing, especially since it allows silly things like giving everyone kills.Networker...
Networker isn't a flaw. It should actually be a higher-costing thing, especially since it allows silly things like giving everyone kills.Networker...
GAH.
Bad memories.
Urk AND WHICH MORON THOUGHT GIVING EVERYONE DAYKILLS WAS A GOOD IDEA AGAIN?
urk. I'm pretty sure half of those 10+ costers got veto'd last time we all talked about this, and the other half are just as problematic. They either won't get used or will encourage everyone to take highly obnoxious power-gain combos in order to get to them.I didn't include all the ones floated last time; I'm willing to hear some counter arguments to having high level powers. I think if people are willing to waste time early-game in order to be powerful later, that's fine.
I think that the profession idea is a good one in theory, but the way you've implemented them... idk, something's bothering me about them. I'll think on that and get back to you.I'm not 100% sold on this exact incarnation of them but I like the idea in general, I'd be interested to hear suggestions.
As much as I like the two scum teams, that combined with convert is just no. Either get rid of two scum teams or get rid of convert. I'd rather not have there be 6 scum players by the middle of D1. Also, convert for town is useless, since the odds of actually stopping a conversion are minimal.But a town player might self-convert if they were afraid of being converted by the scum. I take your point about the double danger with two scum teams. I could make it that only one use of convert works in the game at all, so we get some fun WIFOM when town players are spotted using convert so that scum can't use it.
free-buy + sap is way too powerful: get that, five points in flaws, then buy a power off someone and sap the points right back. Effectively power-steal without having to actually guess a power.But it's strictly worse than power-steal: it costs more and it's more susceptible to disruption and you don't get to pick a power you want and you need the spare points to be able to afford to afford to buy from them. I think this makes it less overpowered.
Networker isn't a flaw. It should actually be a higher-costing thing, especially since it allows silly things like giving everyone kills.Hah, yes, it's more powerful than radiant which you have to pay for. I'll amend that.
Buy: Do you buy it at the price it would be for you, or the price it would be for them?Its listed price.
Return: Does return sell it back at full price, or only if the player has flexible? If the first, it's rather pointless.Only if flexible.
Doesn't seem particularly useful, in my opinion, because it gives you an incomplete list, which doesn't really help you find scum. I actually have some thoughts on this I'm going to detail below (if I remember).Still, someone bothered with it last game.
Workout: is that immediately or at the end of the turn?Immediately. Or, you know, when I next am around to PM the target.
Changeline: ugg. I have a personal problem with this ability. It's nice to see an auto that can counter it, but still... the changeling bomb strategy is still legitimately too powerful. Also, you forgot to note the nerfing you did to it in the description (specifically the one that would prevent the innate-changeling and one-shot changeling builds). If that nerf is reinstituted, most of my problems with it go away.Yep, I'll update the description
Vote Steal: is this the one that temporarily steals their vote or the permanent one? Because the permenent one is far too powerful, given that it can be made a free power to start the game.Temporary.
Reflect: The ability I would have used to break the last CYOM... self-reflect is pretty OP, since it makes you immune to all actions targeting you. This probably needs to be made to cost more or nerfed to only reflect one action and reduced cost.Remember this includes beneficial actions and there's an auto that gets around it. I'll think on it.
Convert: Even with the thing you mentioned, it's still not worth it. It basically comes down to who happens to be online when the 24 hour no-action time at the beginning of the game happens, and that's not really fair to people who live in distant timezones.With the inclusion of two scum teams/3rd parties I think I'll scrap convert again.
Booby-trap: as much as I like the idea of booby-trapping changeling, this seems like it would break the game. It gets around the one-kill per player rule in some cases, and can be used on fairly obvious town or scum powers to blow the crap out of them.It's pretty expensive though... maybe if it poisoned the players? (players should probably know they're poisoned.)
Grand Swap: All this does is reset the mask situation to the beginning of the game, where you don't even know what's going on.Ultimate troll power.
Pardon: Are pardons announced?Not sure... should they?
Friend: Has to agree with everything one person says for one day.This could go wrong in so many ways.
All seems reasonable enough: how does this differ from the original ruleset/what was the rationale for the changes?Original setup below. Basically I added a few more power roles to town and scum, made it slightly more balanced towards town, and modified the third party win conditions so that hopefully the three of them won't team up with the Confederates to kill the last Union player again.
This game is a normal Mafia game with the exception of three players are third party players with no interest in the main portion of the game.
This game has 13 players, of which 7 are Union soldiers, 3 are Confederate Saboteurs, and 3 are third parties.
Union Players are Town and win when all Confederates are dead. The lynch vote is the town's main weapon against third parties. The town get one power role in the form of the Union General, who can inspect a player at night to determine whether they are Union or Confederate.
Confederate Players are Mafia/Scum and win when all the Union players are dead. The Confederates have access to a quicktopic and have a Night Kill. The Confederates also have one player with an inspect ability, the Confederate General.
The Third Parties:
The Good: This player wins by keeping himself and the Ugly alive until the end of the game or until the Bad dies. The Good knows who the Ugly is and has a one-shot Nightkill. The Good comes up as Confederate to inspects
The Bad: The Bad wins by keeping himself alive until the game ends or the Good and the Ugly are dead. The Bad has a Nightkill. The Bad is essentially an SK with an additional goal. The Bad comes up as Union to inspects.
The Ugly: The Ugly wins by keeping himself and the Good alive until either the Bad dies or the game ends. The Ugly knows the identity of the Good. If the Confederates attempt to kill the Ugly, the kill will backfire and kill the one performing the kill. The Ugly also will survive the first time he is lynched, but his identity will be revealed. The Ugly comes up as Confederate to inspects.
When a third party wins or loses, and are still alive, they remain in the game, but with the Union win condition.
But that was a beautiful ending.Except by D4 there will be 2 or 3 players left in the game using the 12 player set up assuming all kills/lynches go through.
Also, if your aim was to stop that, I'm not sure how the changes achieve what you think they achieve: GBU can still team up at the start of D4 with scum to steamroller the unionists.
Ah, that makes some amount of sense then. Also, I was going to say "what's to stop GBU + scum teaming up D2 when they're even in numbers with town?", but with all of town's power-jam, that sort of early team-up seems untenable.But that was a beautiful ending.Except by D4 there will be 2 or 3 players left in the game using the 12 player set up assuming all kills/lynches go through.
Also, if your aim was to stop that, I'm not sure how the changes achieve what you think they achieve: GBU can still team up at the start of D4 with scum to steamroller the unionists.
Been reading back through old games and we need more games with posting restrictions like this (http://www.bay12forums.com/smf/index.php?topic=78826.msg2220784#msg2220784).
FUCK THIS. FUCK EVERYONE. I AM A WAFFLE.
FUCK.
I think I need to quit mafia for a while, because god damn, you'd think somebody would have a hard time making so many stupid fucking mistakes in a row.
FUCK.
Fuck that noise, I quit
So, as some of you know, I'm leaving the forum. As far as I know, for good.
Been reading back through old games and we need more games with posting restrictions like this (http://www.bay12forums.com/smf/index.php?topic=78826.msg2220784#msg2220784).Wow. Reminds me of the dialogue from House of the Dead: Overkill.
Webadict, you still willing to take a look at game ideas?I'll look at them, but it'll probably be like months from the point you want an answer.
/me begins rolling on the floor laughingWebadict, you still willing to take a look at game ideas?I'll look at them, but it'll probably be like months from the point you want an answer.
Oh, hey, Webadict. Who won KYOSN?Did that not get resolved? I mean, I can look through notes or whatever, but I don't quite know if I'll have the true answer.
Sounds about right. Just got bored and figured I'd check on how the board was doing, saw my name, and figured I'd reply./me begins rolling on the floor laughingWebadict, you still willing to take a look at game ideas?I'll look at them, but it'll probably be like months from the point you want an answer.
Hehehe oh man I didn't even remember asking that.
Considering TolyK up and disappeared on us ... yeah, no resolution.Oh, hey, Webadict. Who won KYOSN?Did that not get resolved? I mean, I can look through notes or whatever, but I don't quite know if I'll have the true answer.
Alright, let's check.Considering TolyK up and disappeared on us ... yeah, no resolution.Oh, hey, Webadict. Who won KYOSN?Did that not get resolved? I mean, I can look through notes or whatever, but I don't quite know if I'll have the true answer.
I've been thinking about examining the new BM setup games so far (gathering data and all that). I was going to focus more on when, how, and how often ICs die, but the info I'll be gathering will probably be of use.Cool. I look forward to it!
I'll try to get the info together soon.
Those are interesting results Jack. Did you reach any fresh conclusion about ICs?Hard to determine much beyond what I've said. The main point: ICs live a lot more than we tend to think they do.
Nothing too surprising, but certainly a weaker view of IC play than expected (even for N1).I have several theories on this, but they mostly involve reasons why our meta is flawed and why we need to move on from the old ways of doing things, since the scum have learned them and can abuse that. If you all really want, I can post my opinions on that at some point.
Honestly, we don't have much information on the impact of ICs. Perhaps a standardized post-game feedback questionnaire would be useful.Feedback is always good.
Nothing too surprising, but certainly a weaker view of IC play than expected (even for N1).I have several theories on this, but they mostly involve reasons why our meta is flawed and why we need to move on from the old ways of doing things, since the scum have learned them and can abuse that. If you all really want, I can post my opinions on that at some point.
I would also like to hear this expanded on, with data and stuff if you can provide it.Nothing too surprising, but certainly a weaker view of IC play than expected (even for N1).I have several theories on this, but they mostly involve reasons why our meta is flawed and why we need to move on from the old ways of doing things, since the scum have learned them and can abuse that. If you all really want, I can post my opinions on that at some point.
I have several theories on this, but they mostly involve reasons why our meta is flawed and why we need to move on from the old ways of doing things, since the scum have learned them and can abuse that. If you all really want, I can post my opinions on that at some point.Sure. Could be useful.
