I personally am wondering how to make a game where you want to behave as scummily as possible- and being scummy is not a reason to lynch someone.
If it's a closed setup, then it won't work. If it's an open setup...how the hell do you not deadlock?I personally am wondering how to make a game where you want to behave as scummily as possible- and being scummy is not a reason to lynch someone.
10jesters
If it's a closed setup, then it won't work. If it's an open setup...how the hell do you not deadlock?I personally am wondering how to make a game where you want to behave as scummily as possible- and being scummy is not a reason to lynch someone.
10jesters
"Systematically Make Others Win" = unworkable I think...
I have been drafting out plans for a super-bastard game where people apply by pms and aren't even told who's playing.
Yeah, it's bastard-ish.
Well, I'm torn between making one of two Mafias-making a "Stereotype Mafia" or a "School Mafia".
In "Stereotype Mafia", there's a ton of Stereotyped people (eg. Vampires, Old Ladies, Punks), who are split into two catagories-Good and Evil. Every role will have some sort of power. Some players' roles will "break the stereotype", and be on the opposite allignment, and possibly have different powers. Instead of winning with Town or Mafia, you win with your allignment-Good or Evil.
"School Mafia" bends the rules a bit. Instead of there being a Mafia, there is a bunch of Punks who have done heavy structural damage and graffiti vandalism. Players start with the keys to one room and a can of coloured spray paint. During the night, players can either use their night ability, lend their keys to someone else or spray a message to the room they have keys to. One of the Punks MUST spray something. During the day, players decide between them what story they will tell, and ultimatly, who they will blame. There will most likely be some other quirks in between, so...
Stereotype mafia..
So it'll be like:
Old Ladies - Town - able to roleblock by hitting people with their purse.
but you may have a lady that breaks the stereotype - a sk - capable of killing with their steel purse.
interesting. How many players are you planning on? In fact, mind giving an example setup of this?
school mafia: this I'm not so sure of since there's a lot of odd behavior going on and I've noticed having too much of it makes everyone go apathetic (see KWN:DE start of Day 2 before I got them to stop gorging themselves on Italics)
Sterotypical: no no no. I mean an example Setup to the game with the players and their roles.
i.e. An example setup to Beginner's Mafia is:
9 players
1 doctor, 1 cop, and 5 townies vs 1 mafia roleblocker and 1 mafia godfather
Unless it's a Bastard game (thus the setup has to be hidden) you should be able to imagine how a game would turn out. How many players would be playing? How many of those 'groups' and how many players will be in each? How many scum and what types?
The setup would change each time, but seeing one example of what could happen will give a good idea on how the game would fall.
School Mafia:
well, it sounds like instead of killing there will be painting. Why would the punks want to paint and how would everyone else use it? What's the goal of the sides?
In a normal game, the town is driven by the fear of death. They know that if they sit around and do nothing they will be killed-one by one- in the night until they lose. That drives the town forward towards the hunt. The scum, meanwhile, are driven to commit their night actions to shrink the town because that's how THEY win. The scum are also driven to duke it out with the town in the day game because they know if they don't 'look town' they'll be lynched and will lose.
Thus both sides have distinct reasons to perform their actions-assuming they want to win.
OTOH, in Religious mafia, there was a town that won by surviving or being converted. This meant there was no real incentive to find the religious (except perhaps the Zealot which could kill). Thus they turned VERY passive and rather inactive.
When you add something 'non-typical' there's a risk the players will play with it then get bored because they don't feel a drive to use it. You need to make sure there IS a strong, easy to see, drive to do what you want them to do rather than just sit there and flake.
Your game is really just a normal setup with the added touch that NLing will be much much more common. There's nothing unbroken about it: it's just very PR heavy.Believe me, if I show you the 9-player plan, it might be a little different than what you expected.
That'll mean the day game should be much quicker (but not empty).
People say that the jester would break the game. I can't see it. The town is already too panicked to lynch and would lose automatically if ANYONE but the SK is killed. If anything, it'll be hard to win AS the jester since you'd have to live to lylo while looking scummy but not THAT scummy and not getting NKed by the vig or SK.
Roles to be careful of are the cop and vig. Vig can wipe the town out in Very Fun fashion, but one lucky shot wipes out the SK. The cop is worse, since they don't harm the town but, again, one lucky target on the SK and it's game over.
What to do about it: Vig is ok to add, just know that anything may happen. Besides, unlike KWN, this isn't a Bastard Mod so there's no problems with just running the game again.
Cop is messier. I'd recommend if a Cop is around to put in a SK miller or survivor: something else neutral to provide for fake claims. You could also give a chance that the Cop is stoned (always sees neutral). Id put in a Nexused Jester but I'm the host of KWN:DE so you DON'T want to listen to me. ;D
Overall, it's a cute, fun, fast-possibly VERY FAST game. Know that Vig = Chaos and try to put a check on the Cop's power and you'll be fine.
Note: you couldn't fill up the slots because of the masses of games going on. After you're done this, if you run it again when we've regulated the games properly you'll see a better turnout.
Any more comments on my mafias?
Any more comments on my mafias?
Any more comments on my mafias?
Any more comments on my mafias?
15 min days. 15 min nights.
15 min days. 15 min nights.hehehe
it was a joke
Erm... no, sorry. I feel like that removes most of the point of playing Mafia on a forum.
15 min days. 15 min nights.hehehe
it was a joke
Erm... no, sorry. I feel like that removes most of the point of playing Mafia on a forum.
It only works IRL15 min days. 15 min nights.hehehe
it was a joke
Erm... no, sorry. I feel like that removes most of the point of playing Mafia on a forum.
NEW GOAL: learn how to find out when people are joking ._.
Explosive (T, unaligned) - If you ever get more than three votes on you, ALL YOUR POSTS MUST BE IN CAPS AND CONTAIN EGREGIOUS INSULTS DIRECTED TOWARD THE PEOPLE VOTING FOR YOU. YOU REQUIRE EXTRA VOTES TO BE LYNCHED.
But onto better things:
Has anyone tried a post restriction mafia before, loaded with roles that have various post restrictions on them but is otherwise completely normal?
Has anyone tried a post restriction mafia before, loaded with roles that have various post restrictions on them but is otherwise completely normal?I considered it, but dismissed it after BYOR Mafia 1 (desu). Although keeping a verbal tic was susprisingly effective in drawing attention away from myself...
An alternative to the Grammar Nazi would be:Translation: "We don't want Org or Diakron to play."
Language Nazi (SK)
You automatically kill the first person to make a grammatical or spelling error in a post, this includes things like TXT and other bastardized language forms, but not acronyms. You win when everyone else is dead.
An alternative to the Grammar Nazi would be:Translation: "We don't want Org or Diakron to play."
Language Nazi (SK)
You automatically kill the first person to make a grammatical or spelling error in a post, this includes things like TXT and other bastardized language forms, but not acronyms. You win when everyone else is dead.
An alternative to the Grammar Nazi would be:Translation: "We don't want Org or Diakron to play."
Language Nazi (SK)
You automatically kill the first person to make a grammatical or spelling error in a post, this includes things like TXT and other bastardized language forms, but not acronyms. You win when everyone else is dead.
Or that guy who brought the word "scumbucket" to the forum. He makes up a lot of words and uses some pretty funkalicious idioms, right?
@Leaf I was thinking of having the town all chime in, but that would make it impossible for it to move beyond what the town wants. First to PM means third parties or mafia can manipulate the system without being seen.It could be a secret ballot (ie pmed to you rather than announced on thread) with third parties having special abilities (such as, perhaps, locking it in one mode for one round).
@Vector Do I spot someone who's played the game? If not you should. It's fun and a bit twisted once you get past L1
Well, as far as balancing, it gets more complex when you want most/all players to have an interest in various branes, right?
Also, a BIT twisted?
Only madmen would want Horrible Bastardbut but
Only madmen would want Horrible Bastard
An idea I've had for a mafia is Ulterior Motive Mafia. Everyone is third party except for a small (3 out of 15?) amount of townies. The townies are a survivor group and have to protect each other, while the third parties all have win conditions that make no sense, like getting at least 3 people to roleclaim or have somebody say that they obviously have a 'insert win condition here'. Also, with jesters, and some people would have night actions as well to support their motives.
Of course, I am much too lazy to do this myself.
The game is set to deadlines, but each RL day the votes are cleared. What's more, voting marks your attendance, NOT regular posts. To be considered 'active' you essentually need to vote, each day. It also means you'll need to restate your wish to vote for the person you are after.
Of course, there will be at least 24 hours in between a 'vote wipe' and End Of Day. It will, meanwhile, stop people from making meh posts to try to stay active and will help keep up debate as people have to now explain why they put their vote in each day. It'll also be MUCh easier to see who's inactive by just looking at the 'Not voting' list.
So if I were to host something, it would be a Nearly-Mountainous game. Doc and Mafia Roleblocker, rest are vanilla.
I also have a 9p bastard mod in mind, but bastard mods are puzzle based, not behavior based.
I got to admit, maybe because I'm still a bit of a new player, but I think while behaviorist stuff is fun, I like having roles and thus an element of tactical thinking for non-scum players as well.
*glances at KotM*I got what I wanted.
I didn't expect the game to be that swingy. I WILL admit, though, that the interactions are awesomesauce. To be true, the 'addition's factor means I have a lot of control over how power roles work. The first round showed everyone why you DON'T take "F you all HAHAHA" roles. I notice now that the current role set is much more subdued.
Though I wish I didn't put that last clause in. All I'd need to do is make everyone 'False' to turn the game mountainous.The mod would get lynched reeaaal quick when they figure that one out.
Vector: Then what's "tactical thinking" if not a puzzle? Consider if you're a doc.
I wouldn't say that power roles eliminate skill. They do add a different element though... and I agree with dak that we need more practise on day gaming.
I think i'll run a 7 - 9 person generic bastard mod mafia after MSPA mafia ends (which, at the rate it's going, could take awhile.)
We need a Captain Planet Mafia...
I did consider watching Vector instead, but "What the heck is the chance of webadict being able to mimic and kill at the same time?"
Problem 1: Using a tvtropes link with your game will mean endless inactivity since everyone will keep getting stuck in there for hours rather than posting.I have considered, as scum, using tvtropes as a way to kill the town discussion. (Requires deadlines).
*struggles against the trap*
Blood Bowl Mafia
So, there will be to teams, made up of different players. Those two teams will most likely be the Reikland Reavers(Humans and the Orcland Raiders(Orcs). Two phases, both team phases, where the "coach" will decide to pick a player to blitz another, which will be decided by their Strength(like in regular Blood Bowl). During each phase, everyone chooses someone to foul, which will kill them(or something like that. Im trying to decide if I want to insta-kill the or what). Whoever's team has the ball last will win.
WIFOM Mafia:
A gathering of the richest nobles in the land goes awry. It seems some villians have poisoned the wine. This is very rare magical wine that keeps the extremely aged nobles alive, so they must drink a glass of this wine every day to survive. Every night, the villians poison as many glasses as they choose. During the day, the nobles discuss matters and may freely switch glasses as often as they like, as long as both sides are willing. However, everybody MUST drink a glass.
The nobles have some tricks of their own. They might be able to poison their own glasses, they might have some anti-venom they can use, or they might just simply be able to watch one of the glasses to see who gets near it. There are also dastardly third-parties that have some tricks up their own sleeves, as well. There might be a lyncher who know's if their target's glass is poisonous or not. There might be a serial killer who can make a loud, attention grabbing explosion. During the panic, he has just enough time to switch a pair of drinks or poison one of the drinks without anybody noticing. One of the nobles may even have a special additive that will make the drinker become very submissive, almost as though they were in a cult.
Just an idea I had, but it seems fun. It seems very anti-town right now, so I'd probably throw in a good number of power roles. Take note, however, that there will be no town roles that can find a person's alignment directly. Watchers? Yes. Trackers? Yes. Cops? No. Role cops? Fuck no. Radioactive friendly neighbor? Are you kidding me?
Also, notice that the town has no way of killing people directly (there's no lynch), so I'd also make sure to throw in a good number of town-based killing roles.
Ditto ^.I saw a game with a mafia partnership and a so called "mime-team". The mafia won in the normal way while the mimes won when they were both lynched.
10 Jesters sounds incredibly amusing.
Toady
It would be, but the question is... who.
Also, Org, please wait on Secret Agent Mafia until you see what happens with the signups for Aztec. I think it's filling up slowly because there are so many games just beginning or in the mid-phases.
Probaby dakarian. He has 6 topics per page on the first 3 pages, including this one. None of them spam. He is king of the mafia hosts.
I know. Just said thinking about bringing it back.
Hurr hurr.Needs more JAWS
Maybe give the Secret Agents special items to choose from ala James Bond films?
I meant more than one moderator for Mafia subforum.Wrong thread for discussing that. ;)
Guys, this gives me a great idea. Someone should make a Mad Hatter Mafia where everyone is in a list, and sometimes they all move down the list one. Also, the roles would be switched if people shifted so much that they knew everyone's roles.Totes not going to run it though. Don't have the time, doncha know.
How about a Zombie Apocalypse Mafia game later?Anyone else?
You have the "town" which are zombies, and the "mafia" which are Survivors. The Survivors cannot kill at the beginning. They may search, which has a chance of them getting an item, like a Revolver, which gives them a one-shot kill, or something like that. They still have to worry about getting lynched. And stuff.
... It's not really Mafia related...How about a Zombie Apocalypse Mafia game later?Anyone else?
You have the "town" which are zombies, and the "mafia" which are Survivors. The Survivors cannot kill at the beginning. They may search, which has a chance of them getting an item, like a Revolver, which gives them a one-shot kill, or something like that. They still have to worry about getting lynched. And stuff.
... I don't like how you have to find your mafiakill has mafia.But it makes it interesting.
Now Web, in every mafia game, are there always equal sides?Not always, I guess. The SK is at an obvious disadvantage compared to the mafia, for instance.
For the most part. I try to make it so each side winds up in lylo. For the most part. Sometimes, things go very, very wrong. Sometimes, everything works out perfectly.Now Web, in every mafia game, are there always equal sides?Not always, I guess. The SK is at an obvious disadvantage compared to the mafia, for instance.
Also, would anyone not interested in a semi-Bastard (my Illuminatus Mafia) be willing to have me tell them the idea and give me feedback on it?
What is it?Also, would anyone not interested in a semi-Bastard (my Illuminatus Mafia) be willing to have me tell them the idea and give me feedback on it?
How about a Zombie Apocalypse Mafia game later?How does this sound?
You have the "town" which are zombies, and the "mafia" which are Survivors. The Survivors cannot kill at the beginning. They may search, which has a chance of them getting an item, like a Revolver, which gives them a one-shot kill, or something like that. They still have to worry about getting lynched. And stuff.
Errgh. I want to bring back my oldest mafia with some new rules.And what would said mafia be?
How about a Zombie Apocalypse Mafia game later?How does this sound?
You have the "town" which are zombies, and the "mafia" which are Survivors. The Survivors cannot kill at the beginning. They may search, which has a chance of them getting an item, like a Revolver, which gives them a one-shot kill, or something like that. They still have to worry about getting lynched. And stuff.
I would wait for Aztec Mafia to be over. This is my oldest and somewhat successful mafia (http://www.bay12games.com/forum/index.php?topic=35306.0)Errgh. I want to bring back my oldest mafia with some new rules.And what would said mafia be?
Both are good to deny to the other team AND to procure for your own, I mean, making it somewhat moot.Yes, but if you think you can rely on another member of your team picking them, you might want to take another role.
So DaKWN taken to 11- nay, taken to over 9000?
So, sortof like RPing mafia?
I'd join if you'll let me. Also, iPick mafia. The mod huts the random button on
Wikipedia about thirty times and picks the most workable ones.
So... mafia with extra roleplaying elements and puzzles?
Also, my iPick role is probably going to be something like the Tzuf Dvash Synagogue.
The idea: BOOT CAMP MAFIA!Seven immediately disqualified!
The goal I'm trying to reach is a game where your day game is even more important than the final outcome. There's two forms that come in my head: with both actually being seperately viable (meaning there COULD be two different games running). Note that all will have a requirement of Intermediate mafia kill or WORSE.
1: 9 players, 2 scum, True Mountainous.
Specialized rules:
- Each day at 9pm EST, the vote count is wiped. To be marked as 'active' you MUST do two things:
I'd swear Dak has run two games with that "feature". King of the Mafia?
Romeo and Juliet Mafia. NEEDS TO HAPPEN
Just sayin web.
...Hmmmmm. Shakespeare Mafia....
Yeah. Web said he had to fix some sort of broken-ness within the game and never finished. : (The problem with it was that there was no real Day game required. But how about this: I'll TRY to fix it. We'll see how it goes. I'm not promising anything, but if I get it to work, I'll run it.
Hell yeah. Hopefully it happens. Get Inaluct in that.Yeah. Web said he had to fix some sort of broken-ness within the game and never finished. : (The problem with it was that there was no real Day game required. But how about this: I'll TRY to fix it. We'll see how it goes. I'm not promising anything, but if I get it to work, I'll run it.
Org, I don't technically OWN Half-Life, so it wouldn't have Gordon Freeman... but pretty much otherwise, yeah. Garry's Mod.
Org, I don't technically OWN Half-Life, so it wouldn't have Gordon Freeman... but pretty much otherwise, yeah. Garry's Mod.
I'd quite like to run a Monks and Masons type game, as I've always found them quite interesting. The idea is that there are two scumgroups (Mafia and Werewolves) and two confirmed-type groups (Masons and Monks). The mason knows their partner isn't a mafia member, while the monks know their partner isn't a werewolf. However, mafia members can be monks, and werwolves can be masons.
But it'd require at least... I'd say 12 people with 2-player scum groups.That's the normal setup, yes. And then mason pairs with the possibility of werewolf masons or mafia monks.
Cult would win, since there's no reason for anyone to be immune.Mafia and SK might be immune. I think I'll have them be.
My point is, since the Mafia hasn't actually got any information on other players, that isn't why they're immune.Cult would win, since there's no reason for anyone to be immune.Mafia and SK might be immune. I think I'll have them be.
Yeah, but I want at least the Mafia to be Immune. Because the Mafia-ally actually has the hardest time winning. The SK I want immune so there will be more kills.My point is, since the Mafia hasn't actually got any information on other players, that isn't why they're immune.Cult would win, since there's no reason for anyone to be immune.Mafia and SK might be immune. I think I'll have them be.
Pretty cool.Answeresd
Does the Winetaster die if he drinks a poisoned glass? Yes
What's the point of the Fool being disliked? Voting
Does Poison(1) mean you can only use it once? Once per night
Do the villains know who each other are like in normal Mafia? Otherwise, the Antidoting seems excessive against town, unless you have several Avengers. Yes.
How about Mad Hatter Mafia where you switch abilities or have a bunch of roleswitch abilities?
I was planning on running it at some point in the far future, but if you think you can get the people up, go ahead and run it, Org. I'll run a Quantum Mafia or something, I dunno.You can take my roles and run it. Its your idea. I just finished it.
I was planning on running it at some point in the far future, but if you think you can get the people up, go ahead and run it, Org. I'll run a Quantum Mafia or something, I dunno.You can take my roles and run it. Its your idea. I just finished it.
Better?Pretty cool.Answeresd
Does the Winetaster die if he drinks a poisoned glass? Yes
What's the point of the Fool being disliked? Voting
Does Poison(1) mean you can only use it once? Once per night
Do the villains know who each other are like in normal Mafia? Otherwise, the Antidoting seems excessive against town, unless you have several Avengers. Yes.
How about Mad Hatter Mafia where you switch abilities or have a bunch of roleswitch abilities?
Org, I don't technically OWN Half-Life, so it wouldn't have Gordon Freeman... but pretty much otherwise, yeah. Garry's Mod.
I have Half-Life2, Portal, etc.
You're seriously going to make me help you with this, aren't you. :I
I think that time travel mafia would be fun to run.I tried that once. Maybe I should try again after Aztec?
I think that time travel mafia would be fun to run.I tried that once. Maybe I should try again after Aztec?
...I could do a 2-in-1? Time Travel BSER.I think that time travel mafia would be fun to run.I tried that once. Maybe I should try again after Aztec?
That sort of game is really rough to mod... why don't you do the official signups for BSER after we have space?
(I think GlyphGryph's been waiting for a while, but after he's done you should probably be able to get a slot)
I think one problem with bastard mod games is that there's rarely any clues to the solution, so it often because a guessing game where if you guess right, you win and if you guess wrong, you lose.
Remove Eversion from the list completely. I like the concept but I'm starting to get a better handle on what games work and what don't and OVERLY complicated doesn't work.
[...]
Of course, I always have other Bastard Puzzles in my head but bay 12 probably needs a good rest from them for now (not sure how well Bellsounder was received)
...I could do a 2-in-1? Time Travel BSER.
I suppose that's one way in which Bellsounder was good - if you got it wrong, you still had another 4 chances to get it right. Indeed, the bastard element was cracked by Webadict.
As for Eversion.. it's too much of a Jack. At times it would play completely normal while other times it would play crazy-go-nutz. A game really needs to be set in one or the other to get the proper mindset and playerbase. Besides, I keep pushing it back to do other games instead :P.
[...]
Lastly: Really about the bells? I kind of like that, but I don't have a clue how bells over anything else gave out any info.
I go, and it is done; the bell invites me.
Hear it not, Duncan, for it is a knell
That summons thee to heaven, or to hell.
I think that's what it comes down to. If you're running a bastard mod just for the sake of having weird rules that you want the players to figure out, just cut to the chase and run a mountainous with the town after a lone serial killer. I can't think of a single bastard mod I've ever seen where the hidden rules added to the game instead of just distracting the players. So until I say otherwise, I won't be playing in any puzzle-based bastard mod games, and I highly recommend that you guys avoid running more in the future.
If you guys do run more, the only advise I can offer is to just ignore the rules and shit: Find and lynch the scum. Don't do ANYTHING except vote for who you think is scum and any night action(s) you might have. Hell, I dare say, unless you have a good reason to, don't even do your night actions.
I think one problem with bastard mod games is that there's rarely any clues to the solution, so it often because a guessing game where if you guess right, you win and if you guess wrong, you lose.I can, without giving much away, point out that this is 86%* false in a certain game.
Hold on to that thought.Quote from: ShakespeareI go, and it is done; the bell invites me.
Hear it not, Duncan, for it is a knell
That summons thee to heaven, or to hell.
That directed me in the puzzle-cracking direction.
I can't think of a single bastard mod I've ever seen where the hidden rules added to the game instead of just distracting the players.
I can't think of a single bastard mod I've ever seen where the hidden rules added to the game instead of just distracting the players.
;_;
Sidenote: I wonder if we REALLY had that bad of a day game, or did we just need to clean up the inactives first. I'm noticing a direct correlation between the # of lurkers in a game and the strength of the day game. The town can't scumhunt well when folks who really aren't playing the game are drawing the town's attention, and once you start letting them lurk, the mafia quasilurks along with them and/or uses the confusion to sneak into the town and wipe them out.
third sidenote: what's currently in fashion gamewise these days anyway. It feels odd to literally not hosting or playing a game. O.o
Toony Mafia's back too, always good for a quirky closed setup.
No one--literally no one--pushes stuff on gut feeling anymore.
Dethy is just an exercise in spreadsheet-making. :I
That's not really bastard modding though, like Pandar said, it's just spreadsheet making. Dethy relies on the ability to just cross-reference results.
It's hilarious fun if you don't know what all the roles are, but when you know what all the roles are, it's reduced to a slog.
It's also not actually bastard modding, since the mod isn't being a bastard.
* They create/modify Roles which seem to imbalance the game;
* They create/modify Roles which actually imbalance the game;
* They create/modify Rules or Game Mechanics in such a way as to change the nature of the game;
* They otherwise don't do what the players expect them to do.
* They usually lie to the players
In Dethy, it's almost always possible to deduce the scum logically (unless a certain player is playing).I wonder who this certain player is.
It would be very easy for town to win. Pass two laws: One enabling lynches, and one that reveals all alignments of players.I would put some restrictions in.
Enable some anti lurking laws, methinks. How about "If a mafia member lurks for 48 hours or more, he gets an extra kill". Suddenly the town would be very keen to get people talking.What if every Mafia member lurks, just to gain the extra kill?
Yes, but if there are enough mafia members, then they'll all have an extra kill.
Personally, I'd much rather stick lurker-style roles into a typical game. Otherwise, the town becomes WAY too aware of it and, thus, it becomes impossible for the scum to lurk since a scan can show exactly how long it's been since you last posted.Yeah, that was sortof my intention. Roles would be manipulated to encourage activity.
Interesting idea, but there's an issue of motivation:I actually came here to suggest a game like this...guess I wasn't the first to think of it though :p
1. What laws would the town want to place?
2. What's the motivation behind putting laws that others may not like?
You could make it so that the game is VERY restrictive (no roleflips, for example) and the town votes to remove the restrictions but then you have LASD mafia again and I imagine you are aiming more for the town making their own laws.
The Senator should probably just be a Sith-ally.
The Senator should probably just be a Sith-ally.
I originally envisioned all civilians as survivors, but didn't think that would lend itself to their being active.
Oh. I thought they just had to be alive when the game ended.
Pandar ran one of those. It is interesting.Who won again? Pandar?
Pandar ran one of those. It is interesting.
Not true: Inaluct in Paranormal 3.
The easiest and safest way to do that is to work with the mafia. Everytime there's a survivor that has a brain in a setup, you could of replaced that player with a mafia-ally and they would play exactly the same.
Pandarsenic (if my memory is correct) ran a game in which people voted out people and the last person standing won, in which those voted out could still vote.Correct and I'd be interested in that.
I am proposing a game in which people vote out people and the first half voted out win, in which those voted out could still vote.
Maybe a Homestuck Mafia?Since I am almost done with the roles, does anyone want to help me fix some probably broken roles?
Maybe. Hmm.
Maybe a Homestuck Mafia?Since I am almost done with the roles, does anyone want to help me fix some probably broken roles?
Maybe. Hmm.
Derp. Yeah. I may need help with balancing as well. I will try to finish and send it to you in a few hours.Maybe a Homestuck Mafia?Since I am almost done with the roles, does anyone want to help me fix some probably broken roles?
Maybe. Hmm.
Good lord, as long as you don't give anyone the survivor god-thing Neruz tossed me, you can't call it broken in comparison >_>;;
What would be game-end conditions?On any fulfilled end conditions:
Considering a Fuck Your Mind Into 2012 Mafia. Epic Bastard and harder to keep straight than Homestuck on weed. May or may not involve roleplaying. May or may not involve time travel. May or may not involve... Well, I can't give away too much, can I?I'll consider it when Dethy Deluxe ends Night 1.