General question: How important is voting in your first post of the game? I don't use this anymore because I have found it to be completely ineffective in finding scum, but I have been questioned about this a lot in previous games and was wondering what other people thought about that.With the current meta, I see the initial randomish votes as having little purpose. Everyone knows such votes are non-threatening, and everyone knows they'll be gone by the end of the day. I could see several randomish votes on a single person spooking them a bit, but that almost never happens. There's rarely much to analyze about specific votes, too, especially with the number of people who make truly random votes.
Feedback is always good.I might try setting up a draft questionnaire after my exams.
Does the Princess know the Protagonist? Do the Bad Guys know the Princess?
What happens if the princess is lynched?
But then the SK could just claim and then not kill.I suppose that would work, then the people would try to kill him. Good idea.
Maybe have the SK win and have everyone else lose when the game ends if he is still alive?
Among those gathered in the rather smelly locker room was Loud Whispers, named after his peculiar way of speech. Emuridan, from where he hailed was a notable source of Luchabowl contestants. This year, however, only two competitors from that land were participating, Loud Whispers himself, and a dreaded an mysterious fighter known only as The Miroslav.Well, now I want to see a CK2 Miroslav based Mafia game. Now I just need to figure out how.
any suggestionsPlay a few more games, maybe run a beginner's or mountainous game first to get your feet wet.
I remember there was a thread that I read that explained exactly what a bastard mod is. I can't seem to find it anymore, and that frustrates me. Does anyone know where I can find that wonderful description?It would be this thread, first post, in the spoiler. My post should put this at the top, since you're browsing random stickies in search of this thread you should see this post.
((Insert something witty here.))
All bastard games are harder than what the creator envisions....
Twitter: Maximum 140 characters per post. Cannot double post. (http://www.bay12forums.com/smf/index.php?topic=77380.0)That game was fun. Totally not biased.
Hello everybody! Long time, no see. I have an idea for an interesting mafia game.
There will be 2 scum, and 9 town. Each townie, however will be using another randomly selected townie to vote for them, without knowing whose vote they have.. The scum will use their own votes as usual. This only really comes into effect when a townie dies. At that point, whoever has the dead townies vote will no longer work, although they will not know that at first. The vote will not appear on the final tally, or be considered for the lynch. Obviously, the dead townie will not be able to use their vote, even if the townie that their vote comes from is still alive.
This has two effects: having a townie killed will often result in the town losing two votes, but it also creates an interesting way of confirming townies, since scum vote for themselves. The scum will have two abilities, a night kill, and a one-shot shuffle. The shuffle is a day ability that must have unanimous consensus among the scum team that will change who's vote the townies are using. It will come into effect after the votes have been placed, but right before the votes are tallied. The town will not be aware when this happens. It will only shuffle votes between the still-living townies so it is only useful in certain circumstances.
I think this will be interesting because it will require alot of thinking for both the town and the scum. If there is a massive flaw, please let me know. Cheers!
I think the town/(scum+town) ratio is too high. 9/11 is T-sided.I have run a few simulations and it was usually either a definite win by town or a definite win by scum. But almost evenly split.
Have you tried playing it out on paper with random strategies (i.e. everyone votes randomly, scum vote for a random townie)? That should give a good idea of the ratio. Remember that 1 dead mafioso is 50% of the scum team in your case, which would basically make it impossible to win for scum in the early game. However, it's very possible to have a confirmed scum victory on turn 4 (5?) given townies might have no votes left by that point.
Basically, the "high mortality" makes this game very snowball-y.
My instant question is: how do you do post-editing for the players? Do you with your god-powers do it (most likely :P) or do you PM them what they have to do?
I also almost forgot you have those god-powers.
I came up with a idea, but i'm not sure how(and if) will this work.Hello?
There is 2 teams with 2 members trying to kill the other team. A member team could NK, but the other could only inspect(only town or not)+track the targetted person.
About the slots, 3 or 4 mafia players, 2 players on team 1, 2 players on team 2 and 9 Townie players.
Any ideas to balance that? If the teams mix up well with townie, it is effectively 3 or 4 mafia v 2 vig, 2 cop and 9 other townies. Do i need to reduce the number of townies or what?
I came up with a idea, but i'm not sure how(and if) will this work.Hello?
There is 2 teams with 2 members trying to kill the other team. A member team could NK, but the other could only inspect(only town or not)+track the targetted person.
About the slots, 3 or 4 mafia players, 2 players on team 1, 2 players on team 2 and 9 Townie players.
Any ideas to balance that? If the teams mix up well with townie, it is effectively 3 or 4 mafia v 2 vig, 2 cop and 9 other townies. Do i need to reduce the number of townies or what?
I came up with a idea, but i'm not sure how(and if) will this work.Hello?
There is 2 teams with 2 members trying to kill the other team. A member team could NK, but the other could only inspect(only town or not)+track the targetted person.
About the slots, 3 or 4 mafia players, 2 players on team 1, 2 players on team 2 and 9 Townie players.
Any ideas to balance that? If the teams mix up well with townie, it is effectively 3 or 4 mafia v 2 vig, 2 cop and 9 other townies. Do i need to reduce the number of townies or what?
Well, with two Mafia teams there is going to be a lot of crossfire. I wouldn't put any Vig's in that set-up, personally. Otherwise you're going to have a really short game. Two Docs, maybe. Since both Scum teams will legitimately be hunting the other team it is actually really tough for town to figure out who is Mafia, but the crossfire hits to both teams can balance that out.
If the SK uses the visit (or double visit) power, do any of the other players in the chain know what happened? If the SK uses it on the Jester who is already visiting someone else, what happens? What do the Trackers see in that case?Nobody in the chain will know this happened, and the jester will still visit normally, trackers will see who visited the person they watched (maybe I'm using the wrong role)
Looks like no Mafia, yes...The problem with this is the sk only has "one life" so it's a bigger deal if he is denied a night kill since he is working alone.
This just may be my opinion, but I'd make one of the 4 townies a guardian(protector) instead.
If the SK uses the visit (or double visit) power, do any of the other players in the chain know what happened? If the SK uses it on the Jester who is already visiting someone else, what happens? What do the Trackers see in that case?Nobody in the chain will know this happened, and the jester will still visit normally, trackers will see who visited the person they watched (maybe I'm using the wrong role)
twiceIf the SK uses the visit (or double visit) power, do any of the other players in the chain know what happened? If the SK uses it on the Jester who is already visiting someone else, what happens? What do the Trackers see in that case?Nobody in the chain will know this happened, and the jester will still visit normally, trackers will see who visited the person they watched (maybe I'm using the wrong role)
If you are using watchers, then what happens if the Jester visits the person who the SK then makes the Jester visit? Does the jester show once or twice?
Trackers (http://wiki.mafiascum.net/index.php?title=Tracker) see who their target visited. Watchers (http://wiki.mafiascum.net/index.php?title=Watcher) see who visited their target.Or two of 1 and 1 of the other, because it is 1 killer.
Perhaps you could use two of each?
Perhaps you could have a team of 2 jesters that only win if both of them die.Oooooooh.
Could the mafia kill someone who cast the deciding vote on their partner in the past to resurrect their partner? If so, that'd be cool.Definitely. My original design called for 9 players and a Chronokiller(time traveling SK), but as you might imagine, a mafia team might lead to more !!fun!!...
Suggestion: make all power N-shot, and allow players to spend uses of their powers to effect days other than the present.I was thinking more along the lines of Chronoenergy, which can be spent to send actions forward or backwards in time.
Does the Dreadlord have to be alive to win?No, none of the wincons need to be alive to win in this incarnation.
This is going to be pretty painful for the mafia early on, and I doubt there will be many scumkills for the first few nights.Wound is a little bit stronger than it first appears: the scum team could (for instance) day-wound to kill, and then have their third heal them at night. Blood magic, combined with co-ordinating their own healing straight off the block will allow the scum team much greater flexibility than the town. But you are right, they could be beefed up a little.
The average townie, being unable to coordinate power selection, will probably pick from the two strongly town-oriented schools: Good and Truth. Evil L1 is a dud for town (Wound's scumteam only, pretty much, and Delay's quite a niche power), likely pushing townies away from it, and Lies is mostly disruption-focused. Could see a few townies going Lies and/or Evil, but not many. What that means is that there will be a ton of people with the low-level Good and Truth powers right from the start of the game, and they're good to great powers, especially en masse. Several protects (counter any evil spell? Nice, particularly with many protects floating around), tons of tracks, tons of watches (you're starting Truth with mid-high-power investigative powers), and, if newly acquired spells can be used when acquired, a cluster of Spell-Seeks searching for Evil and Lies spells.Yes, the early truth powers are a bit too good maybe. Spell-seek could definitely be swapped with Carbon Copy in the ordering.
Wound I see almost no use for outside of the scumteam, needing coordination to be effective, and with Spell-Seek being available almost immediately, why even take it as scum?I think the reason why I underestimated the strength of track/protect is that in previous CYOMs basically no one ever took them, but this would push too many people to take them.
I'll be honest: I don't see much correlation between power strength and power level in the setup, except for in Evil. Truth, for instance, has an excellent L1 and excellent L4, with two useful but weaker levels in between.
* How are mislynches counted for the illusionist's victory? Is a mislynch pushed only by the scumteam going to count towards town killing itself?Mislynch counts if a town player was on the lynch for a town player, or if a scum player was on the lynch for a scum player. This means the illusionist will be able to get some of their kills through early town-on-town lynches, but they'll still need to cause mischief for maximum damage.
* Are newly acquired spells usable the night of acquisition?Originally I was thinking you'd level at the end of each day, but given that the game starts in the day phase, maybe it should be at the end of each cycle (so players have to use their L1 spells at least once).
* When do players know that they have been harmed?Possibilities I was considering:
Is it me, or is a Dreadlord that instantly Poisons (day- and then night-) folks pretty screwy? That would (potentially) require day-Curing, and many people would end up harmed on the first day, which could end up with plenty of kills in a succession and few ways to stop it.Remember the team kill limit still applies to the Dreadlord, so there'd be at most one extra death per phase, but yes, it could be more destructive than intended.