The mafia-ally, survivor, lyncher, and jester are the only ones who really need inspections. The townie thinks he wants it but in reality doesn't.Lyncher already knows his target, so he wouldn't really NEED it.
It's now Day1.
RedWarrior0 is The Emperor!
Considering a Fuck Your Mind Into 2012 Mafia. Epic Bastard and harder to keep straight than Homestuck on weed. May or may not involve roleplaying. May or may not involve time travel. May or may not involve... Well, I can't give away too much, can I?
Idea similar to a game I saw on mafiascum:I was actually planning something close to this for a game, but I couldn't get it just right, so I scrapped it.
Sorcerer's Apprentice Mafia
Two types of players:
- Apprentices are studying magic. Each day they secretly choose a school to study.
- Mages teach magic in exchange for raw strength. They grow stronger based on the number of Apprentices studying under them.
Rules:
- 1/4 to 1/3 of the players would be Mages (not sure yet), the rest Apprentices.
- The schools of Magic will be colors (Red, Black, White, Blue, and Green).
- The schools of Magic for the remaining Mages are known, but not the exact abilities.
- The schools that exist will be randomly chosen (assuming that there are not enough players for all 5 to be present).
- Mages/Apprentices are randomly selected to be scum, probably 1 Mage will be scum.
I have a list of abilities for each Mage so I could run this right now if people are interested, although I'm still tweaking balance just yet.
Thoughts?
Sounds good, but what does it mean that they get more powerful?
Sounds cool, but we're about to open three games. Can you wait a few days?
As for mine, I decided I don't have the free time to run a game, especially one with as much mod involvement as the one I'm planning. However, if someone wants to see the notes once I've got them sorted out, feel free to ask. I would just love to use CoKo's Ill Met By Moonlight mechanic, too, now that I remember it.
As in, Dethy Day 2 starts then? Plus I'm sort of ADD so I have this tendancy to forget about stuff I should be paying attention to. And I have Pandarsenic Syndrome.
um um um hey guys1.) No siblings. That's an instant knowledge of who's scum.
so I kinda want to GM a mafia game, and I've been thinking about what to run for a while now.
What I was thinking -if I can get the people for it- is a game with 14 people
2 mafia of faction A
2 mafia of faction B
1 cop
1 doctor
8 vanilla townies
and for fun:
1 set of siblings (between 1 mafia and either the cop or doctor)
What say you, mafia elders?
two things:Yes, if a Godfather is killing and gets blocked by the opposing Mafia Rolebocker, that results in there being no nightkill for that Mafia.
So if a roleblocker blocks the enemy godfather, that faction loses its nightkill?
I thought siblings (http://mafiascum.net/wiki/index.php?title=Siblings) sounded kind of fun. The townie would have to wait until the last day to reveal, or else they would die before they could "win", and on the flip side, the mafia would have to protect that townie without being too suspicious.
and last thing:Well... that's a tricky one. I'm not sure if they should or shouldn't. It'd certainly be nice, but may be too anti-Town.
can/should godfathers be immune to nightkills?
How about a 5-part siblingry, of both town powerroles, a vanilla townie, and the mafia Godfathers?... Again, trading 3 for 2 is good.
and last thing:
can/should godfathers be immune to nightkills?
I kill the other scum on purpose though.and last thing:
can/should godfathers be immune to nightkills?
Depends on how you want to balance things. With two scum teams, though, it's not a bad idea. Cross-scum kills are ridiculously common.
To just drop off an idea I had, what if you had a game where the Mafia is at a clear advantage, but the town gets clues as to who the scum is after every murder?
-snip-k
I just realized that for fast-paced vanilla games, you could make a "mod" account. For games like Vengeful, there is no need for a mod account, since there is no night kills. Vanilla games would have one for the mafia to post who's killed, and a kingmaker game could have one for the scum and one for the kingmaker.
Basically, so long as there is no doctor, cop (Well, sort of - you could PM the player from a cop account), roleblocker, or some other hidden modifier in games, games could essentially be "player-modded." There would be one player to set up roles (Which is easy, since it's an open set-up), but otherwise it'd be simple.
How's it sound?
There would have to be some sort of random method to distributing roles. Not that I don't trust you guys, but I don't even want there to be a chance of cheating.The roles would be randomly assigned, of course.
Seems unwieldy, as we're talking multiple accounts (given multiple roles/factions) per game, and there could be concurrent games. Plus I believe Toady frowns at multiaccounts and that kind of thing (The Overseer gets away with it, I think, because it's just one and seldom used). It could work, but I can't quite picture how.The accounts would be re-used or used for multiple games, certainly. I'm simply saying that for small vanilla games, this could be an easy way to play without having to wait for a mod.
Plus, the mod's job is not just handing out roles and kills, it's the flavour, man! We needs moar flavour!
pretty dumbI see what you did there.
KaminaSquirtle disapproval enormous.
Hmm... recently, I've began to feel that we're just too wordy in our games. I mean, our posts and threads bloat to ridiculous proportions.Maximum, minimum, or both? Because if it's just a maximum limit it'll just help lurkers lurk. And what would you do if someone ignores the limit?
So how about a game with a word/ post limit per person per day on it? Could be interesting to see if we can be more to the point.
IthinkIknowwhatmysolutionwouldbe. Hahahahhaa.I think I know what my solution to your solution would be.
No being a smartass about any other rules on this list.
Quote from: RulesetNo being a smartass about any other rules on this list.
I've been tossing around ideas in my head for a post-powered mafia. It'd be different than a post restriction mafia in that people's posts influence their role power. For an example, loot at my BYOT role- every two times I posted a pun, I got an extra vote, and was NK immune if anyone punned in response. It could have roles where you could only target your night action at someone who quoted you, and other examples like that. Would there be any interest?I would indeed be interested. Would this have the same role-change conditions for everyone, or would each person have different conditions?
The other options is the old "Lynch All Lurkers" mafia.But the objective was originally to devise a way to encourage lower posting, ergo more efficient hunting, without causing lurkers like myself to lurk.
Basically, if a mafia member goes 24 hours without posting, they get a point (goes into a collective pool with all other mafia members).
If the mafia spends 3 points, they can get an extra nightkill.
Woah woah woah, you guys are trying to DECREASE the number of posts? What the fuck? We have a lurker problem, not a "BYOR:Pand style too much activity" problem. If a max word limit goes into place, I'm going to ignore it. I'm not going to go out of my way to break it or anything, I'm just not going to handcuff myself because the mod doesn't feel like reading more than X words a day because he/she is really fucking lazy. And if I get modkilled for playing the game well, then perhaps it's not me with the problem. That's not even getting into the fact that a player might have to rewrite their post just to remove a couple dozen words, wasting far more time than just reading them would of taken in the first place. It's a stupid idea, both in theory and in practice.100% agree.
Now, limiting the size of a quote tower or whatever, that makes sense. Some of them have gotten pretty crazy and so big they're useless. Splitting posts is very reasonable if it improves readability. Also, I don't think you should be allowed to quote a post if it already contains a quote quoting a quote quoting a quote (limit quote towers to three posts, in other words). Quote towers are just stupid. Go through and remove the extra quote(s) and everything will be fine. If somebody cares, they can always click the link and read the post for themselves.
It's a stupid idea, both in theory and in practice.I dunno, it seemed to work when they actually ran a game like this (http://www.mafiascum.net/forum/viewtopic.php?t=12460).
I would indeed be interested. Would this have the same role-change conditions for everyone, or would each person have different conditions?
...
I think that you'd need to make it clear that there are no quoting-caused role-changes. Otherwise, nobody will quote anyone and it will be very difficult to know what people are referencing or talking about. That kind of thing makes me not want to play a game.
Sure, for a single game it could work ok, just be very careful. You don't want to make the limits too tight or people won't post. You don't want them to be too generous or they might as well not exist.Yeah, true.
It's a tough balancing act.
Do you think I'd get any takers if I made this game?Any? Probably. Enough to run it... maybe not. I wouldn't. Nothing personal, I just don't have the time for playing in another game right now.
Regular mafia getting too predictable/easy for you? :P
One of these days I really want to run a Bastard Paranormal. Just haven't decided how I want to mess with people yet.
One of these days I really want to run a Bastard Paranormal. Just haven't decided how I want to mess with people yet.Many more Aliens, perhaps outnumbering the town, some sort of X-Files gone mad thing?
How do you mean? Picking their kill order for the whole game before day 1? Picking who they want to kill before they even know that they're mafia?They'll know they're mafia, but they'll pick their kill order during the first Day or before the game starts even.
Bastard Paranormal: You tell the players about hidden rules existing, role ambiguity, etc. Paranormal: Paranoid.
Then make it a mountainous game with Paranormal flavor.
Better yet: There are no Doppelgangers.Bastard Paranormal: You tell the players about hidden rules existing, role ambiguity, etc. Paranormal: Paranoid.
Then make it a mountainous game with Paranormal flavor.
This is the best thing. The best.
:oExtra, extra! Town commits mass murder! Imaginary enemies to blame!
Nobody wins. The last two survivors lose even harder when they realize what they have done.
But that ruins the point of having a more normal game than normal.
On a completely unrelated note, I just thought of a funny role. The Candlejack. A Serial Killer who kills the first person to say their name that day.
I plan, after finals, to unlock the old BYOR:T, NOT reveal its secrets so I can reuse them, and run a new one.
I said unlock, not continue. Pay fuckin' attention.
I plan, after finals, to unlock the old BYOR:T, NOT reveal its secrets so I can reuse them, and run a new one.
I love role-heavy games, man, and after Paranormal, there's none!
Modified Clue board, with the center being The Family Vault. Xanatos Roulette-type circumstances for mysterious effects!Ah... I'm liking this idea.
How would you say that this is still a 'Mafia' game? (Basically, informed minority versus uninformed majority with the focus of the game on reading people and manipulation)It's still Mafia - the informed minority can take advantage of... being informed and kill their target together; they can manipulate the townies into working with them to NK the same target; the townies can form alliances with those they trust; it all boils down to the same core with the exception that everyone can take their chances at night as opposed to just mafia and third party and adds some measures to balance this.
I could see this working on the Mafia board, but you'll probably need a few more details first.
How much havoc do you expect during the night? Is it possible for a bunch of people to die each night, or just 1 or 2 (Mafia night kill + maybe 1 town kill).I would guess 3-4, but it all depends on amount of agreement between people - if everyone goes after his own target, town may not kill anyone; if they coordinate their forces, they may kill several people per night (there's also the attack:defense ratio, which can be fine-tuned if this idea takes off)
Also, would a Mafioso be able to kill someone by themselves or would it require more than one of them? If the former, what stops them from killing half the town; if the latter, what about investigative roles?Mafiosi have a bit higher attack than average townie, so it would take at least two of them kill one townie (compared to three townies per townie); however, if they try to attack several people per night, the targets may be sufficiently defended for mafiosi to be uncovered or even killed on the spot. Investigative roles remain as usual, except adding a few specific ones (like learning the attack:defense ratio of a chosen character)
Hm, I wasn't aware of that problem, but I did plan on 16 people. But well, there aren't many games going on at the moment, so I think it's worth a shot even if only because of lack of alternatives :)
It's very difficult to get a confirmed townie in an open setup.MOD: So-and-such is a confirmed townie.
Remember the very first "Kill Webadict Now"?It's very difficult to get a confirmed townie in an open setup.MOD: So-and-such is a confirmed townie.
EVERYONE: Lynch him!
I would've gotten away with it too, if it weren't for you meddling kids.Remember the very first "Kill Webadict Now"?It's very difficult to get a confirmed townie in an open setup.MOD: So-and-such is a confirmed townie.
EVERYONE: Lynch him!
An idea for a game: Small number of player actually play the game, probably like 3 or 4. However, they don't vote to lynch. Instead, a group of ~9 players making up the jury decide who to lynch. Jurors get a QuickTopic that they use for throughout the game. Jurors and players may not communicate directly, although obviously the players can address the jury in general or even specific players in the jury. Jurors are free to discuss the game amongst themselves. Jurors who pick the scum win. The townies win if the mafioso is selected by the jury. The mafia wins if the jury selects someone else as guilty.Wasn't that basically one of the Boot Camp ideas before we settled on it?
1) Big Brother is watching you:
No mafia (but players don't know it) - every day moderator himself picks someone to kill, lynches go as usual, all other roles are present (though moderator can't target any protected people)
2) Possessive Spirit:
Every day, a new mafia is selected. If a current mafioso is killed, next time one man less is selected. Other roles go as usual.
1) No way. Big Brother always wins :P
2) They have to seek mafia short-term, during a single day. Any data acquired on previous days becomes obsolete.
I was wondering what kinds of Third Parties people can come up with. I'm trying to come up with a larger list.
Existing role wincons:The lyncher becomes Town if the target is killed.
What if the lyncher's target is NKed? I know standard procedure is for him to become town, but what about in TPM?
New ones:
I like Martyr. Watcher is practically the same as Kidnapper in this version. Diviner and Brother are probably too hard. Would the Brother know the role of the target?
I guess you could have seeker, whose goal is to find or kill a specific role in the night.Like a Lyncher, but kill-oriented? That could work.
I guess you could have seeker, whose goal is to find or kill a specific role in the night.
Hmm... kindof like an arsonist who can't ignite till he's got everyone?
If we're going with general ones, I've heard of Usurper (mafia + godfather has to be killed) quite a lot. I've never worked out if a usurper win means the godfather loses, though.Simply saying who the Mafia are would pretty much nullify this one.