Possibilities I was considering:NQT: I'd go for the second option. Always knowing wound level would probably be a bit much info for town in an already info-filled game, and not knowing at all would be ridiculous. Just imagine these soon-to-be-great mages completely missing their serious wounds.
- They don't know at all unless they are circumspect, so you could have wounded players use blood magic and accidentally kill themselves. Stronger for the scum team (they could speculatively wound a lot of players and wait to see who uses blood magic).
- They're informed of their current health at the end of each phase (with effects much like above, but they'd soon figure out there was scum wounding them)
- Or, most kind to town, players always know their wound level and are blocked from using blood magic if they've been wounded that phase.
I think the reason why I underestimated the strength of track/protect is that in previous CYOMs basically no one ever took them, but this would push too many people to take them.Key thing to recognize about power balance here is that this is not like prior CYOMs. In prior games, buying powers meant less access to other powers. Here, it means more access. Very different power selection process means somewhat different selections.
Gauging interest in a game here.This is Bay 12 to the max really, it'll go down a storm.
Power Hungry Mafia - So basically what Leafsnail (I think) called Xylbot's chaos mode: Everyone gets totally randomly assigned powers. And a double-handful of them to boot.
This is basically going to be a "for funsies" type of game. Everyone going into it knows it'll be an unbalanced hot mess, and it's mostly going to revolve around playing with various abilities and seeing what kind of batshit setup gets generated. Days will be short (48 hours?) with one extension (+24 hrs?), nights are 24 hours, and weekends don't count. This might be a bit more "casual" game as I foresee the day game being light since the main focus is on having lots of abilities.
So just seeing if there would be enough interest to bother throwing something like this up on the queue or not.
-snip-Sounds pretty fun; I'd definitely join it.
Pisskop wants to run reverse mafia.My thought process when seeing this:
A 8 person game whre the mafia want to get lynched and the town want to reach parity with the mafia. by getting lynched.
Its got no night to it.
Pisskop wants to run reverse mafia.My thought process when seeing this:
A 8 person game whre the mafia want to get lynched and the town want to reach parity with the mafia. by getting lynched.
Its got no night to it.
What's to stop everyone from self voting?
Oh, the mafia could even vote each other as teamwork.
Wait, when town sees that they'll know who the mafia are, and try to lynch one of their own
Wait, that would look a lot like mafia voting each-other too. Which could create a lot of WIFOM.
Ah, I see, that's really clever, and could actually work.
I'd play it!
Everyone is Jester, competing for the lynch.
So basically, vote for the towniest person until there are no towny people left and then panic when you can't trust anyone. Sounds interesting.
So, players would be allowed to quote their role PM? Seems like unless the scumteam was able to craft proper fakes they'd instantly lose.
a poorly made fake will be spottedHaven't i said that already? However, the scumteam can also use catches(like waiting for a townie to post their flavor text, and then creating a fake from it)or excuses to not display their flavor text(like saying the scum will fake the flavor)quicklyand a well made fake will make someone 'good'
no. It doesn't sound like a good idea. The first townies to claim would be practically confirmed, and only the last 4 or so people to claim would be targets. Unbalanced for scum.So, players would be allowed to quote their role PM? Seems like unless the scumteam was able to craft proper fakes they'd instantly lose.a poorly made fake will be spottedHaven't i said that already? However, the scumteam can also use catches(like waiting for a townie to post their flavor text, and then creating a fake from it)or excuses to not display their flavor text(like saying the scum will fake the flavor)quicklyand a well made fake will make someone 'good'
Is that a good idea?
Tell me what you'd think of this open setup:
2 Town Vanilla
1 Mafia Roleblocker
1 Mafia Rolecop
1 Town Spy
1 Town Doctor
1 Town cop
Spy gets access to the mafiachat.
Mafia's goal is not to outnumber the town, but to find and kill the spy. If spy gets lynched, that still fulfills mafia's goal. Town's goal is to lynch both mafia.
Mafia share a kill, but one has to use the kill if they want to use it, and can't use the kill and their own ability at same time.
The mafia know eachother, and they know there's a spy; unlike if the spy were a traitor.
The spy may chat in the mafiachat if he wants.
Do the people have to use their real name in the chat?not at all.
Maybe everyone is a third party.I did one where everybody was cult (except Hector. haha.)
Because that worked out so well... Uhhh... Has anyone actually tried that?
Nonono. Again, the roles play separate. Lynches too.
It was, until I went a bit mental at the end. Town shoulda won though :PYou fully embraced your inner villain mastermind.
Maybe everyone is a third party.
Because that worked out so well... Uhhh... Has anyone actually tried that?
Ho, folks. It'll be a while before I run Odd Mafia(several months, probably), but I'd still like to get someone's help in designing and balancing it.I like designing mafia games, so I'm in on that. I just need to get things settled down first (I've just began my Thanksgiving vacation), but I'll be at full capacity by Monday.
Anybody interested?
An idea I had: Perhaps in addition to what the normally have, a Popular player would automatically make whoever married them win? It would add an aspect of intrigue as people try to convince the Popular player to marry them, while simultaneously trying to throw other suitors under the bus.That was in my original idea for Popular players, actually; at that time, each role had a limited list of possible wincons rather than 'virtually anything' like they do now. When wincons got changed I didn't need that rule anymore.
What if: no one knows that marrying the popular player makes them win, and it could only be discovered if someone did the investigation on them. The element of desperately trying to get them to marry/stay with them while killing potential suitors would still exist, but it wouldn't cause a game-wide clusterfuck, since only the few players who investigated the popular player would know (and they wouldn't be telling anybody).An idea I had: Perhaps in addition to what the normally have, a Popular player would automatically make whoever married them win? It would add an aspect of intrigue as people try to convince the Popular player to marry them, while simultaneously trying to throw other suitors under the bus.That was in my original idea for Popular players, actually; at that time, each role had a limited list of possible wincons rather than 'virtually anything' like they do now. When wincons got changed I didn't need that rule anymore.
If you wanted to recreate that mechanic, you can do it by just adding an OR marry a Popular player to everyone's wincons, and that doesn't eliminate the possibility of having players who do not want to marry the popular player.
Edit:
The other reason I removed it was because of one of the thins that it does do, which is tell everyone that they can marry that player to win. It makes popular a very clunky mechanic because the popular player can essentially choose whichever claim they think will make them win, and is generally encouraged to slow the game down and fish out roles with nosy/jealous inspects, etc. while having no pressure on themselves.
The one problem I see is that the process of who gets to play (and who doesn't) isn't transparent, and could theoretically be abused by mods (knowingly or subconsciously) to let people they know better (or like more) play.There are a lot of opportunities like that for both players and mods within the state of affairs of b12mafia, which is why mods use procedural role allocation, and mods are trusted to use procedural role allocation, while players are trusted not to cheat etc.
Some players will be skrulls.Skrulls are a good choice for mafia. You may want to consider giving them a 1-shot convert ability or such.
I want all roles to be visible, maybe even player chosen.This is the tricky part.
- Murder: Send me a victim and a list of other suspects. If your murder attempt is successful the victim will die, and a trial will begin. At the start of the trial I will post that list of suspects with your name mixed into it. You cannot perform any other action on a night you use this.Only one player can succeed in killing each night. If multiple players submit a Murder action the player with the shortest list of suspects will be successful, and all other attempts will fail. So essentially a shorter list will make you more likely to succeed in your attempt, but also makes it harder to survive the trial afterwards because there will be fewer other possibilities.
The idea is that everyone has that same win condition, and it's up to you when and if you become scum to try and win the game.How are you supposed to hunt between a group of players (suspects) when each of them was literally trying to do the same thing and has no actual preference in who they would kill (i.e. each of them would be just as happy with the situation, given their wincon, if they happened to be the one who made the kill - to the point where we can imagine that each player could have chose the same list and the mod picked the winning submission)? It strikes me that the core game loop is concerned about figuring out who is lying about their power role (probably everyone) and how (probably a lot), and then divining the killer from there; if this is the case, then hunting is based purely on parsing mechanical information and a light bit of cold reading on claims.
By having some of them require co-operation with other players you could have discussion and information exchange going on.Which would be entirely unrelated to hunting scum , since there's no way to distinguish between other players vis a vis their guilt beyond mechanical advantage since there's not information asymmetry with regards to the murder and this does nothing to change that.
There's the same information asymmetry that is present in every mafia game - the culprit knows they can win by lynching any other suspect while the town does not know which suspect they need to lynch in order to avoid losing.
I do get what you're saying about it being arbitrary who dies and who gets put on suspect lists though, there should certainly be some kind of system that makes certain victims more desirable for certain players to introduce more of a WIFOM game there.
You should probably have some checks in play to prevent things like 'Town votes for a new rule that says 'Town automatically wins''. Scum can't vote against it, or they get lynched, and they can't vote for it or they lose.I mean, I'd vote against that as town, because what fun would that be?
You should probably have some checks in play to prevent things like 'Town votes for a new rule that says 'Town automatically wins''. Scum can't vote against it, or they get lynched, and they can't vote for it or they lose.I mean, I'd vote against that as town, because what fun would that be?
Indeed. Would anyone be intrested in playing such a game? I'll host.You should probably have some checks in play to prevent things like 'Town votes for a new rule that says 'Town automatically wins''. Scum can't vote against it, or they get lynched, and they can't vote for it or they lose.I mean, I'd vote against that as town, because what fun would that be?
To be fair, in a bastard game you'd have to worry that the mod has a secret rule in place that makes town lose if they put that rule in.
I've been throwing around the concept of a bastardized mafia game where the only way to win is for the players to add rules and win conditions themselves. I'm thinking that the vote to add a rule should be 3/4 or unanimous. Looking for some feedback.I like the concept. Maybe if players voted anonymously, the mafia could cancel out any rule that would make town win immediately...
Unanimous requirements would force people to come up with fair (or seemingly fair, but hilariously broken) rules that everyone will be ok with adding in. To make this sane(r) i'd allow for neutral votes.
3/4 would work similarly, but has the disadvantage that vilteam could potentially win very rapidly by adding a "vilteam wins" rule.
It would probably otherwise follow standard mafia rules for roles (wolves kill, seer sees, villagers idle out) but with nonexistent game rules (until they're added)
The rulelawyering would be strong with this one.
To note, can I set up a game?
That's about right. I'll run a balance check on it, if'n ya want, Tric.To note, can I set up a game?
Unless I'm just totally misremembering, generally speaking if someone just shows up and tries to run a game it almost never gets up off the ground.
K. I send it in a few days. The current Spider game should be over then.Uh... Okay. Have fun with the spiders.
Should I start setup?I technically wrote a bunch for your game, but I haven't gotten around to sending because school stuff. Maybe tomorrow.
Looks like I wasn't misremembering.To note, can I set up a game?
Unless I'm just totally misremembering, generally speaking if someone just shows up and tries to run a game it almost never gets up off the ground.
No sign-ups at all.Well, I never got a PM back about whether you liked my suggestions or whatevs, but... why should someone join? Don't take that wrong or anything, but, really, what's the appeal?
No sign-ups at all.You locked the thread, so we can't.
I am not all that good with summaries. Especially if I don't receive 10 player like I would want."If you build it, they will come." A good summary brings players, not the other way.
True. I think you have a good theme to build off of, but there needs to be something for a user to latch onto.I am not all that good with summaries. Especially if I don't receive 10 player like I would want."If you build it, they will come." A good summary brings players, not the other way.
I actually missed the thread, it being locked before I even noticed it.
I'm feeling for a traditional game, one with simple, non-BYOR roles, no special gimmicks, no bastardry. I could host it, too, though I understand someone would probably like to advise a newbie.
What would you folks say about a return to the game's roots?
With suggestions from webadict, IcyTea and FallacyofUrist, I've been working on an idea to help bring new players into mafia, and I want to pitch it here to see what you think about it. Like Beginner's Mafia, it's meant to introduce newbies to the conventions of forum-based mafia. However, while BM eases them in with a minimalist design, my idea is to appeal to them with a thematic and mechanical link to Town of Salem. Potential players have probably played that game before, and so will be more likely to sign up and enjoy playing because they are familiar with the game and it's rules.It's still broken by a massclaim, though less so than others. You could essentially rule out certain players based on a massclaim. A massclaim would win fairly often.
The round can be run with 6 players, but can support up to (and seems best with) 10. It's a semi-open setup, with many of the roleslots being one of three possible roles. Here is the breakdown of that:
6 Players
Mafiaso
Sheriff / Investigator / Lookout
Doctor / Bodyguard / Vigilante
Vigilante / Veteran / Escort
Escort / Transporter / Spy
Spy / Mayor / Doctor
7: Consort / Consigliere / Blackmailer
8: Sheriff / Investigator / Lookout
9: Random Town (from the 11 above)
10: Serial Killer / Arsonist
Days will last 48 hours, and nights will last until all actions are submitted (maximum of 24 hours). 6 players games (and maybe others?) will require a lynch everyday, to prevent the town from stalling things out while they gather info. Lynches will work as we're used to them, but - in the case of a forced lynch - ties will extend the day by 24 hours, and then will be broken at random if there's still a tie. Unlike Town of Salem, there are no whispers, and mafiachat works even during the day.
Now, I need to address the problem of balance. At face value, the town has a massive advantage because each of their players is a power role. However, I don't want to include vanilla roles in the game, because the guarantee of being a power role is the core appeal of Town of Salem. Therefore, I've done my best to balance out this advantage through other aspects of the game's design. First, the "1 of 3" roles make any claim by scum sound reasonable. Few of them can be directly counterclaimed, and even a massclaim can't pinpoint the liar. Secondly, the exact roles in the game have been chosen to give every type of scum at least one indesputable claim for an investigator. Lastly, some of the town roles in the game (Escort, Transporter, Vigilante and Veteran) can hurt or hinder the town, so their "anti-synergy" helps bring down the inherent advantage of being a power role.
What do you think? Is this a good setup, or are there some considerations I missed? Would anybody here - especially potential players who are considering joining the subforum - be interested in playing?
How would you expect the spy to work on the forum? As I recall, in ToS the spy was able to "hear" what the mafia were saying during the night.Actually, Town of Salem changed the Spy's abilities completely. Now, they can visit a person to see what effect other people's abilities have had on them that night. So, basically an inverse Lookout. They also get to see who is visited by the mafia each night, but not which role did the visiting.
Also I don't like the mayor if you expect it to work the same as in ToS. Again, recollection tells me they are a confirmed townie and get 3 votes. Far too OP, especially if there are doctors in the game (more on this later)The Mayor can't be healed by a Doctor once they've revealed. However, you're right about them being a bit OP. More on this later, when I suggest a slightly different setup.
I can't remember what an escort or transporter do, and I think the veteran is basically a paranoid gun owner? Again, perhaps too much for a 1 scum game, given they'll be dead if they choose wrong. Bad stuff.Escort roleblocks. Transporter makes whoever would have visited the first target visit the second target instead, and vica versa. The Veteran is the paranoid gun owner, except that they can choose whether or not activate their ability (it's a 3-shot). Yeah, they're also pretty OP. On second thought, they'd definitely unbalance a small game. If I remove them and the Mayor, I can change the setup a bit, and make something we might both be happier with. How about this?
How would role assignment work? A number of the town slots have repeated roles in them. If townie 2 is a vigilante, for example, would townie 3 also be able to be a vigilante?Before I assign roles to people, I randomly determine what the individual roles will be. These are determined independently from each other, and it is possible that two of the same role end up in the game. After that, I randomly assign the roles to the players.
I'd replace the doctor with the bodyguard too. It at least allows the scum to get a kill, but it means the town lose a protection role so they can't just do a follow-the-cop-like breaking strategy.Even if it would be possible to gracefully extract the the Doctor from the setup pattern (which it wouldn't be after I removed the Mayor and Veteran), I wouldn't do it because the role serves a great purpose for the scum: The doctor is a protection role that cannot harm the scum (unlike the Bodyguard or Transporter) and it's the perfect fakeclaim spot for a Serial Killer suspecting an Investigator in the setup. "Follow the Cop" can easily be defeated by the Mafia's Consort or Blackmailer, so the Sheriff / Investigator / Lookout would never reveal themselves for that in the first place.
How many ICs would you expect, and what about scum ICs, given there's only 1 scum slot if there are fewer than 7 players?With 2 Mafia in the revised setup, there'd be one Scum IC. As for the number of normal ICs, there'd be one at 6-8 players and two at 9-10.
Yeah that seems a little unbalanced for town now. They could lose the game on N1 if they lynch wrong and scum kills, especially if there’s a vig who shoots and misses scum too. Maybe an anti-town third-party instead? This would allow an anti-town influence while keeping the game going for a few nights, and allow the game to keep going if mafia get killed.I've thought of that, but it won't work. Here's a list of all anti-town neutrals in Town of Salem: Vampire, Executioner, Jester, Witch, Arsonist, Serial Killer and Werewolf. I can't use Vampire, because they're essentially a cultist. Arsonist, Serial Killer and Werewolf are all killing roles, so they're out. Executioner and Jester are minor anti-town, so they won't keep the game going when mafia dies. This leaves me with the Witch. Huh. Although I like the Witch, including the role doesn't prevent your theoretical situation at all. In fact, it would increase the chance of a Vigilante shooting a Townie. Therefore, that means that the only neutral I could include instead of a mafia support would be an Executioner or a Jester, but that would mean one hit against the Mafia would kill them. There's not a lot I can do to balance the 6 player game - town will simply have to play safe, and not lynch day one if they're unsure. However, I feel like including the Witch in the game somewhere now, so I'll put the role alongside the Serial Killer and Arsonist.
Would you remove the executioner once they’ve killed their target? Would they become a jester if their target is killed outside of a lynch?I'll remove the Executioner once they win. If their target dies before they can get them lynched, I'll turn them into a Jester. Wondering whether or not the Executioner has become a Jester is an interesting conundrum I want the town (& scum) to think about.
Also not a fan of the blackmailer role if you intend for it to silence players. Consigliere might be better, at least allowing the scum to know who’s what without ruining the fun for someone else.You're right. BM is a bit BS. I'll use the Consigliere instead. Here's the new setup.
Yeah that seems a little unbalanced for town now. They could lose the game on N1 if they lynch wrong and scum kills, especially if there’s a vig who shoots and misses scum too. Maybe an anti-town third-party instead? This would allow an anti-town influence while keeping the game going for a few nights, and allow the game to keep going if mafia get killed.I've thought of that, but it won't work. Here's a list of all anti-town neutrals in Town of Salem: Vampire, Executioner, Jester, Witch, Arsonist, Serial Killer and Werewolf. I can't use Vampire, because they're essentially a cultist. Arsonist, Serial Killer and Werewolf are all killing roles, so they're out. Executioner and Jester are minor anti-town, so they won't keep the game going when mafia dies. This leaves me with the Witch. Huh. Although I like the Witch, including the role doesn't prevent your theoretical situation at all. In fact, it would increase the chance of a Vigilante shooting a Townie. Therefore, that means that the only neutral I could include instead of a mafia support would be an Executioner or a Jester, but that would mean one hit against the Mafia would kill them. There's not a lot I can do to balance the 6 player game - town will simply have to play safe, and not lynch day one if they're unsure. However, I feel like including the Witch in the game somewhere now, so I'll put the role alongside the Serial Killer and Arsonist.Would you remove the executioner once they’ve killed their target? Would they become a jester if their target is killed outside of a lynch?I'll remove the Executioner once they win. If their target dies before they can get them lynched, I'll turn them into a Jester. Wondering whether or not the Executioner has become a Jester is an interesting conundrum I want the town (& scum) to think about.Also not a fan of the blackmailer role if you intend for it to silence players. Consigliere might be better, at least allowing the scum to know who’s what without ruining the fun for someone else.You're right. BM is a bit BS. I'll use the Consigliere instead. Here's the new setup.