No, his aim is mafia win and godfather dies. Revealing himself is auto loss (like it is for any other mafia member).I feel like this is a mafia-team role, instead of a new team.
Yeah, it is...Point-based? That could work, so long as they weren't scum-aligned. Being scum-aligned causes certainty in their actions, making winning easier. Self or town-oriented (as they aren't aligned) or even scum-oriented could be doable. It'd be kind of like the Diviner, but on a bigger scale with more flexibility.
Uh... for actual new teams...
"Outsider" is something I've seen over at mafiascum, but it doesn't really have a base type like most of the other alignments do. The basic idea is that it's vaguely aligned with one side (generally town) but instead of having the normal wincon, they have to gain a certain number of points by the end of the game. They can earn points through, for instance, being on the wagon when a mafia member is lynched or successfully using their abilities against scum. They could also lose points for doing anti town actions (blocking town PRs or helping to lynch townies, for instance).
Note that if they're a roleblocker and they get/ lose points for blocking people, their current amount of points must be hidden to them (otherwise they become a cop too).
Alternatively, they could be scum aligned (and win points for helping with mislynches or blocking PRs) or self aligned with some strange goal.
*Roll To Mafia: Because it has to eventually be done.Heh. Something like that was done once, and was hilarious: Kill Webadict Now: Dakarian Edition (http://www.bay12forums.com/smf/index.php?topic=44803.msg867169#msg867169). Check it out....
*Something focused on conspiracy theories.Who made you say that?!
*Something focused on conspiracy theories.Who made you say that?!
Oh right, I need to run Illuminati Mafia some time.And in Dakarian's BYOR.
Also, there were RTD elements in a role in one of my BYORs, if I recall.
And if you roll a 6 then the gallows crashs and kills everybody, town and mafia alike xD
Oh my god! You bastard! :OAnd if you roll a 6 then the gallows crashs and kills everybody, town and mafia alike xD
Pandarsenic, Serial Killer Engineer, has won!
Can I help balance/name things?
I had another thought on this. We could introduce classes. Everyone picks one at game start, probably before they find out their alignment. Each class gives a minor (generally) passive bonus that would differentiate the players a bit, and give them some control. They'd still have to play based on what they looted, but some plays would be stronger than others. I have a sample class list below the item list.I like classes. Seems fair, except you might want it to be random, since picking a class will leave it a bit uneven. If everyone is random, then it'll be a lot easier to balance. Learn from BYOR 5.
Everything is very subject to change.Think of it like this:
I already changed the drop ratio to 60/25/10/5, since you'd almost always have an action to perform with just common drops (they're mostly one shots.) The better drops give you some choice and access to stronger powers.
Anyway, the list so far:Wands should be random of 1-4 (it's less likely to be successful the more times it's used), or reduce it to 2. 3 is a majority of the game.
Scrolls are one shot
Wands are three shot
Staves are unlimited use
Common:Nice, but could use more things. Consider potions, as then Mages wouldn't be overpowered. They act like Scrolls, but c
Scroll of Roleblock
Scroll of Inspection
Scroll of Protection
Scroll of Tracking (Track player)
Scroll of Distraction (Target is redirected at random)
Scroll of Treasure (Target gains a common or uncommon item, 75/25)
Uncommon:Amulet of Life Saving should be a rare, and should also work on lynches.
Amulet of Life Saving (One shot revive, doesn’t work on lynches)
Ring of Free Action (RB immunity)
Wand of Watching (Track)
Wand of Discovery (Inspect)
Wand of Guards (Protect)
Wand of Slowing (Roleblock)
Scroll of Blasting (Kill)
Scroll of Greater Treasure (Target gains an uncommon or rare item, 50/50)
Rare:Wand of Doom should be Wand of Death. (Not that it matters.)
Staff of Inaction (Roleblock)
Staff of Warding (Protect)
Staff of Scrying (Track)
Staff of True Sight (Inspect)
Wand of Doom (Kill)
Scroll of Solar Flare (Daykill)
Scroll of Ressurection (Revive other)
Scroll of Motivation (Target gains a vote next day)
Scroll of Gifts (May name any number of targets- each target is gifted per Scroll of Treasure)
Helm of Power (Extra Vote, limit 1)
Amulet of Necksaving (Prevent one lynch on you)
Amulet of Warding (Actions targeting you have a ⅓ chance of targetting someone else randomly)
Ring of Protection (Kills targetting you have a 50% chance to fail)
Shield of Death (If you are killed, the killer dies as well)
Artifact:Cloak of Shadows seems underpowered for an artifact.
Armor of True Immunity: Daykill and Roleblock Immune
Obsidian Sword of Death: All your kills bypass protection
Cloak of Shadows: Takes an extra vote to lynch you, but you are a miller
Adamantium Armor: Kill immune, but takes one less vote to lynch you
Scroll of Endless Riches: As Scroll of Gifts, but targets with Greater Treasure
Classes:Thief is bad, as he can steal artifacts and others. There needs to be a chance to fail (probably 50%) in order for it to be fair.
Thief: Instead of questing, can choose to steal a random item from a player. The action happens at dusk and can’t be directly blocked.
Warrior: Kill actions have a 50% chance to bypass protections.
Mage: Using a scroll has a 50% chance to not use it up.
Bard: Starts with an uncommon instead of common.
Priest: Starts with a protect scroll in addition to random common.
Ranger: Has a 50% chance to bypass blocks.
Merchant: When discarding an item, gets a random item one rank below in exchange. Gets nothing for discarding a common.
Warrior: Kill actions have a 50% chance to bypass protections.I'd reduce those 50%s to 25%s or even less. I like the idea of classes, but 50% chance to bypass protection neutralises too many items (scum would pick this every time), and 50% chance to not use up a scroll will result in unbalanced amounts of wealth.
Mage: Using a scroll has a 50% chance to not use it up.
Ranger: Has a 50% chance to bypass blocks.
Are you sure you want to make the list of items public knowledge? I'm not saying you should, I just want you to think about it.I think the overall list of items that could exist should be public, yes.
Also, you COULD make players have to ID their items, although that gets into bastard territory very fast.Oh gods, no. Very bastardly. Would also ensure no one acts N1 (except for the mafiakill) as everyone spends it IDing their first item(s).
Scroll of speed: Target can use an additional action during the next nightThoughts on these:
Scroll of draining: Target's wands are drained of all charges.
Scroll of recharging: Targeted player has all wands gain 2 charges.
Scroll of wishing: Pick any item. You now have it. Artifacts can't have more than one copy exist and have a 50/50 chance of not appearing on top of the no duplicates rule.
Scroll of destruction: All items of targeted player are destroyed.
I agree speed flavorfuly fits better as a potion, but I don't see the benefit, really. Making it a potion adds the problem of "how do I force someone else to drink my potion?" from the flavor department, so then of course you wind up making all the potions self-target only.Throw it at them. I always assumed potions could be absorbed through the skin.
Common:
Scroll of Detect Artifact: At the end of the night, you receive a count of all artifacts that are in the game.
Hm. Not sure how to balance that one. Is it instead or in addition to their desired action?Hm... Kills would be instead of, but other actions, I'm not sure. I want something similar to the Nethack item, where everything starts attacking everything else, regardless of alignment.
70/20/9/1?I think 66/26/7/1 might be slightly better. Not that I care to up the rare amount. There were plenty of chances for rares. It just was unlucky.
Assuming 40 standard drops (common/unc/rare+art)Don't make inspect or watch twice as likely. Inspect is pretty powerful on its own.
70/20/9/1
28/8/4
66/26/7/1
26.4/10.4/3.2
65/25/9/1
26/10/4
I like the latter two more than the first- uncommons aren't common enough at 20%. The last two probably aren't different enough to make a major difference- the numbers are just cleaner in the last.
Any ideas for commons? Also, unless I see an objection, the scrolls for inspect/RB/protect/track/watch (see who actions the target) are going to be appear twice in the list and therefore appear twice as often.
I also changed these, because I felt they were strong as-is:
Scroll of enchant armor: Target gains 25% kill resistance. This does not stack with itself.
Scroll of enchant weapon: Target's kill gain additional 20% chance to ignore kill resistance. This does not stack with itself.
Scroll of Snooping: The next time the target uses an item, you are told the name of that item.
Scroll of the Thick Skull: The target is both randomized and protected.
Scroll of Sticky Sap: Target's action is delayed until the next night.
Scroll of Jailing: The target is both blocked and protected.
Scroll of Safe Travels: The target is both tracked and protected.
Five new commons. The last three exist as uncommon wands as well.
Scroll of Jailing should probably be called "Scroll of Petrification" with the flavor being you're turning the target into a very hard statue for the night that's incapable of moving... or being damaged.Should be "Scroll of Flesh to Stone".
"Think Skull" there should just be called "Hallucination". In Nethack, hallucinating gives you death ray immunity. The specific message is "The death ray hits you! You have an out of body experience...".Hell yeah! Next morning: "Everything looks SO boring now..."
Scroll of Corrosion: Target loses any enchantments to armor and weapon.Uhm... "confused Destroy Armour"?
Ring of Warning: After each night, you get told how many people targeted you.I like this, and would make it common.
Scroll of Mesmerization: Target is redirected to you. Using this on oneself results in roleblocking.Roleblocking self? "Scroll of Amnesia".
Belt of Carrying: Your max carrying capacity increases to 4 (multiples don't stack).Should be "Bag of Holding"... but I didn't know we had such limited carrying capacity! I'd think four should be the standard, and the bag would increase it to eight or so...
Cloak of Preservation: Your items are all immune to damage, destruction, and corrosion.Oilskin Cloak?
Not trying to sound nerdy or anything, I just know a LOT about Nethack.Yeah! Let's have more! Altars! Unicorn Horns! Praying! Engraving Elbereth! Fountains and Sinks! Scum can sacrifice a human corpse and summon Demogorgon! 8-)
Yeah! Let's geek out!
Scroll of Jailing should probably be called "Scroll of Petrification" with the flavor being you're turning the target into a very hard statue for the night that's incapable of moving... or being damaged.Should be "Scroll of Flesh to Stone".
Scroll of Corrosion: Target loses any enchantments to armor and weapon.Uhm... "confused Destroy Armour"?
Scroll of Mesmerization: Target is redirected to you. Using this on oneself results in roleblocking.Roleblocking self? "Scroll of Amnesia".
Belt of Carrying: Your max carrying capacity increases to 4 (multiples don't stack).Should be "Bag of Holding"... but I didn't know we had such limited carrying capacity! I'd think four should be the standard, and the bag would increase it to eight or so...
Cloak of Preservation: Your items are all immune to damage, destruction, and corrosion.Oilskin Cloak?
Not trying to sound nerdy or anything, I just know a LOT about Nethack.Yeah! Let's have more! Altars! Unicorn Horns! Praying! Engraving Elbereth! Fountains and Sinks! Scum can sacrifice a human corpse and summon Demogorgon! 8-)
Heheheh. Oh the possibilities are endless...
I guess count me in as the ADOM expert, then... not that I've put many references to it in there. Could rename one of those artifact armors Moloch Armor...
Scroll of Danger: When you use this item, you have equal items of getting an uncommon item, a rare item, nothing, or dying.
Uncommon? Should there be an additional chance of something happening?
Are spoons uncommon?Trying to be a bard?
There had been talk on allowing selection of class, forcing randomization, or optionally choosing randomization with a bonus for selecting such. What kind of bonus would be be talking about here? An additional item? A chance for an uncommon (rare for bard) instead of common to start with? A slight power-up to the class bonus? Thoughts?
Personally, I support allowing choice with random selection giving a bonus.
Why should the scum get goosed when they pick a role? I don't really see a problem with them all picking Warrior. A 1/4 percent chance to get past a protection is pretty negligible, especially since you're not even sure if you're going to get a protection item, let alone roll the 4 it takes to get past it. All that really does is make the scum start with a disadvantage.There had been talk on allowing selection of class, forcing randomization, or optionally choosing randomization with a bonus for selecting such. What kind of bonus would be be talking about here? An additional item? A chance for an uncommon (rare for bard) instead of common to start with? A slight power-up to the class bonus? Thoughts?
Personally, I support allowing choice with random selection giving a bonus.
I also like allowing choice with a bonus given for choosing "random". I also think the class attributes are well described as they are, as long as they are chosen before alignments are rolled (otherwise scum will always choose warrior). As for the bonus for random, I like the extra common item, but alternatively, it could be at random either a) an uncommon item, or b) an upgrade of their initial item.
Thief: Instead of questing, can choose to steal a random item from a player. The action happens at dusk and can’t be directly blocked. Can only steal scrolls, wands, and staves- if the target has none of those, the action fails.
Warrior: Kill actions bypass protections.
Mage: Using a scroll does not use it up.
Bard: Starts with a rare instead of common.
Priest: Starts with a wand of protection in addition to a random common.
Ranger: Has a 75% chance to bypass blocks.
Merchant: When discarding an item, gets a random item one rank below in exchange. Gets nothing for discarding a common.
Thief we seem to agree on.
Warrior: Is there another effect it could do besides protection bypass? 100% bypass is too much. 25% to avoid protects or blocks on kills? 33% to avoid protections?It should either be equal to the Ranger's percentage for BOTH blocks and protection, or much higher for ONLY protection. So, either 33% chance to go through both block and protection (rolled together), or 50% for only protection.
Alternately: Kills by you happen before the target acts. The kill would be jumped ahead in line before anything but blocks; maybe even ahead of them too.Nah. That's kind of confusing. Are they immune to blocks and protection? Because that's much more powerful than I was suggesting.
Mage: Too strong, considering some of the rare scrolls (wishing, cloning, solar flare.) A scum mage with a kill (especially daykill) scroll would be nasty. The effect may need to be changed to uncommon or below scrolls anyway, or have the effect slanted on rariry. (60/45/30/15 or somesuch)Okay, okay. How about 33%? That's not too powerful, but still leaves it possible.
Bard and Priest: They'll need to be balanced against each other since they're similar. I'm not against giving the priest a wand of protection, but I'd do that instead of the random common. Which is then better: a specific good uncommon or a random uncommon? IMO, the former. The bard would need either an uncommon and common or an uncommon with a chance of a rare (75/25?)Bard with both an Uncommon and a Common would be fair, so long as the Priest gets a Wand of Protection. I think that's perfectly fair, especially for random class choosing.
Ranger: Too high- 33% maybe? It's useful all around.Fair enough.
Merchant: We seem to be together on this one too.Actually, I changed my mind. How about a 33% or 25% chance for the item to maintain the same rank?
My only issue with letting people pick class after they know their alignment is the delay in starting the game. I could impose a 24h limit, after which they're defaulted to random.I say that items are upgraded a rank if the class is chosen randomly (or mod specific). Also, if the class would receive no random item normally, they receive a common. If they would receive more than one item, I'm not sure if both should be upgrade or only a random one, though.
Speaking of random, Web, what's your opinion on a bonus for letting the mod pick your class instead of picking it yourself?
I'd rather make a generic bonus than class specific ones, and nothing TOO good.
Priest: When dead, they can serve as a spirit advisor to a live player.
Sound good maybe?
Ya. Except it would be pretty much a town-only role. I mean, if they were revealed to be scum then nobody would listen to them afterwards.Paranormal. There can be scum Medium.
Unless they used reverse psychology?
Ah, you mean they can talk with dead people. Misread your post >_>
Scum got destroyed that game, though. :PAh, you mean they can talk with dead people. Misread your post >_>
Correct. Dead people able to talk to living ones gets broken. You can end up with an immortal confirmed town, which pretty much kills the game.
Warrior: Is there another effect it could do besides protection bypass? 100% bypass is too much. 25% to avoid protects or blocks on kills? 33% to avoid protections?It should either be equal to the Ranger's percentage for BOTH blocks and protection, or much higher for ONLY protection. So, either 33% chance to go through both block and protection (rolled together), or 50% for only protection.
Mage: Too strong, considering some of the rare scrolls (wishing, cloning, solar flare.) A scum mage with a kill (especially daykill) scroll would be nasty. The effect may need to be changed to uncommon or below scrolls anyway, or have the effect slanted on rariry. (60/45/30/15 or somesuch)Okay, okay. How about 33%? That's not too powerful, but still leaves it possible.
Bard and Priest: They'll need to be balanced against each other since they're similar. I'm not against giving the priest a wand of protection, but I'd do that instead of the random common. Which is then better: a specific good uncommon or a random uncommon? IMO, the former. The bard would need either an uncommon and common or an uncommon with a chance of a rare (75/25?)Bard with both an Uncommon and a Common would be fair, so long as the Priest gets a Wand of Protection. I think that's perfectly fair, especially for random class choosing.
Merchant: We seem to be together on this one too.Actually, I changed my mind. How about a 33% or 25% chance for the item to maintain the same rank?
I say that items are upgraded a rank if the class is chosen randomly (or mod specific). Also, if the class would receive no random item normally, they receive a common. If they would receive more than one item, I'm not sure if both should be upgrade or only a random one, though.
Prob. just uncommon. I mean, 33% artifact would be OP.Mage: Too strong, considering some of the rare scrolls (wishing, cloning, solar flare.) A scum mage with a kill (especially daykill) scroll would be nasty. The effect may need to be changed to uncommon or below scrolls anyway, or have the effect slanted on rariry. (60/45/30/15 or somesuch)Okay, okay. How about 33%? That's not too powerful, but still leaves it possible.
33% across all rarities?
No. Never give away too much information. There are things like redirection and the like that can happen, so they won't know for sure.Warrior: Is there another effect it could do besides protection bypass? 100% bypass is too much. 25% to avoid protects or blocks on kills? 33% to avoid protections?It should either be equal to the Ranger's percentage for BOTH blocks and protection, or much higher for ONLY protection. So, either 33% chance to go through both block and protection (rolled together), or 50% for only protection.
33% to bypass blocks and protections sounds good. Would blockers and protectors know they had been bypassed? (I guess protectors would anyway.)
Umm... I'd say for all rarities, but maybe it should be 33%/25%/20%/16.66% (33%/20%/14%/11%) or something that decreases with more powerful scrolls. Besides, using the scroll costs an action anyhow, so it should balance out in the end.Mage: Too strong, considering some of the rare scrolls (wishing, cloning, solar flare.) A scum mage with a kill (especially daykill) scroll would be nasty. The effect may need to be changed to uncommon or below scrolls anyway, or have the effect slanted on rariry. (60/45/30/15 or somesuch)Okay, okay. How about 33%? That's not too powerful, but still leaves it possible.
33% across all rarities?
A staff of protection isn't all that powerful. Games don't last too long, and the Wand of Protection should last the majority of the game. I think an additional Common would be better.I say that items are upgraded a rank if the class is chosen randomly (or mod specific). Also, if the class would receive no random item normally, they receive a common. If they would receive more than one item, I'm not sure if both should be upgrade or only a random one, though.
I'd say the standard starter item should upgrade. In the case of randomly getting a bard, they'd get two uncommons. Random priest... better to give them a staff instead of wand or a wand and a common? I lean toward the latter.
Priest as medium: Well, there's nothing against adding more classes- that'd be a good ability for a Necromancer or Shaman class. I'm inclined to leave that out for the first time I run this. (Yes, I intend to do it more than once if people like it. You think I'd do all this work for one game? (I might if the game was awesome enough.))Sweet.
I don't think the Ghost role would be too bad if it lost the ability to pm, actually. The problem with the version that came before was that everyone could pm their roles to the ghost and the ghost could organize everything.... really? Why could the Ghost be PMed? That actually sounds like a problem with having private communication than just a Ghost.
It's not that great of an ability, really. It doesn't help out in game mechanics. Only in that you are able to commune with a player that may or may not be Town.I don't think the Ghost role would be too bad if it lost the ability to pm, actually. The problem with the version that came before was that everyone could pm their roles to the ghost and the ghost could organize everything.... really? Why could the Ghost be PMed? That actually sounds like a problem with having private communication than just a Ghost.
I think a 'Spirit Mentor' would work. They choose one person to attach to and that's the only person they can talk with (in either direction, use a QuickTopic). Once the person they attached to is dead, the Spirit Mentor is done as well.
It's not that great of an ability, really. It doesn't help out in game mechanics. Only in that you are able to commune with a player that may or may not be Town.Completely true, but it does give players something to do after dying. It's not perfect, but it is something.
Doesn't even have to be powerful. Sometimes you just don't get the good things, and that's fine, 'cause it's better than just being vanilla town.Right, but if you've got a choice of 6 other classes that are not vanilla, why would you want one that is except for dead commune?
I myself would like deadchat in my games, but I have problems with things like revivals and fake deaths and... lots of things, really.Ya that kinda doesn't help. Next day just repeats the lynch or the NK.
Ya well if the roles are random then of course you don't get a choice. If you get to pick the roles then of course you're right.You've never read a BYOR, have you? Read 4 for a nice read.I myself would like deadchat in my games, but I have problems with things like revivals and fake deaths and... lots of things, really.Ya that kinda doesn't help. Next day just repeats the lynch or the NK.
Reading the current one and skimmed the previous one.They are amusing, but don't read to much into strategy from them. Things tend to devolve into role-related madness pretty quickly. Particularly in the larger ones.
*archive binge*
I can cope with madness. I mean how else could I live with myself >: D1 had a good set where there were a couple cool ideas.
Which game was the "Kill webaddict" one? >:3KWN and KWN: Dakarian Edition
There was a Kill Webadict Now (http://www.bay12forums.com/smf/index.php?topic=43695.msg826277#msg826277) mafia, but that wasn't a BYOR. Amusing reading though.I was going to win, too!
I don't think the Ghost role would be too bad if it lost the ability to pm, actually. The problem with the version that came before was that everyone could pm their roles to the ghost and the ghost could organize everything.... really? Why could the Ghost be PMed? That actually sounds like a problem with having private communication than just a Ghost.
I think a 'Spirit Mentor' would work. They choose one person to attach to and that's the only person they can talk with (in either direction, use a QuickTopic). Once the person they attached to is dead, the Spirit Mentor is done as well.
That was actually part of my role in Second Chance Mafia. Didn't really come into play though because the scum were killed so quickly.Eh? I don't remember that.
Web: Noted on the protection/block bypass. So say PlayerA blocks WarriorB who is killing PlayerC. WarriorB rolls to bypass and kills PlayerC anyway. Tell PlayerA that his block was successful? That'd make some interesting scenarios. I suppose as long as it's known that it's possible, it's fine.That's what I do. I just note that their protection action didn't fail. It may not target correctly or work, but it didn't get blocked, disabled, or fail to action. Usually.
Mage: I'd probably do 33% all but exclude artifact scrolls, keeping the rule simple. Yes, it's strong on rares, but it's pretty unlikely to happen that you get an rare scroll in the first place.33%/22%/11%/0%?
Medium style role- I'll probably make it a class and the effect the same as Medium from Paranormal. Anything else is either underpowered or broken.I don't think that's too great of a class, unless you allows inspects before kills.
You want another artifact scroll? Fine, here ya go.... SUH-WEET.
Scroll of Genocide: Choose a class. All players with that class die.
You want another artifact scroll? Fine, here ya go.
Scroll of Genocide: Choose a class. All players with that class die.
Web: I do inspects before kills, because I've always liked these messages: "You go to inspect ScummyA. You deduce that he is mafia because he shoots you in the face. You die."Not good either. You can't say that unless they get the same message from being redirected.
Not sure what you mean there- could you elaborate? Are you saying it should instead say: "Your investigation reveals the target is mafia! Also, you die."Well, I always say, "Inspection successful. Target is mafia."
You want another artifact scroll? Fine, here ya go.Bastard mod: Everybody's the same class, and everybody gets one of those *g*
Scroll of Genocide: Choose a class. All players with that class die.
There's the ?oGenocide now...
Pure Adamantine Nugget : So shiny! It feels your heart with joy just looking at it,you're immune to redirects and roleblocks. But you know you can't get too greedy,if you hold this item for two nights in row,something bad could happen to you...Depends on what the bad things are. I actually don't see this as overpowered WITHOUT the bad things.
Blank Dwarven Mandate : You feel sudden urge that some items are pure evil! You must do something!This could be extended to many things: Only usage of that type, total destruction of that type, only questing for that type, taking all of that type from a payer (Or all players?!?). In fact, I'd love too see everyone lose all their scrolls and all be given to one player. It'd make me laugh.
Select type of an item : Scroll,Wand,Staff,Ring - Usage of these items is restricted following night.
Why not merge two swords into one that grants different powers depending on alignment?
Ring of Speed - Perform two actions this Night.But two different ones then. Two kills would be kinda overpowered.
That's kinda from Angband
@Pure Adamatium Nugget: Here's my version. [...] (This kill is very specific: Foo, killed by demons.)I like this. By the way, did we address item trading/sharing? Can I give or exchange a duplicate item via PM? If so, then the risk with this Nugget is that the scum pass it around every night.
Grayswandir: Grants you a double kill.I'm of two minds on this one. Grayswandir is not that famous/cool an artefact outside of nethack (which may be overrepresented, as you say) or its source book. But if it's in, I'd say it's a re-kill type of double kill (bypassing protections/guardians and the like, like for a paranormal tough dopp), rather than two kills on the same night.
in Crawl there's a regular brand for cloaks called "of darkness".[...]Is it even worth it?Seems too cumbersome. I'd vote against it.
I've got the perfect rename for "wand of jailing". Call it "Wand of Door Creation", a wand from IVAN. Does what it says on the tin, surrounds what you zap with doors. Mithril doors. Many of them locked. I think that qualifies as rolebock and protection, yes?Yes, it sounds cool. I still like "paralysis" better, but I'm biased towards nethack, so I'm fine going IVAN for this one.
Do you guys think we should start a quicktopic or something to discuss this on so other games and whatnot can have some facetime as well? I love suggesting new items but there's a point where it gets too much.Nah, Toaster seems to be pretty much ready to go with what he has, it shouldn't take much more hashing until he's ready to host the first game. If it is successful then yes, I'd say he opens a "Roguelike rules thread" akin to the Paranormal/Supernatural one. But during/after the first game would be the right time for that, I'd say.
Do you guys think we should start a quicktopic or something to discuss this on so other games and whatnot can have some facetime as well? I love suggesting new items but there's a point where it gets too much.Nah, Toaster seems to be pretty much ready to go with what he has, it shouldn't take much more hashing until he's ready to host the first game. If it is successful then yes, I'd say he opens a "Roguelike rules thread" akin to the Paranormal/Supernatural one. But during/after the first game would be the right time for that, I'd say.
@Pure Adamatium Nugget: Here's my version. [...] (This kill is very specific: Foo, killed by demons.)I like this. By the way, did we address item trading/sharing? Can I give or exchange a duplicate item via PM? If so, then the risk with this Nugget is that the scum pass it around every night.