6 Players
Mafiaso
Consort / Framer / Consigliere
Sheriff / Investigator / Lookout
Doctor / Bodyguard / Spy
Spy / Vigilante / Escort
Escort / Transporter / Doctor
7: Bodyguard / Vigilante / Transporter
8: Executioner
9: Sheriff / Investigator / Lookout
10: Serial Killer / Arsonist / Witch
I still need a couple more players too.Don't worry, I'm not trying to stop yours from running. If you run first, I won't mind; if I run first, you'll surely have enough players after that.
http://www.bay12forums.com/smf/index.php?topic=172127.0 (http://www.bay12forums.com/smf/index.php?topic=172127.0)
The second scum isn't the answer. I think one of the things about the scum side of things is playing as a team, which unbalances things a lot if there are fewer than 7 players.Alright. It looks like we're in disagreement on what to do in a 6 player game. I think that if I run this, I'lll either get at least 7 players or not enough to run it at all, so let's not worry about it for now. After a round of this, we'll both know more about how this is balanced, anyway.
I was thinking that instead of having scum for a <7 player game, you have a serial killer instead. It essentially acts the same as the mafia in that they're trying to blend in, and it allows them a doctor claim if they get investigated, while the lookout or sheriff can counter that claim.
This would necessitate taking out (or severely limiting) any town-aligned killing roles, because that could win the game for them if they choose right.
In a 7+ player game, the way you have it is good, I think, though my preference would still be for an old school bodyguard - they die in place of their protected target - rather than doctors, since I think doctors are a bit OP.
Another way of getting round having only one scum is allowing them to kill and to have another action. Maybe a 1-shot of each of the three powers they would have if another scum player was in the game, or a permanent inspect.
You're a piece of shit with no regards for the health of the game or meta
The cringeworthy larping and constant assertion of your own heroism is tiring
You did literally nothing while the game was alive and now you're just shitposting throughout it's corpse.
You could have contributed at any point in the game before day 3, but now you're doing nothing other than being a cunt. You acted like a cunt when you came in, you refused to play as part of the town, and you continued to do nothing but harass and annoy players with no intention of divining intent or role from any of it while you were dead.
I know you don't care, but you might want to consider the people who do.What exactly is your complaint with me dolores? Like, literally, what is your feedback/critque/criticism, I REALLY don't understand.
been super active on the rest of the forumSo, yeah I didn't answer 50 questions a day, but I caught (http://www.bay12forums.com/smf/index.php?topic=172127.msg7949058#msg7949058) up (http://www.bay12forums.com/smf/index.php?topic=172127.msg7949060#msg7949060) when (http://www.bay12forums.com/smf/index.php?topic=172127.msg7949076#msg7949076) I (http://www.bay12forums.com/smf/index.php?topic=172127.msg7949532#msg7949532) could (http://www.bay12forums.com/smf/index.php?topic=172127.msg7949548#msg7949548).
Nirur doesn't know how to play so I can bully them while I waitThis is not funny.
What exactly is your complaint with me dolores? Like, literally, what is your feedback/critque/criticism, I REALLY don't understand.
I don't know what else you would call a system where the most collectively preferred options routinely loses when there are three or more parties or candidates. You're right though that (as seen with Arrows Impossibility Theorem) all voting systems are flawed.I don't consider that unreasonable, personally. FPTP is designed to select the candidate who is the top choice of the largest subgroup of people. "Collective preference" is not something that it considers, nor should it. FPTP just tries to maximise the number of people whose first choice is selected; there's nothing objectively wrong with that as a selection criterion.
Ghost MafiaIt's good.
It's like regular mafia, except dead players don't have to leave the game when they die. They can keep posting in the thread and keep trying to get their picks lynched. They'd lose the ability to make votes and lose any night actions, but they could still make cases and try to be active. To avoid there just being a core of confirmed-town players making life a living nightmare for the bad guys, perhaps this game would be ran without alignment flips!
Intriguing. What would the win/loss ratio on that be?The ghost powers should balance out with the kills. Let's imagine 10 players, starting with 1 angry ghost and 2 evil mediums (three scum in total must be necessary, now I think of it, as otherwise game could end on D1). Let's play out the scenarios:
1 cop - sends results to the enabler, doesnt get results themselves
1 cop enabler
1 1shot citizen/wolf detector
1 two-shot tracker
4 citizen
1 roleblocker
1 wolf
1 Nerfed wolf - the first day that a scum is lynched, he cannot perform the nightkill that night
I know atleast 1 other mafia player I in my last session agreed with me that the rate of play can be a lot to manage, and adjust to if that is even possible.It sounds like you want a longer game, and I'm not sure if we've had longer games that were super engaging and didn't die out. I could see how making that first restriction might make for an easier game if you have limited time to play, though. There was a game that ran a Twitter style limitation of 140 characters per post, and I think it might have been more manageable.
I'd be interested in a mafia with posting restrictions. Such as you must wait an hour before posting again, and possibly limiting things like skipping a phase until everyone has posted.
Hmm, a character limit is interesting. The first few times I played Mafia were on GameFAQs. They were Smash Bros themed(with like Yoshi, Link, Mario, Pikachu, etc) on the Smash Bros board so no one was very familiar with mafia to begin with. This was the pace I first experienced and I loved it, but it's hard to find a similar beginner environment now.I probably wouldn't play. Not because I wouldn't want to, but more because my commitment level fluctuates hard. Some weeks I can commit to posting a lot, and some weeks I can't. Longer phases mean games that last for weeks or months.
I'm really interested you in particular webadict would humor the idea of a slower paced game, considering your high activity (relative to other players) in the other game. Would you actually possibly play something like that? Or were you more suggesting how others might be willing to play it?
Well it definitely was a whiplash experience for me, to go from a 5 day phase, to a shortened 1 day phase. I imagined something closer to 2 day phases, so even with less posting, not an especially longer experience. Definitely not months, as those smash bros mafias didn't last all that long.To be far, most phases do usually last 72 hours. Sometimes, there are just reasons they don't, but I'll avoid discussing a game currently ongoing.
Hurt and Heal MafiaThere was a game mode like this on Xylbot. It was essentially a game of shooting people with random guns you got at the beginning of the game.
Each player begins with 3HP, which is reset each day phase.
Each hour, you can hurt (remove 1) or heal (add 1) to a different player's HP total, but it cannot go above 3.
Whether you hurt or heal, or do not do either, you can only post after a full 60 minutes have passed from your last post. Day phase lasts 72 hours, and Night lasts 24 hours.
Oh OK, good to note. Yeah I'll just keep trying every now and then. You once made a suggestion for 2 driver mario kart mafia, I kind of feel that I need to double myself to keep up, so perhaps something like that would be up my ally. If I was going to host mafia though I should probably do something fairly vanilla. Perhaps a minimalistic one with posting restrictions and about 72 hour phases.That actually could work, with more players available. I did have a two-person player in one of my games once, and the player who had that was quite fond of the role (even thought it did turn them into a Serial Killer.)
NQT ( I think, it may have been flabort) ran a game many years ago with a mechanic like that. You were assigned an alignment and you were then assigned some currency and could buy and sell various abilities in the shop.That's right, the Choose-Your-Own-Mafia series.
flabort may have been the one that used an ability to continually inflate the price of something so they ended up with lots of currency.NQT ( I think, it may have been flabort) ran a game many years ago with a mechanic like that. You were assigned an alignment and you were then assigned some currency and could buy and sell various abilities in the shop.That's right, the Choose-Your-Own-Mafia series.
If this nonsense keeps going viral through next summer... Poor choice of words.
But do it!If this nonsense keeps going viral through next summer... Poor choice of words.
6 - To make fake claims easier, there are no direct role or alignment inspects.
Crazy setup idea for a smaller beginner's mafia that the Vengeful setup triggered:Hmm.
5-6 players, 1 confirmed scum IC player, 1 scum beginner, 3-4 townies. It probably needs a neutral IC spectating and kibitzing, to keep the scum IC honest.
No roles or night kills, and the IC cannot be lynched.
The game ends when only 2 townies remain or if the beginner scum gets lynched.
I imagine that playing around a known scum would help with figuring out how to play off of guesses, and with seeing who has extra information. The small player count would, of course, make it much easier to start a game and get more beginners into the subforum.
Do hosts typically opt for Quicktopic Pro?I don't think I've ever used it as a host. What would be the benefit?
Do hosts typically opt for Quicktopic Pro?I’ve certainly never done it. I didn’t know that was even a thing.
I think it's for the various chat groups. Mafia, the dead, Masons. Mostly Mafia, better than constant PM.rose means the Pro part. I don't have Pro, so you should be fine.
Normally you just give someone the quicktopic link, and then they post in it. Is that not working for you?This, roseheart. For example, Welcome to Paranormal 25 Deadchat (https://www.quicktopic.com/52/H/Cxe3rceaEELup). Although obviously you'd send it over PMs during the game itself.
Normally you just give someone the quicktopic link, and then they post in it. Is that not working for you?This, roseheart. For example, Welcome to Paranormal 25 Deadchat (https://www.quicktopic.com/52/H/Cxe3rceaEELup). Although obviously you'd send it over PMs during the game itself.
Same principle applies, just send the link to the quicktopic over PMs or post it in the main thread.Normally you just give someone the quicktopic link, and then they post in it. Is that not working for you?This, roseheart. For example, Welcome to Paranormal 25 Deadchat (https://www.quicktopic.com/52/H/Cxe3rceaEELup). Although obviously you'd send it over PMs during the game itself.
I am trying out a quicktopic in a nonmafia game rn.