Grayswandir: Grants you a double kill.I'm of two minds on this one. Grayswandir is not that famous/cool an artefact outside of nethack (which may be overrepresented, as you say) or its source book. But if it's in, I'd say it's a re-kill type of double kill (bypassing protections/guardians and the like, like for a paranormal tough dopp), rather than two kills on the same night.
in Crawl there's a regular brand for cloaks called "of darkness".[...]Is it even worth it?Seems too cumbersome. I'd vote against it.
I've got the perfect rename for "wand of jailing". Call it "Wand of Door Creation", a wand from IVAN. Does what it says on the tin, surrounds what you zap with doors. Mithril doors. Many of them locked. I think that qualifies as rolebock and protection, yes?Yes, it sounds cool. I still like "paralysis" better, but I'm biased towards nethack, so I'm fine going IVAN for this one.
PPE: Ring of speed is cool, but I think it's already in as an uncommon scroll/potion; would a ring be permanent? Then it'd be very powerful, a rare or artefact.
Too powerful even as an artifact. I'd accept Speed Boots as an uncommon if it was "your action goes before all other actions", but a straight double action item with no drawback is too good. And a certain artifact already does that with drawbacks.I have no clue, I'm not looking at the items. I'm mostly posting from a phone.
Maybe give it a special (not generally visible) malus if it's wielded by scum? Say scum can get Excalibur, with the same effects, but in addition it negates any protection bestowed on them as punishment for wielding a Lawful artefact?
On Elephant Tusk/Vorpal Blade: I guess Vorpal Blade is better. I'll rename it as such assuming it doesn't get remade as a different effect.Is it in as a public daykill?
Is Excalibur then in as a King for a Day thing? Cool!Maybe give it a special (not generally visible) malus if it's wielded by scum? Say scum can get Excalibur, with the same effects, but in addition it negates any protection bestowed on them as punishment for wielding a Lawful artefact?I like the idea of an invisible penalty for scum for any such item that be much stronger in the hands of scum- it's an attempt at balance at a game that largely lacks it.
In any case, it's a toss up to whom to credit Vorpal Blade, since I'm pretty sure D&D beat Nethack. (At stealing it from C. S. Lewis, at least.)Ahem.
7. Once you have three items in your possession, it becomes harder to get more. The odds of questing/checking the public pool of giving you an item past three are 2/N%, where N is the number of items you have.Does that include Items you've already used?
1. When the game goes into setup, I will lock the thread and send out your alignment. Please reply to that with your selection of class from the list below. If you do not reply in 24 hours, it will default to random.I still like better the idea of choosing class first, and then alignments be rolled at random. Just like in a BYOR, you send your role first. It would also allow people to say right during sign ups: "in, random class," or "in, class sent", defaulting people to random for anyone who didn't send one once signups complete. This saves you some waiting time. Also, you should include the perks for choosing random.
5. The odds for receiving an item are as follows: 65% common, 25% uncommon, 9% rare, 1% artifact. Rarer items tend to have a greater effect.You ran some simulations earlier on the thread, can you run a couple more to discuss? It now seems to me that with ten players, there's a 10% chance of an artefact, and almost certainty of a rare, being generated each night, which sounds a bit high. I'd think there shouldn't be more than one or two artefacts per entire game. People who know about balance may want to weigh in on this.
7. Once you have three items in your possession, it becomes harder to get more. The odds of questing/checking the public pool of giving you an item past three are 2/N%, where N is the number of items you have.This sounds good, but a) the hoarder in me would maybe like it a bit higher, like four free, then 3/N after that, but I'm OK either way; b) how would a bag of holding affect this? suggestion: double your chances to get something after the diminishing returns effect kicks in (or maybe just 1.5 chances).
Right, but I don't make actions first. I make alignments first, and then I make actions. This is the opposite way, and so should be in the opposite style. It's better they know alignment first.1. When the game goes into setup, I will lock the thread and send out your alignment. Please reply to that with your selection of class from the list below. If you do not reply in 24 hours, it will default to random.I still like better the idea of choosing class first, and then alignments be rolled at random. Just like in a BYOR, you send your role first. It would also allow people to say right during sign ups: "in, random class," or "in, class sent", defaulting people to random for anyone who didn't send one once signups complete. This saves you some waiting time. Also, you should include the perks for choosing random.
I still like better the idea of choosing class first, and then alignments be rolled at random. Just like in a BYOR, you send your role first. It would also allow people to say right during sign ups: "in, random class," or "in, class sent", defaulting people to random for anyone who didn't send one once signups complete. This saves you some waiting time. Also, you should include the perks for choosing random.
5. The odds for receiving an item are as follows: 65% common, 25% uncommon, 9% rare, 1% artifact. Rarer items tend to have a greater effect.You ran some simulations earlier on the thread, can you run a couple more to discuss? It now seems to me that with ten players, there's a 10% chance of an artefact, and almost certainty of a rare, being generated each night, which sounds a bit high. I'd think there shouldn't be more than one or two artefacts per entire game. People who know about balance may want to weigh in on this.
7. Once you have three items in your possession, it becomes harder to get more. The odds of questing/checking the public pool of giving you an item past three are 2/N%, where N is the number of items you have.This sounds good, but a) the hoarder in me would maybe like it a bit higher, like four free, then 3/N after that, but I'm OK either way; b) how would a bag of holding affect this? suggestion: double your chances to get something after the diminishing returns effect kicks in (or maybe just 1.5 chances).
I can has the world? :3 (http://megamitensei.wikia.com/wiki/The_World_Arcana)I'm confused... I mean... What is this?
Za Warudo gives you the ability to win the game for your team, but it costs your life. (http://www.youtube.com/watch?v=JrGP9ssc_TE)I can has the world? :3 (http://megamitensei.wikia.com/wiki/The_World_Arcana)I'm confused... I mean... What is this?
Right, but that would be a win in this game, so no.Za Warudo gives you the ability to win the game for your team, but it costs your life. (http://www.youtube.com/watch?v=JrGP9ssc_TE)I can has the world? :3 (http://megamitensei.wikia.com/wiki/The_World_Arcana)I'm confused... I mean... What is this?
Would the cult win with the god?
Does the god have a nightkill?
Would the god be able to pick from the names of the powers, or just "Who do you want to target with a random power tonight?"
Would the god know what the power did after it was done?
Also to Super: What is the god's wincon? What happens when the game reaches just the god and a townie?
If the cult is too much, replace it with a lyncher fixed to a townie whose win is separate from town or god.
Super: Are the abilities reusable?
You know what might be cool? Tweaking it so it's two gods facing off, manipulating a population at their whims
You know what might be cool? Tweaking it so it's two gods facing off, manipulating a population at their whims
If you did that, make the rest of the game survivors and tweak a lot of the abilities to be conversion-type stuff. Course now we're talking an entirely different kind of game, so save all that for another day.
One general thing: giving protection to another player is both boring and weak. Considering that most kills are going to come from the god either directly or indirectly, it won't matter unless the god happens to pick a player an earlier serial killer also chose. I'd make it a roleblock+protection at the very least to help make it less situational.
Not to mention posting styles, spelling, grammar, sentence structure, etc.
herp derp. wut?Not to mention posting styles, spelling, grammar, sentence structure, etc.
Well, that's supposed to be one of the points, actually. It doesn't help to determine alignment, though, so there's not much point. Well, unless you want to get meta reads, then you have a good reason.
But anyways, another problem would be that a LOT of players would be super easy to pick out from the group. Even with a silly name, Org will be Org.
Not to mention posting styles, spelling, grammar, sentence structure, etc.
Well, that's supposed to be one of the points, actually. It doesn't help to determine alignment, though, so there's not much point. Well, unless you want to get meta reads, then you have a good reason.
But anyways, another problem would be that a LOT of players would be super easy to pick out from the group. Even with a silly name, Org will be Org.
And with anonymity, players can imitate Org.
Haha, go fuck yourself.And with anonymity, players can imitate Org.
Much offense meant, but why would anybody WANT to be like Org?
Org, I only say that because they'd be copying your posting style, which is crap, and not your scum catching abilities, which are amazing.No need to be sarcastic asshole.
Haha, go look at the Notable Games Archive =)Shit, whenever I have a good idea its already taken...
We are one step ahead of everyone.Haha, go look at the Notable Games Archive =)Shit, whenever I have a good idea its already taken...
All according to plan.We are one step ahead of everyone.Haha, go look at the Notable Games Archive =)Shit, whenever I have a good idea its already taken...
I think I've sortof understood how quantum mafia works since then. It's an interesting idea, but I'm not sure how playable it is as an actual game.Anybody who says they understand Quantum Mafia is lying.
...And it needs to be werewolf. With at most 1 PR, maybe.
Maybe.I think I've sortof understood how quantum mafia works since then. It's an interesting idea, but I'm not sure how playable it is as an actual game.Anybody who says they understand Quantum Mafia is lying.
...And it needs to be werewolf. With at most 1 PR, maybe.
Yeah, that's basically how I interpreted it.I'm just going to point out the obvious flaw of the whole game in that it is basically random. You might as well flip a coin to see who wins. There would be no point in scumtells since EVERYONE WOULD (SORT OF) BE SCUM.
One thing though, is that there should be a Alpha/Beta werewolf pair: neither knows about the other, and the Beta only gets a kill if the Alpha is dead.
Alternatively, Quantum scumteams: two possible partners for each player, with hypothetical talking between them. They decide an action for the two partnerships. For example: "If I'm partnered with Player X, he does the kill on Player Y and I roleblock player Z, but with Player Y, I kill player X and Player Y blocks player Z." Each partnership, in my mind would have one player defined as a roleblocker, or would use "The blocker blocks G and the other guy kills Q"
Of course, votes would not be retconned, since up to the lynching of a player, he/she is certainly alive. And retconning votes for N1 deaths, etc. goes into bastard territory.
Actually, there is something of a breaking strategy I can see... heh.For which side? Individually or not?
It's definitely more interesting as a thought experiment than as an actual game though.
Let's break that wide open:
Never look at your role PM and play townie.
Pre-in for that one. Don't lynch Person- he's the Jester.
Paranoia mafia!That's what the Mafia WANT you to think!
Nobody knows what side they are on!
Paranoia Mafia - Seven vanilla townies. Daystart. Hammers. Nightkill selected randomly. Lynched players flip communist. NKed players flip loyal citizen. No win condition. Game ends when two remain.New game - Everyone is mafia. Everyone wins! Nobody knows about the game!
Pre-in for that one. Don't lynch Person- he's the Jester.
Which brings us back to Toaster's point.
Except for your game. DURRRRR.Which brings us back to Toaster's point.
Which brings us back to my point: You need to read your role PM in any mafia game. DURR
Even if you were required to reply with your alignment. Get someone else to do that, then play town.Except for your game. DURRRRR.Which brings us back to Toaster's point.
Which brings us back to my point: You need to read your role PM in any mafia game. DURR
Even if you were required to reply with your alignment. Get someone else to do that, then play town....If you're prepared to do a major forum rules violation for the sake of a mafia game...
Even if you were required to reply with your alignment. Get someone else to do that, then play town....If you're prepared to do a major forum rules violation for the sake of a mafia game...
Yeah, it's basically an implicit rule that you have to read your role pm. This is why many forums make players reply to the mod before starting/ post in the mafia quicktopic before the game begins.Me:Jay Jay!
import friend
Or you could have bad short term memory.
Or you could have bad short term memory.
Artificially or naturally?
Could it formulate a coherent reply to a question given only in the role PM?yes because it is an actual person because I was being sarcastic lol.
The initial confirmed Townie is ACTUALLY less unbalanced than the Watcher, and I'll use statistics to show why in a bit.
Hm, just throwing around ideas. But what if there was a Bay12 Mafia where the roles were the subforums on Bay12?
I've had alot of ideas for mafia games lately, but unfortunately due to the fact im not exactely well known on the Mafia subforums no one would really join any of the games I run :P
Another game idea could be that each player sends in a role from a past mafia game, that role will be sent out to someone other than the player who sent it in (and modified if needed.). Could provide some interesting gameplay, especially if people choose roles from the past BYOR's.
Sounds interesting, but relies on a player having done a BYOR before to be able to play.
Pandar just feels like it-sensitive fun?
first of all, Dariush, I like that idea a lot!
second of all, wondering if it would be a good idea to do a Beginner's Bastard Mafia game. I'll have to get roles <name here>-Approved, though, but I've started thinking.
I'd be curious what happens if there's a few players with no votes on them whatsoever. Like if, say, everybody voted the exact same way.I really, really doubt this situation may arise, but just in case, I thought of a new mechanic. It sounds overcomplicated, but I doubt there are any other viable alternatives.
Also, does the mafia jump over dead people on their kill list? I assumed so, but you never know. I assume the lynch vote jumps over the same way as well, by the way.Yes and yes.
Perhaps people put all the other players in order. There's a number of ways to score it
A: Since everyone is on the list, give a first place a 1, second place a 2, and so on. Fewest points gets lynched.
B: As above, but give (Place *2 - 1) points: 1, 3, 5...
C: Most first-place votes gets lynched (tie is determined by second place votes, and so on), then gets removed from everyone's lists, which are renumbered, keeping the same order (So everyone has the same number first through X). Rinse, repeat.
If you don't want to go that route, you could also just say that if there's a tie, nobody gets lynched. That should solve things nicely.If there's a tie, either the list progresses on and both people tied become unlynchable or it stops right there and scum wins. Which of those are 'nice'?