Loyal Audience Member,
ArenaCraft does hereby invite you to sit on the council of law:
https://www.quicktopic.com/[REDACTED]
Dear arena master,it looks like I need a proper invitation card to be allowed access to the law council. The animated armor guard just repeatedly keeps saying 'forbidden, you are not allowed access to this room.'
(Do I need something to access the quicktopic?) :D
Hmm, how about now?: https://www.quicktopic.com/[REDACTED]
I'll try to open it on my computer tomorrow as I'm going to sleep right now. The error seems to be with quicktopic website(not even their homepage or FAQ can be opened) or my browser. I'll hopefully fix it tomorrow.
Any guesses what their problem accessing it might be? (Has no one ever had a similar issue on the Mafia sub?)I can't remember any, unfortunately. If it's a new topic you just set up maybe try making a new one, if you haven't already? Otherwise I have literally no idea.
The solution for me is no extensions except by mod discretion. If you give players voteable or one-shot extensions, they use them and days last forever and it doesn't seem to be to the benefit of the players ultimately. Conversation takes the time you give for it to happen.I think I'll use that, yeah.
Hey look it's FallacyofUrist!!It'same!
Daykill BYOR: everyone submits a role name and receives back a role. The twist? There's only one Day. Everyone has a one-shot daykill ability of some kind and one other ability. Anyone can shoot anyone, and the mafia have a spare one-shot factional daykill too. Will get violent very quickly, and probably require multiple mods so the actions can be resolved quickly, along with potentially something like a 'no day killing for two hours after a day kill occurs and game start' moratorium. If all daykills are expended and no team has won, everyone gets their daykill shots expended at once.This has sort of happened before. (http://www.bay12forums.com/smf/index.php?topic=137539.msg5226263#msg5226263) It did not end well.
I've been thinking that if people enjoy this game mode enough, we should have an unofficial version during the "off-season", which would run endlessly.Endless KOTM?
That is, once the thread starts it would run over and over as players try to get as many King Mafia wins as possible. It would be fun to have a high score list in the OP or something.
And! It would be good practice for when next year's KotM actually happens, whenever Toaster plans on hosting, that is.
FoU, I like that nested idea of an SK hidden within the mafia team but you'd need to create some incentive or mechanic so the SK can't just reveal the scum team (say, when things are going badly for them).Revealing the scum team makes it obvious that he's the SK, doesn't it? If the scum assign their mafiakill by vote, they can just shoot him. Or town vig kill.
You know, if we have open setups, we don't even need a moderator to run the game. All that needs to be done is to reveal your role when you die and continue the game.Can the bot automate role PM sending?
Uh, yes, I'm about 99% sure it could, and in a relatively short time. It just needs real testing before it does. The real issue is that I can't send by username at the moment. I need to get the user ID, since that's how the PM page reads it (Without having the decoding that's done through the site. I could potentially set something up that gets the ID in the future.)You know, if we have open setups, we don't even need a moderator to run the game. All that needs to be done is to reveal your role when you die and continue the game.Can the bot automate role PM sending?
How would actions work at night?This wouldn't currently work with the no-mod version. But, no-mod Mafia would be small setups that don't have a Cop or Roleblocker in them. However, essentially, yes, that's how the Mafiakill would work.
"Hey I'm a cop and I'm inspecting you, what's your alignment?" What if a roleblocker sends a PM to the cop that they're blocking them right after? This would also reveal the cop's identity to who they're checking.
It would be really funny for mafia to just PM someone and be like "hey we're killing you tonight so post your role PM tomorrow".
Daykill BYOR: everyone submits a role name and receives back a role. The twist? There's only one Day. Everyone has a one-shot daykill ability of some kind and one other ability. Anyone can shoot anyone, and the mafia have a spare one-shot factional daykill too. Will get violent very quickly, and probably require multiple mods so the actions can be resolved quickly, along with potentially something like a 'no day killing for two hours after a day kill occurs and game start' moratorium. If all daykills are expended and no team has won, everyone gets their daykill shots expended at once.Some larger communities run games known as "Mashes" which use a similar mechanic (everyone has a certain number of in-thread attacks every day, which are basically public daykills with a low % chance of success) and they are generally pretty popular. They wouldn't work here, though, because a) for the sake of mod sanity they basically require dedicated automation software which we don't have and b) they're designed around having an enormous number of players (the smallest I've seen is in the mid 30s).
We've been recently doing quick games of Blood on Clocktower (https://bloodontheclocktower.com/) on discord! Great fun but it only really shines at 7+ players, which we have trouble hitting consistently. Usually we play saturdays around 2-3 pm EST if I recall my timezones correctly, but stoirtap, the storyteller, seems willing to run more if more players were available at other times.This setup looks really cool. Not only do you need to find the demon, but also figure out what kind of demon it is.
https://discord.gg/B7ANhME
channel name:
#clockwork-blood-oranges
Too Many Mafias: 9 players, 2 mafia teams of 3 players each (who need to eliminate the other mafia team to win), except there's a serial killer player who gets a false mafia role and is inserted into both scum teams. Mafia teams vote on who gets to fire the mafiakill that belongs to their team. 4 town players, who would have a rough time being caught in the middle, but the serial killer needs to work to eliminate the mafia, and the town's role powers are on average stronger than the scum and serial killer players. Alternatively, 3 mafia teams of 2 players each, and the SK is inserted into only 2 of those mafia teams, and there's some sort of restriction on the mafiakill.
To twist my CYOM Redux setup a little more, I've decided to add flaws back in. In order to get access to more powerful (and deadly) abilities, or start with more abilities, players take flaws. Flaws can never be ameliorated or detected, are random, permanent and usually pretty bad. The aim here is to aid also in fakeclaims (e.g. someone who takes a public action might fakeclaim to have the Usual Suspect flaw).This looks good.
Some players won't want to risk the RNG and so will expand outwards instead of downwards.Spoiler: CYOM Redux v.3 (click to show/hide)
EDIT: If scum kills off each other, there's a possibility that the Serial Killer could gain control over both scumkills. To prevent the SK from being overpowered though...the SK can only use one of those scumkills per night. They cannot use both.What happens if the SK needs to perform both nightkills for the mafia and the werewolf team on the same night? I guess it doesn't really matter since the only town powers are investigators.
What happens if the SK needs to perform both nightkills for the mafia and the werewolf team on the same night? I guess it doesn't really matter since the only town powers are investigators.Yeah, since there's no watchers or roleblockers, it doesn't matter who actually get "sent" out to do the scumkills. I would just allow the SK to perform both nightkills.
You could easily pad the game out with a whole load of vanilla townies. I think there should probably be at least two more town players so they have a strict majority over all scum at the game start.
As a small game mode, we could play a modified version of One Night Ultimate Werewolf.
As a small game mode, we could play a modified version of One Night Ultimate Werewolf.
Idea.
Many Werewolves, a small Core Town who knows about each other(The mafia in this game). Town wins when they equal the Werewolves. Werewolves are on their own. Town has someone who will kill a werewolf if they are targeted, so they need to be lynched.
Critics?
Continuing along the idea of setups allowing for small games and such, I've been wondering if there's a way to actually use the Jester alignment in a productive manner.
One setup I've been pondering is something Tomasque ran a while ago - Exquisite Cops and Robbers (http://www.bay12forums.com/smf/index.php?topic=163035.0). Sadly it didn't run for long, but I love the concept. The players all contribute pieces of roles which are developed step by step into a final product.
What I wonder is how it would be possible to design an improved version of it where the player participation doesn't make it possible to reverse-engineer the roles from information that you shouldn't really have. I for one would love to play a round of a version of this.
Does that setup have a flexible player count?
Early (pre-daykill) hammer win percentages: unchanged
Jester: 20%
Town: 20%
Mafia: 60%
In practice the town win is even more vanishingly unlikely because the voteless jester forces the whole town to vote mafioso for the win.
Post-daykill/on-daykill win percentages:
Jester: 25%
Town: 25%
Mafia: 50%
Again these winrates don't represent the likely in-reality town winrate: the town are forced to find each other and both vote the mafia in order to win, any other scenario results in a town loss due to the voteless jester and the mafia (obviously) never voting themselves.
Best case scenario for the town is for the mafia to kill the jester and the jester to kill a townie, which gives the town a 33% chance to win from a pure statistical standpoint.
Edit: Sorry for being a killjoy with all the math.
Mass-claims are discouraged in the Discussion/Trade Phase because if you do claim, "Oh I'm the Keymaster, so please don't execute me or everyone loses - also, since no one will execute me, all I have to do is watch out for the Sacrifice victory and I'm golden". All that's going to happen is that some Commoner is going to do a force-trade, become the new Keymaster, and render you disposable. Unless you're intentionally trying to get someone to force-trade you because you actually have a role you don't want (like the Sacrifice).Yep. Claiming during the Trade Phase is a good way to lose (or keep) your card.
That's an interesting dynamic. I'm guessing mass-claims would still occur in the Discussion/Pre-Vote Phase though, as roles are locked afterwards.
I think this game might work if it doesn't drag on for too long. Which means I think there should be only a few players...like 5. 1 Keymaster, 1 Sage, 1 Sacrifice, and 2 Commoners. Someone has to be executed for the rest of the Town to win...but who gets to be that unlucky person?A one day version with only 5 or 6 players could work. The Sacrifice having two votes becomes more and more powerful so at that point they'd have the highest chance to win maybe. Otherwise an ideal setup would be 9 to 11 players which would last 3 or 4 days.
Anyone mind helping me analyze a 5-player mini-bastard setup? I've been inspired to run a quick but messy mini-game.I can check it, sure. PM me.
Mmm, maybe later.Aren't there, like, super broken roles in some games?
I have something with a different premise in mind at the moment.
Though it'll have to be put on the queue, and preferably wait until after some less complex games.
Flashback Mafia is a game where you can choose any role from a previous game of mafia on this subform to take for yourself, though I'd reserve the right to tweak and adjust and reformat the role as needed to make the game work acceptably.
There should probably be at least some additional caveats, though. Any thoughts?
(The idea is that if you had a cool role but died early or the game ended early, or if someone else had a role you'd like to try, you can snatch it for this game, though the end result will inevitably be a mess)
Mmm, maybe later.
I have something with a different premise in mind at the moment.
Though it'll have to be put on the queue, and preferably wait until after some less complex games.
Flashback Mafia is a game where you can choose any role from a previous game of mafia on this subform to take for yourself, though I'd reserve the right to tweak and adjust and reformat the role as needed to make the game work acceptably.
There should probably be at least some additional caveats, though. Any thoughts?
(The idea is that if you had a cool role but died early or the game ended early, or if someone else had a role you'd like to try, you can snatch it for this game, though the end result will inevitably be a mess)
The player that sends the most overpowered role is given a role of the GM's choice instead. Players will self-regulate, and you'll have complete control over 1 role, so you'll be able to inject a little balance into the setup. Thoughts?That is an excellent behavioral incentive.
Yeah, there's going to be some issues with balance. It'd be interesting, though.Well, as that's a more libertarian method of regulating, that only works if all players have equal knowledge of both all roles and all chosen roles. Far more likely, it'll created a flawed and unbalanced ecosystem, as the only judge for true fairness there is what has been deemed appropriate by the moderator, and that can only be assessed after all roles have been added. I expect you'll see more than 1 blatantly overpowered role, and that's why it won't work.The player that sends the most overpowered role is given a role of the GM's choice instead. Players will self-regulate, and you'll have complete control over 1 role, so you'll be able to inject a little balance into the setup. Thoughts?That is an excellent behavioral incentive.
I've seen a mafia game where a mafia-ally player is told they're town before the game starts, but learns their true alignment during N1.That's because it is bastardy. Anytime the moderator lies to you through non-mechanically-induced methods would be at least semi-bastard. It's actually debatable if Millers or Framers count as bastard mechanics in some places, since it does create a lie, but they are created by game mechanics, so, eh?
I would consider passive alignment changes like this pretty bastard-y though.
We should have a game where most players are amnesiac power roles and there's a couple psychiatrists that can "cure" them at night.You could combine the ideas and have one player be a repressed serial killer who remembers their evil alignment when "cured".
We should have a game where most players are amnesiac power roles and there's a couple psychiatrists that can "cure" them at night.You could combine the ideas and have one player be a repressed serial killer who remembers their evil alignment when "cured".
Repressed memories, or fake memories?We should have a game where most players are amnesiac power roles and there's a couple psychiatrists that can "cure" them at night.You could combine the ideas and have one player be a repressed serial killer who remembers their evil alignment when "cured".
I've been pondering ways to make cults better. One-shots aren't too bad, but I'd like to find a way to make other types a bit less snowbally. Maybe a Mark one night and convert the next would help? It'd dramatically reduce the number of converts they get a day.A full cult team that needs to target a player twice in a row to convert them? Would that player be aware the cult is trying to convert them the first night?
I've been pondering ways to make cults better. One-shots aren't too bad, but I'd like to find a way to make other types a bit less snowbally. Maybe a Mark one night and convert the next would help? It'd dramatically reduce the number of converts they get a day.Cults have several issues that can't be fixed easily. Traditional Cults are balanced by having an extremely weak early game. Typically, Cults start with one Cult Leader. These Cult Leaders can be nerfed by causing the deaths of all Cultists when they die, or by reducing the number of conversions available. Additionally, these Cultists are typically reduced to vanilla roles. The biggest issue with a Cult is that they are necessarily twice as powerful as the Mafia, because they basically get a doublekill each Night, removing a Town player AND gaining a Cult member. So, rule of thumb, any game where a doublekill Mafia is balanced, a Cult is balanced.
I've been pondering ways to make cults better. One-shots aren't too bad, but I'd like to find a way to make other types a bit less snowbally. Maybe a Mark one night and convert the next would help? It'd dramatically reduce the number of converts they get a day.
After I move (probably in ~2 weeks) I fully intend to run a Bay12 forum mafia game using the engine & bot Wuba and I are developing. ;DI've done like zero work on that bot. It's pretty much been all TolyK.
As for the hypothetical 'super-observer'? How does that player win? How do you make the game challenging for them when they know everything?
As for the hypothetical 'super-observer'? How does that player win? How do you make the game challenging for them when they know everything?
As for the hypothetical 'super-observer'? How does that player win? How do you make the game challenging for them when they know everything?
A little lightbulb went on in my head.
The super-observer is a third-party role with otherwise no other abilities. Their goal is either "stay alive and get everyone else to kill each other off" or "make sure <some specific combination of things> happens by the end of the game."
Flavorwise, they're some kind of evil mastermind. What do you think?
1 would need some rules to handle cult targeting the enemy cult.
2... do you mean Deprogrammer (https://wiki.mafiascum.net/index.php?title=Deprogrammer) instead of Psychiatrist? Would a deprogrammed townie leave the game? Is the public inspect alignment only or would it differentiate leader vs recruit?
3 is interesting. Lynches eliminate Cult Allies, I assume?
For 4, does the lynch or convert happen first?
5, how would the Redirector work? If Redirector acts to direct A to B and A is vote-inspected, actually the results of B are announced? Is it known that the redirect happened? Are the inspect results announced in public or sent to the relevant townie?
U, Robot - a nightless setup for 5-7 players with an informed majority of scum.
Roles:
- 2 Humans - win when all robots are lynched
- 3-5 Robots - win when one human is dead, share a scumchat
Nightless, one vote to lynch, but robots may not vote for humans. If 72 hours pass without a lynch, the robots win. Essentially, the robots need to convince one human to lynch the other, while humans need to kill all the robots.
This setup works well in person, but humans usually win since knowing that the robots can't lynch humans is very helpful for scumhunting. I think it might be more balanced on forums when the robots have a scumchat - coordinating buses is super important for good robot play.
U, Robot - a nightless setup for 5-7 players with an informed majority of scum.
Roles:
- 2 Humans - win when all robots are lynched
- 3-5 Robots - win when one human is dead, share a scumchat
Nightless, one vote to lynch, but robots may not vote for humans. If 72 hours pass without a lynch, the robots win. Essentially, the robots need to convince one human to lynch the other, while humans need to kill all the robots.
This setup works well in person, but humans usually win since knowing that the robots can't lynch humans is very helpful for scumhunting. I think it might be more balanced on forums when the robots have a scumchat - coordinating buses is super important for good robot play.
It's one vote to lynch, Jack.
And yes that does look fun.
I think votes in this setup are essentially dayvig killsThat's correct. Another interesting thing is that once roles are sent, the setup can be basically self-moderating: when somebody votes, any other player can immediately confirm the roleflip.
As my granddad used to say, "No man wants an Amazon."
Guessing the gender rebels are SKs or survivors? Thank you for the mandatory apology.
Random idea: tower defence mafia...Here's how it might work: all the players are in the tower and each night they lay down defences in advance of an enemy attack phase. Some of the players are traitors working for the enemy and their goal is to leave weaknesses in the defense. Perhaps they know in advance the attack patterns of the enemy. Possibly each time enemies get through, one of the defenders dies or the health of the town decreases.
Standard mafia, with a twist: outsiders can join the game, while it's running. Anyone who enters becomes a new town or mafia member, based on a weighted dice roll.
Thoughts?
Someone should start a small self-moderated game like Vengeful or the robot one.We could do either if 5 players are interested.
Self-moderated?I have a bot that can send out roles automatically. After that, whenever a player dies, the game is updated by an applicable player.
So, uh, do we have the people necessary for a small game?How many?
Presumably 5, but I suppose the numbers dictate the game.So, uh, do we have the people necessary for a small game?How many?
Anyway, let me know what you think of these and maybe add some more discussion on how else we can improve as a community.
Maybe in a couple months ago we could organize a Bay 12 meet up in some remote town, rent out an an entire dilapidated motel, and then play probably the most memorable game of mafia ever.I think this is a very promising idea to create truly historical games of mafia. I also think we should aim to create truly literate games of mafia. By which I mean, it is a shame that so many thousands of words are exchanged on these forums but it is all pure ephemera. I think all mafia games should be played fully in character, with an expectation of plot twists, scene setting, good quality prose. Instead of posting quick interspersed posts, each player must write a short chapter to continue the mafia narrative in any given mafianovella.
Thoughts?
I'm on board if we can get Meph to MC. Although that might mean convincing aliens to abduct Meph for Paranormal.Anyway, let me know what you think of these and maybe add some more discussion on how else we can improve as a community.
I think you're on the right track with these suggestions, but I think we need to go even further. Rather than increase the fidelity of our simulated games of life and death with an uninformed majority and an informed minority playing against each other, we should instead play real games of life and death with an uninformed majority and an informed minority playing against each other.
It'll be interesting playing games where our roles are based on our real life skills, and it'll certainly change the dynamic between town and scum if the scum try to nightkill a player and the intended victim successfully fights them off. It'll also be a challenge to sustain games like this for any duration of time, but I think that's something we can work through.
Maybe in a couple months ago we could organize a Bay 12 meet up in some remote town, rent out an an entire dilapidated motel, and then play probably the most memorable game of mafia ever.
Thoughts?
Although that might mean convincing aliens to abduct Meph for Paranormal.
Although that might mean convincing aliens to abduct Meph for Paranormal.
on it
Everyone knows illegal immigrants are a cheap source of labor...Although that might mean convincing aliens to abduct Meph for Paranormal.
on it
The fact that this is the only part of this conversation not on April Fool's day is a bit concerning...
Well, it's just skip next day or skip next night. There's no real agency, because the event is random...That's not what this article says. It says it's a choice.
Ok, I completely missed that they choose whether to skip, not whether it's skipped if they correctly guess. So yeah, missed the whole point.Well, it's just skip next day or skip next night. There's no real agency, because the event is random...That's not what this article says. It says it's a choice.