If you don't want to go that route, you could also just say that if there's a tie, nobody gets lynched. That should solve things nicely.If there's a tie, either the list progresses on and both people tied become unlynchable or it stops right there and scum wins. Which of those are 'nice'?
I meant a tie with no votes. Woopsies! For other ties, first to get to that number of votes is great.So basically if nobody voted for more than one person, everyone remaining becomes unlynchable?
Just have the players vote randomlyExcept in real games people
I just had an interesting idea.
3-role Mafia.
Basically, the 'mafia' would start as one person with three roles. If he gets lynched, one of the roles is removed and the original mafia is kicked from the game. Another player(chosen at random) has his role replaced with those two roles.
number of players: 8*
number of mafiosi: 4*
number of doors: 9*
*should be balanced better :P
every day, folks can vote to:
a. send xxx to check door yy
b. lynch xxx
c. do nothing
if a, xxx is goes into door yy at night. he will either be killed, or he will gain an item.
mafia can chat freely, and they know which door contains the kill item.
if xxx dies, they die, and everyone knows.
if xxx gets an item, everyone is told, but the item is unknown.
basically it.
You then have to think of situations where the time limit can be exceeded and try to get rid of as many of those scenarios as possible.Well, that's surely the risk you're running when you burn all your time early - that your limit will be exceeded and you'll die before the enemy. If I make it so that isn't a possibility then yes, you might as well just fire off all your powers.
No no, I meant avoid scenarios where the town kills itself off through an overabundance of protections and RB's. I think avoiding making the mafia's optimal strategy "do nothing so they all die at once" would be good too, but hey, you do whatever. Just make sure that you tell the mafia to refrain from killing if you want them to do so since they may not think of the strategy on their own.They wouldn't all die at once since they all have differently lengthed clocks. Sitting there doing nothing as mafia would have advantages, but also disadvantages in that you'd be a lot weaker PR wise than you could be (so while the town is firing off inspects, protects and possibly kills you're not responding with protections, unblockable kills or inspection misleading abilities). It's kindof about speed vs endurance.
Just be aware that the town's optimal strategy is probably to instantly MC the time they all have left and then go from there. Mostly this is just to avoid lynching people with short amounts of time left and just let time run its course for those people.If you do that, then yes, the mafia can kill the people with long clocks and wait out the people with short clocks (in the same way if you claim roles they can kill all the good ones). Solution: don't massclaim times.
There's already a time limit in the game in the form of the mafiakill, I'm just not seeing what adding a second clock adds to the game.Well, it's a time limit for each individual player which fuels their abilities (I was thinking of just having a "mana pool" type arrangement, but I feel this way there's more of a potential consequence for overdoing it). In this there'd be a tactical choice about whether you can afford to use your ability or not and to what extent, wheras in a one shot game the tactic would generally be to fire it night one and hope for the best.
What do you think, guys, would the setup work if we have a scum team who don't know each other's identity and may only communicate by PMing the mod with a message (possibly with a limit of 2-3 messages per person per day) they want to send who then removes all the verbal tics, typical grammatical errors and such from the message and relays it to the other scum (obviously, the message can't contain any revealing information), while there's a couple of roles who can work on this mechanic (blatantly listening on the scumteam plans, two people thinking they're scum but only being able to speak between themselves, blocking target player from sending and receiving messages, etc.)?Several problems with that:
Woah, I fit all that into one sentence and it's even intelligible. I really need to sleep more.
Well, crap. Okay, a modification: what if scumteam has a QT as normal, but there's a pro-town role who can also read it? It would be in the scum's interest to hide their own identities, plus there would be much fakeclaiming awesomeness. And after this agent is killed, it would be safe for the scum to reveal themselves in QT.This one still has all the faults of issue 1 and 2. What happens is that the scumteam simply doesn't post in it. It might as well be a bunch of sks working together.
This has continued to seem like more of a good idea the longer I think about it. I was just joking at first!It's in the planning stages.This means it's going to be ridiculous, I hope. Maybe three separate, overlapping realities, each with its own rules and consequences?! Traverse reality, a simulation, and the dream world in a roving quest to defeat your adversaries on all fronts!!!
Maybe? :P
As an extreme variant, these things could be changeable or ever-changing, maybe even structured as a card game rather than being run with preset roles.Suddenly... Bring Your Own Cards Mafia comes into my mind.
I now like this a lot. BYOR + BSER + Bad Ideas = Fun!As an extreme variant, these things could be changeable or ever-changing, maybe even structured as a card game rather than being run with preset roles.Suddenly... Bring Your Own Cards Mafia comes into my mind.
Three ideas, all of which might be fun, Fun or just plain horribad:Not really a new gametype if it's not bastardy, then. Flavor can be interesting, but it doesn't make the game unless it's explicitly designed to.
Dwarf Fortress Mafia: Vanilla Mafia, except all roles have dorfy names. Vig -> Hammerer; Assassin -> Snatcher; Townie -> Dwarf; Mafia -> Goblin; Doctor -> Surgeon; Cult Leader -> Cat; Survivor -> Human Merchant; Jester -> Elf Merchant; and so on and etcetera.
Initial flavour being that Urist McDuke was found in his room having suffered an Unfortunate Accident after Mandating the production of a full set of Slade furniture, and since this couldn't possibly be the work of any dwarf, you have to start looking for sneaky gobbos.
Bastardness can be added to taste.
Mess o' Masons: Everybody is in at least two Masonic Orders. One (or more, depending on the size of the game and bastardness of the mod) of said Orders being the scumteam.Interesting, but I'm forced to wonder just how much of an impact this would have. Unless town began organizing themselves in an attempt to break the setup, wouldn't most mason groups just ignore each other, since talking to each other privately usually wouldn't have any advantage over saying it publicly?
Lynch the Lynchers: A single serial killer and a bunch of townies. The catch: All the townies need to off both the SK and another townie to win. Game over when the SK buys it. The trick: D1 massclaim can reveal the SK, but if the SK is lynched D1, everybody loses.I like the concept, but it's got some major execution problems. D1, what happens? Everyone tries to lynch their target. How do you get any kind of consensus? Do a handful of townies make a gentleman's agreement to dispatch each others' targets, then hunt down the SK? Do some people volunteer to lose?
Actually, what you're thinking of is BYOR:DE. There was an actual DF Mafia with a similar setup, except Elves were the scum. I would know. I ran four of them.Three ideas, all of which might be fun, Fun or just plain horribad:Not really a new gametype if it's not bastardy, then. Flavor can be interesting, but it doesn't make the game unless it's explicitly designed to.
Dwarf Fortress Mafia: Vanilla Mafia, except all roles have dorfy names. Vig -> Hammerer; Assassin -> Snatcher; Townie -> Dwarf; Mafia -> Goblin; Doctor -> Surgeon; Cult Leader -> Cat; Survivor -> Human Merchant; Jester -> Elf Merchant; and so on and etcetera.
Initial flavour being that Urist McDuke was found in his room having suffered an Unfortunate Accident after Mandating the production of a full set of Slade furniture, and since this couldn't possibly be the work of any dwarf, you have to start looking for sneaky gobbos.
Bastardness can be added to taste.
We did have a DF game once. The idea was that the players had to keep the fortress running, supplying food, fighting off elephants, etc, in addition to rooting out the scum. I forget what happened to it.
I, again, came up with this strategy before KWN. Mephansteras stole it from me when I used it in Paranormal. I'll never get proper credit for these strategies, just like when I told Org to claim Doctor in Paranormal 2.Mess o' Masons: Everybody is in at least two Masonic Orders. One (or more, depending on the size of the game and bastardness of the mod) of said Orders being the scumteam.Interesting, but I'm forced to wonder just how much of an impact this would have. Unless town began organizing themselves in an attempt to break the setup, wouldn't most mason groups just ignore each other, since talking to each other privately usually wouldn't have any advantage over saying it publicly?
Well, seeing as how nobody would get anybody lynched for fear of losing, I'm going to assume this would lead to a standstill Day 1, and then nothing would happen afterward.Lynch the Lynchers: A single serial killer and a bunch of townies. The catch: All the townies need to off both the SK and another townie to win. Game over when the SK buys it. The trick: D1 massclaim can reveal the SK, but if the SK is lynched D1, everybody loses.I like the concept, but it's got some major execution problems. D1, what happens? Everyone tries to lynch their target. How do you get any kind of consensus? Do a handful of townies make a gentleman's agreement to dispatch each others' targets, then hunt down the SK? Do some people volunteer to lose?
Sure, everyone could keep their target secret and pretend they're looking for the SK, but why bother? Everyone knows they're not actually looking for the SK unless they've already hit their target, and nobody wants them to find the SK unless they've personally hit their target. It's also not like knowing who everyone else wants dead helps all that much- you might become a target once your victim knows you're gunning for them, but honestly how much are they going to care? If you're able to lynch them, they're obviously not able to swing the lynch where they need it anyway, and if they're able to lynch you, you can either swing the vote to your actual target anyway or you already have so there's no reason you'd care.
So, yeah. Needs a lot more nuance to be viable.
No, the SK would polish someone off in the night, and then you'd have your symmetry break, since this would turn one of the lynchers into a townie. But you can skip the D1 kabuki by simply having a townie or two from the get-go.Um... No you don't.
That assumes D1 massclaim. If you throw a townie into the mix, the optimal move for everybody in a D1MC is going to be to claim to be the townie.But, everyone STILL knows you lose if you lynch the sk, so the actually optimal move is to extend the day infinitely.
I wasn't aware that indefinite extensions were available. Isn't the usual convention to limit extensions to one or two 24 or 48 hour periods?But, there's no point to do anything ever. No talking happens. It's basically a gamble to see who wins.
In which case the optimal play in a setup where your vote was kept secret would be to vote your lynch target if you're a lyncher and hope that the townies mislynch him, a townie if you're the SK and the SK if you're townie. So with two townies, the lynchers will lose if they sit on their hands or if they massclaim. They need to convince the townies that they are actually the other townie (so the townies can't be masons), and the lynch target is the SK. The SK, meanwhile, needs to convince them that he's either a townie or a lyncher (which would make him a lynch target and therefore not the SK).
I wasn't aware that indefinite extensions were available. Isn't the usual convention to limit extensions to one or two 24 or 48 hour periods?
I've got an idea for a... Flavor-Heavy Beginners'.Downvote.
Basic premise: every townie (but not scum, who have to fakeclaim if (or rather when) a massclaim comes) gets a named role, but no special abilities. All named roles are openly listed. To spice things up, there's a role cop and two townies share the same role.
Opinions?
This is a very bad idea, because scum should not have to guess correctly their role. It's like having a Themed Game with the Beatles. There's only four of them, so that fifth one has to claim one of them or get lynched immediately. And then he gets lynched the next Day even if he makes it.Wait... what? The scum won't have to guess whose role? Fifth who?
I've got an idea for a... Flavor-Heavy Beginners'.Every Townie gets a named role.
Basic premise: every townie (but not scum, who have to fakeclaim if (or rather when) a massclaim comes) gets a named role, but no special abilities. All named roles are openly listed. To spice things up, there's a role cop and two townies share the same role.
Opinions?
Massclaim first day, game over.Except among 5 townies three roles would get a duplicate.
RTD mafiawut
Or just some other game mechanic altogether. Like, and I'm just pulling this out of my ass here, say we had a zombie survival Mafia. So there would be scum you're trying to oust, but then most players would have additional abilities like scavenging for food/stuff/barricade material, building barricades, etc. So you'd decide to use a typical mafia-like ability (say investigate) or nail some wood over those windows to keep the zombies out. Or maybe you have multiple actions and choose which to do or something.
Another (very rough) idea I was tossing around is something like a three-phase game. Like, for each "day" there's an adventure stage (maybe something RPG-ish like a dungeon crawl), then a camp phase where "normal" mafia gameplay happens, and some abilities/items you've earned in the prior phase come into play, then a night phase like normal.
OK... then I'm not understanding what rolling a six means. I thought it was "exceptional success", like rolling a 20 in D&D, not "success, but it somehow still sucks."
Having the Mafia part and the "other" part more separate.Some of these have been tried. I suggest you peruse the notable games archive.
Like, and I'm just pulling this out of my ass here, say we had a zombie survival Mafia. So there would be scum you're trying to oust, but then most players would have additional abilities like scavenging for food/stuff/barricade material, building barricades, etc. So you'd decide to use a typical mafia-like ability (say investigate) or nail some wood over those windows to keep the zombies out. Or maybe you have multiple actions and choose which to do or something.Damn, now I'll waste several days thinking about all the interesting ways this idea can be improved, post the result in this thread, get shit thrown at me and go sulk in a corner. I hate you.
I've sat down several times and tried to make one of those work, but the ability list always comes up lame and too random to use.
Let's look at cop and doc, for instance:
Cop:
1: No result, and target is told you were trying to inspect them.
2: No result.
3: Result that has a 50% chance to be naive.
4: Result.
5: Result- ignores godfather/miller effects.
6: Result, but target is told they were inspected.
IMO not enough variety. Frankly, it simply looks like n%-role.
I propose a Deathworld-like setting. An outpost on a hostile planet, with several doppelgangers inside. There's only day phase. By default, everyone gathers in a meeting hall. There are cameras inside, so anyone who exits and enters the hall can be seen by everyone. At any point during the day, anybody can do an action (which takes up the rest of the day) after exiting the hall (though they can be accompanied by someone). For starters, there are three base parameters - food and (separate) defence of the two exits to the base. All three function almost exactly the same. Every turn 1 food is substracted for every player alive and a certain amount of health is deducted from both defences. If either drops below 0, town loses. An action consists of either improving or lowering some parameter, with effect depending on the number of participants. People doing an action together may PM each other and, if there's scum among them which consists of at least one third of all participants, they may infect someone with a spore, functioning like an arson (since a normal kill would be too obvious). People remaining in the hall count as being on a mission together.