I'm now imagining a setup where each player has control over some different part of the core structure of the game.This sounds like a big closed setup waiting to happen :D
- skip a day or night
- manipulate the threshold for hammering up or down
- control who has access to dead chat
- control who has access to the mafia chat (would have to be a mafia ability)
- control what information gets revealed on a flip
dumb concept: poker mafia
each day everyone publically announces how much money they're putting in the pot and everyone must call or fold and be limmed from the game, people who are limmed or killed are treated as if folding too, the pot is split between people who win the mafia and survive to the end
downside is it'd have to be played over multiple rounds when using fake money for the bets to be useful as reads
upside is with enough pressure people may fold from rounds early and therefore end the game fast, and also if people who run out of money are eliminated from the overall game then later rounds would become faster and faster
dumb concept: poker mafia
each day everyone publically announces how much money they're putting in the pot and everyone must call or fold and be limmed from the game, people who are limmed or killed are treated as if folding too, the pot is split between people who win the mafia and survive to the end
downside is it'd have to be played over multiple rounds when using fake money for the bets to be useful as reads
upside is with enough pressure people may fold from rounds early and therefore end the game fast, and also if people who run out of money are eliminated from the overall game then later rounds would become faster and faster
An interesting game, but what do the Mafia do that the Town doesn't?
Sorry I've been so unreliable when I show up here. And sorry for holding on to hangups.
Any idea why TheBiggerFish doesn't come around anymore?Pond got too small.
Choose-Your-Own-Mafia Five
In the tradition of Choose-Your-Own-Mafias, this is a game where you choose your role powers. It uses a different ruleset than the previous game.
This time you fill out a character sheet when you start and you will get role powers accordingly. Fill in the blanks with reference to the power list. The only limitation is you can't have a both a big power and a resistance to a big power, unless you have a big drawback.Spoiler: Character Sheet (click to show/hide)
If you end up picking an active power that no one else has, or a resistance to a power that no one else has, you won't be given your drawback.
Action reports are not usually given on success or failure. Track/watch/inspect reports are minimalist, giving only a list of targets, visitors or alignments. You won't be informed if you were blocked/redirected etc. Mafia cannot use a kill power in the same night that a team member uses the mafiakill.Spoiler: Powers (click to show/hide)Spoiler: Drawbacks (click to show/hide)Spoiler: Special (click to show/hide)
Normal Power
Bless*
Big Power
Infect**
*Target cannot be blocked and heals infection
**Target dies at the end of the next day-night cycle, and anyone they target also becomes infected
Drawing up ideas for a much stripped back version of Choose-Your-Own-Mafia. Lots of combos, but maybe not as broken as normal? Let me know how you'd break this setup:QuoteChoose-Your-Own-Mafia Five
In the tradition of Choose-Your-Own-Mafias, this is a game where you choose your role powers. It uses a different ruleset than the previous game.
This time you fill out a character sheet when you start and you will get role powers accordingly. Fill in the blanks with reference to the power list. The only limitation is you can't have a both a big power and a resistance to a big power, unless you have a big drawback.Spoiler: Character Sheet (click to show/hide)
If you end up picking an active power that no one else has, or a resistance to a power that no one else has, you won't be given your drawback.
Action reports are not usually given on success or failure. Track/watch/inspect reports are minimalist, giving only a list of targets, visitors or alignments. You won't be informed if you were blocked/redirected etc. Mafia cannot use a kill power in the same night that a team member uses the mafiakill.Spoiler: Powers (click to show/hide)Spoiler: Drawbacks (click to show/hide)Spoiler: Special (click to show/hide)
Aaaand that's about it for now. Questions, comments, concerns, and criticism, if you wouldn't mind.
Aaaand that's about it for now. Questions, comments, concerns, and criticism, if you wouldn't mind.- I'm a big fun of mafia-as-competitive-puzzle and so it's good to see the more semi-open possibilities. The players won't know exactly what's happening but they can make more informed guesses.
Beacon Of Hope (Difficulty: Hard)I know it's only an example, but in this case I'd be worried that there is a really high risk that one of the town players accidentally spoils who the Chosen One is, giving Evil an easy way to get an OP Bane.
Boon: The Chosen One is known to all non-Evil Players. - Bane: When the Chosen One dies, the Evil Team may perform an additional Evilkill each Night. This is revealed when the Chosen One dies.
This is true, and I definitely see why there might be some concern. To be sure, there is a high probability of tilting the game in one direction or the other. Consider this a test on how far the game can be tilted. A doublekilling Evil team might not actually be as strong as you think it might be. I consider it adding about 50-60% additional power to the team. They still have to pay for the Evilkill (Standard Evilkill is 1 AP), plus with an AP system, Tracks and Watches become twice as powerful, and so are Protects and Guards. The real issue is that if the Evil team was alrwady doing well, they snowball to victory, but I think that is the feel I want for this type of game.Beacon Of Hope (Difficulty: Hard)I know it's only an example, but in this case I'd be worried that there is a really high risk that one of the town players accidentally spoils who the Chosen One is, giving Evil an easy way to get an OP Bane.
Boon: The Chosen One is known to all non-Evil Players. - Bane: When the Chosen One dies, the Evil Team may perform an additional Evilkill each Night. This is revealed when the Chosen One dies.
Consider this a test on how far the game can be tilted.
I think the only downside to letting Evil pick is that if one option is substantially better than the others, either in general or for their specific role composition, they'll just pick that one. That shouldn't be a problem in practice; it just means more balancing work.True. I think the issue is probably that I might think one isn't that strong and it turns out to be mega-busted. Buuut, that's part of running the game.
That's actually part of the inspiration on this. I like that Paranormal has known Roles and known Actions, but I also enjoy that Supernatural's Roles have a bit of a free-form to them, especially the Evil teams. I thought about making a Paranormal game that could be expanded to an AP system, but I realized that in order to make that work, I'd have to change some fundamental aspects to the game. So, from there, I figured that Roles would have some known aspects to them and some unknown aspects.Aaaand that's about it for now. Questions, comments, concerns, and criticism, if you wouldn't mind.- I'm a big fun of mafia-as-competitive-puzzle and so it's good to see the more semi-open possibilities. The players won't know exactly what's happening but they can make more informed guesses.
- The Chosen One role is a neat idea. As presented they're more like a sometime innocent-child who is almost guaranteed to die the night after they reveal themselves. Though I suppose with Watchers and other roles that might not be the case-- scum will want to avoid having a town leader with a lot of players running interference.
- I don't think you need to stack multiple roles on players, but if you want to then you could have something like Destiny + Job — so you could have a Chosen One Thief, Cursed Hexer, Vampire Oracle, etc. The modifiers could do stuff with wincons or put a meta twist on the roles they're attached to (like a Leper Paladin could have the normal paladin powers, but they infect others when used; a Pactbound Tinkerer could gain pacts for their demon master when gifting etc. That way benign seeming 'confirmable' abilities could still have unseemingly or chaotic elements).
so a cost should be imposed for each feature you bring to the game. Players could have ten coins, say, and could spend them as they liked on features of varying cost. Bringing items would be cheap, while roles would be expensive/limited and elimination types, mechanics and alignments would be very costly. The money would all be spent pre-game, and would have no connection to the actual gameplay.
Not sure what else would be available to purchase - roles should be assigned at random and it's an open game, so nothing that can be used in the actual game.
Might suggest putting it in sign-ups so you have time to balance everything. With the understanding it will probably be in a month.It would take a while to design the open game, so might be worth putting in signups very early. If I was going to do this idea, I’d probably need a hand balancing though. Any volunteers?
“Bring someone else’s role”
I've been really struggling as a forum game host, freezing up and my anxiety is getting worse. When I am able it's a very enjoyable and satisfying hobby. I want to ask webadict if there may be a way to cohost a mafia with his bot. Is it self sustaining on its own now? If so I could add art and story, and if I have problems at least the bot could finish. Also how long does it take for someone to express interest in hosting, and then be able to do so? If webadict gives permission then I'd like to reserve hosting a mafia please.I'm running the next one, a new game type called "Demonology" if you wanna help with that. If you meant me helping with running your own Mafia, I'm not sure if there's anyone specifically waiting after me, so... whenever you have an idea, you can just ask, probably. So far, we've only had a couple of people asking to run games at a time, but there's not really any specific queue anymore.
It's as if I felt my name being called and logged back in after months. :DI've been really struggling as a forum game host, freezing up and my anxiety is getting worse. When I am able it's a very enjoyable and satisfying hobby. I want to ask webadict if there may be a way to cohost a mafia with his bot. Is it self sustaining on its own now? If so I could add art and story, and if I have problems at least the bot could finish. Also how long does it take for someone to express interest in hosting, and then be able to do so? If webadict gives permission then I'd like to reserve hosting a mafia please.I'm running the next one, a new game type called "Demonology" if you wanna help with that. If you meant me helping with running your own Mafia, I'm not sure if there's anyone specifically waiting after me, so... whenever you have an idea, you can just ask, probably. So far, we've only had a couple of people asking to run games at a time, but there's not really any specific queue anymore.
The bot is currently just a script I run as needed. It doesn't run anything on its own (nor does it keep any track of the game.) TolyK was working on a bot that was potentially self-sustaining, but he's been kinda busy lately. You might be able to ask him for it? Though, you might be better off having another player help run your game, which I wouldn't mind doing.
Consider me in for Demonology!Did you play Mafia before? Since you are struggling with anxiety, please be warned. This is about the worst activity for someone with anxiety that I can think of. You're better off watching The Ring whilst high on LSD.
The base mafiakill is always Free.Pretty reasonable in a multi-action game.
Directly quoting private chats is forbidden.Yes I like this. Chat's are already powerful, quoting them makes them more so.
Personal priorityI did something like this with Puzzle Temple Panic: each person had a different priority number for each of four action types, so it balanced out. In a regular game, it's probably preferable to design the system to avoid paradoxes.
Consider me in for Demonology!Did you play Mafia before? Since you are struggling with anxiety, please be warned. This is about the worst activity for someone with anxiety that I can think of. You're better off watching The Ring whilst high on LSD.