What do you think, guys?
Wait, doppelgangers? You mean aliens or baddies?Baddies, obviously.
The story is perhaps waiting for a ship to come pick you up?Sure, why not.
I'm a moron! Yay!So true.
I've offered an idea with attack and health a couple of months back (in the Dresden Files setting), but it got stomped out of existence. :(Guess it's gone forever then :(
If we can get a buffer of pre-reserved spots, we should smooth the idea out and make a game.I've offered an idea with attack and health a couple of months back (in the Dresden Files setting), but it got stomped out of existence. :(Guess it's gone forever then :(
I really don't think the problem is a "lack of activity" so much as many more players than games at the moment. :PWell, it's easy for the people that have been here forever. Trying being a newbie, and you'll have to wait a while. Probably until after you run a BM, or at least played in one or two.
I know the xkcd boards have mafia games too, but eh. I hate having to wait, and do signups, and get approval, and get other people to "ok" things, so I've never bothered to host elsewhere. It's EASY here.
If you do run one (after mine is finished :P) I will be more than happy to play in it, though. Wherever you host it.
Yeah, lack of activity - not really like it was back in the golden days. At least we've got a core group that's pretty reliable.Which are this Golden Days you seem to be referring to? The days when Webadict was known to be scum every game? Or has that already been erased from the annals of history after he self-proclaimed mafia king and squashed all opposition?
So everyone gets a random element (night ability), a random tool (one-shot), and a random personal ability/trait (auto ability).Specifically this. Your whole idea is basically contained in the above sentence, the rest being flavored water.
On random assignment of roles: Would you be running a sanity check on the results? A mafioso getting an extra kill is a very powerful role and would require strong balancing- just ask Meph.
I'm still always scum. I never stopped. Even when I'm town, I'm scum.Yeah, lack of activity - not really like it was back in the golden days. At least we've got a core group that's pretty reliable.Which are this Golden Days you seem to be referring to? The days when Webadict was known to be scum every game? Or has that already been erased from the annals of history after he self-proclaimed mafia king and squashed all opposition?
No more spacesHellno.Doyouactuallythinkwhenyouproposesomething?
Voting in [colour]No. Pointless.
FoSing in [colour]No. Pointless.
Hammer [removed or readded]Uh... well, maybe.
No posts with over [number from 150-500] charactersNo. People will simply split stuff.
Day/Night [Shortened or lengthened] by [12-24] hoursNo. People will still extend/shorten at need.
Any suggestions to make this better?Yes. Do not do this.
Well, they were only examples of possible laws that could be added. What laws would you suggest?Just off the top of my head:
He who gets lynched this day loses regardless of whether his team wins in the end.Could be interesting.
Every vote on every person is offset down the list of players by the number of players already voting this person.Sounds like a headache. Some coordination would be needed to actually lynch anyone.
He who gets lynched this day flips and resurrects.Confirmed townie. Bad.
The guy with the largest/smallest number of posts this day dies.Either a spam fest or activity death.
Everybody who votes the guy who gets lynched gets flipped at the end of the day (but doesn't die).Instant gamebreaker. Bad.
Edits are allowed for one day.I'd lynch anyone who edited their post since there's no reason for a non-mafia to do it. I guess it wouldn't be bad though.
He who would normally get lynched instead dies next morning and can be saved (optionally flips immediatly).If flips immediately then confirmed townie, bad. Otherwise ok I guess as long as the mafia has no doc.
Everyone can use purple font to select a guy who will get flipped but not die at the end of the day.Confirmed townie bad.
For moar goodness, make cultists not know each other identity, be able to recruit two people per night and have an unconvertable town role that can convert them back.
Dariush is suggesting the cultists wouldn't know each other. I don't think I like that idea though since it means they aren't really meaningfully different to townies (they have no kill and no idea who they should be helping).Then we can allow the cult leader to contact them.
Then we can allow the cult leader to contact them.Anonymously, right*? That could be quite interesting. Personally I'd allow the cult leader to choose which rule will come up next because that seems to be a lot funnier.
Hmm. As an idea, what if they had two "factions" of scum, and town? The two factions don't know who they are, but can NK eachother. Town wins if both of them die, if a flip happens then they become randomly one of the factions or town if theyre in the factions, each faction gets one Nk and one recruit per night, each day a new law appears.Waaaaaay too skewed in the scum's favor.
Three way mafia with recruiting, rule changes and crazyness. New recruits once they are deconverted are bound by the rules to never reveal the names of the scum (they "forget" all that happened"). That prevents them from just destroying the scum easily with a deconvert.No, just no. What's the point of having a deconverted town who knows the scum identity and can't do shit about that? (that was a rhetorical question, BTW. 'just no' still applies)
Actually, I was thinking about non-anonymous informing (i.e. first-person). That way the leader has to consider who is likely to get deconverted and has to decide whose else identity to reveal (again, risking the guy being deconverted).Then we can allow the cult leader to contact them.Anonymously, right*? That could be quite interesting. Personally I'd allow the cult leader to choose which rule will come up next because that seems to be a lot funnier.
*I'm imagining you send a pm to the mod who sends it to the cult member - that way you wouldn't be able to work it out from timezones.
As a cult leader you would never ever want to pm anyone. As lone scum who has to survive you just can't take risks like that.Actually, that's not true. The most obvious case: a cultist A is attacking another cultist B (neither know other's identity) and the leader knows that B is a power role. Wouldn't it be a pretty good idea to PM A and inform him about B's culticity?
Some abilities might be able to change level by more than one level.This would be cool too. Give a "raise by two levels" to a town role and it's a really risky vig. If you hit scum, you kill them, but if you hit a townie you make them into a cultist(!) or survivor. Basically only fire if you're absolutely sure. I'm not sure if you'd want to do something special for level 6.
I win if I spend an entire day posting in-character as Team Rocket.Too OP.
I win if I replace in for myself.Sure why not. Hope you like losing.
THAT would be one hell of a meta-game.
tl;drYes.
Thoughts?
I'm too lazy to think about the details, but there is no outstanding bullshit, so I'm all for it. Pre-in. If it crashes and burns, so be it.It is fairly tried and tested, with a roughly 50/50 win record so far.
It is fairly tried and tested, with a roughly 50/50 win record so far.
You just about need a sixth player who has a separate wincon than everyone else. Problem there then is said person is screwed come massclaim.
in regards to the detective/traitor role: this could work out if it went somewhat like this. detective is PMed who 1 mafia is. no role just that their mafia. They are also then PMed the messages sent by this person in scumchat minus any names besides the detective himself. This would give the detective a target to try and lynch, as well as a whole other chat to mull over. any feedback on this would be appreciated.Then wouldn't they just be an cop with a target they know from the start?
Post restriction: All posts must be in iambic pentameter.
A role that, at the beginning of the night, receives a random scumchat post from that day would be pretty interesting....thats pretty good. i like the phone tapper idea as well.
(without learning the author)
If you hit something discussing nightkill targets then yeah that's the game broken.Honestly I was just counting the probability that a Mafia was named. With the target being named it jumps to around 40% if I recall correctly.
But if scum know about the existence of tapping abilities, then it encourages them to speak in code, which could be fun.
I think scum usually have too many advantages as it is.
Yes - and the game should be balanced accordingly.
Would you want one or two more? One mostly gets you to MYLO instead of LYLO short of a doctor save, while two is an extra lynch for town.
Hmm... this changes things. How often do town teams actually manage to co-ordinate themselves with a doctor protecting a cop?
Wow.That's the one.
That could seriously alter the flow of a game. It definitely seems like it could cause utter chaos. (The lovers role causes both to die if either one of them is killed, right?)
I haven't seen it with that wincon before but I seem to remember seeing something like that.I'm not sure, it could quickly cause the game to end before everyone is paired if it causes the town to receive to many deaths, or links the mafias together and kills them to quickly. So the cupid has to pair people who are likely to not be the targets of other kills or he'll lose before everyone is paired.
My reservation is that the Cupid role doesn't really care who gets paired with who, and thus it'd end up kindof random.
I'm not sure, it could quickly cause the game to end before everyone is paired if it causes the town to receive to many deaths, or links the mafias together and kills them to quickly. So the cupid has to pair people who are likely to not be the targets of other kills or he'll lose before everyone is paired.That's true, but the role doesn't care about the alignments of the people involved. So it would have a huge affect on town/scum balance, while at the same time not caring overly about that conflict.
New idea for 3rd party role: Cupid.Eh... it's too specific to be its own alignment.
Role: During the day (to avoid causing the mafia accidentally killing themselves) they have the ability to cause any two players to fall in love. The players are notified of who their new crush is, and gain the lovers role in addition to their current role.
Their win condition is to cause every one alive (with themselves being optional in the case of an even number of players alive) to be paired up. Does not block alignment wins.
I'm not really sure what that means. I'd think an SK is pretty specific.Not really. A Serial Killer can win through various means, and there's no set way to kill everyone. Your cupid suggestion has to use his own abilities to lock everyone together. There is also no other way to make it happen other than him. As such, he's too specific.
Dating sim mafia.I am in support, particularly considering the surprising lack of all those silly Lovers setups over here.
Dude, I've been hoping for another Toon Mafia for a long time now. Yes, please?Okay, I'll keep it closed set-up then.
Why the rush to start KotM4? Is your crown weighing you down already?Not really, it should be by the end of the summer though at least. The gap between the previous KotM was like half a year and I'd rather it be a quarter to fit seasons. So sometimes during the summer sounds good.
Also, don't under- or overestimate your abilities.
But I try not to make you feel too bad about your role. Except Dariush. I only laughed at him.Also, don't under- or overestimate your abilities.
Thats...He has two roles. That's not a game yet.
a very interesting idea :o
Host this 8)
He has two roles. That's not a game yet.I can wait. Though not too long. :P
May I just say that I was thinking of a game where you could only speak by quoting lyrics from songs. It would make it very interesting to try to communicate but not impossible. I would like to run a game like this myselfe but I have very little experience. I hope someone likes the idea.To be honest that would probably get annoying after the first day.
May I just say that I was thinking of a game where you could only speak by quoting lyrics from songs. It would make it very interesting to try to communicate but not impossible. I would like to run a game like this myselfe but I have very little experience. I hope someone likes the idea.Do not do this.
I can think of a few ways, (including all town getting a night kill but shed loads of protects and redirects and blocks and whatnot). Better idea: no night kill, town win when there all equal or less town than jesters. It'd be called Suicidal Mafia.So the objective is to lynch town instead. It could be intresting, I guess. With no night kills, unless there are a lot of other powers, there would be no point in having a night.
How about Inverse Mafia?I like this. Give the jesters the night kill, force them to use it, and then give every townie a redirect.
Game consists of an informed minority of jester scum. Town are uninformed mafia. Scum win when they are all lynched, town win when scum have all been night killed.
Do you realize the chaos all those redirects would do? It'd be like magic mafia again where every NK either went to Vector, NQT, or someone Tiruin protected.How about Inverse Mafia?I like this. Give the jesters the night kill, force them to use it, and then give every townie a redirect.
Game consists of an informed minority of jester scum. Town are uninformed mafia. Scum win when they are all lynched, town win when scum have all been night killed.
Psh, Magic Mafia was fine. She just got super unlucky.Do you realize the chaos all those redirects would do? It'd be like magic mafia again where every NK either went to Vector, NQT, or someone Tiruin protected.How about Inverse Mafia?I like this. Give the jesters the night kill, force them to use it, and then give every townie a redirect.
Game consists of an informed minority of jester scum. Town are uninformed mafia. Scum win when they are all lynched, town win when scum have all been night killed.
You think that would be chaotic?Do you realize the chaos all those redirects would do? It'd be like magic mafia again where every NK either went to Vector, NQT, or someone Tiruin protected.How about Inverse Mafia?I like this. Give the jesters the night kill, force them to use it, and then give every townie a redirect.
Game consists of an informed minority of jester scum. Town are uninformed mafia. Scum win when they are all lynched, town win when scum have all been night killed.
Thats...I will consider it. Keep a lookout for Geriatric Mafia.
a very interesting idea :o
Host this 8)
...I believe I accidently helped spawn a new mafia varient that involves killing off the elderly. I'm not certain whether this is a good thing or not!You only have to give them their medication.
Help Ford with Geriatric mafia.Who me?
Help Ford with Geriatric mafia.Who me?
I don't know... that role is just... boring.
I think the Double Agent role would work if there are established codenames for everyone in Mafia-chat and no one fluffs up and comments while signed into their quicktopic profile.
I disagree with Wuba here-- I think a doubleagent would be fun to play-- you'd have to work out from the scumchat who the mafia were and try to let town know without outing yourself.Not really. You're just going to have zero talking in the thread. There's not really a point to having someone listen in on the scumteam. It turns out REALLY bad. It makes it PARTICULARLY bad, since you really want to agree on a person to kill, but doing so could reveal more people that aren't scum. Hence you just let one person pick, and then kill the person. No one else talks. It really makes the role pointless.
You can look at Paranormal some# with the old style Watcher.There was also the Controlled Doppelganger, which was weird because it could betray either of the scumteams it was aligned with (I'm not sure if one was ever actually used in a game, it was before my time really).
You're right about the daykill there. It's not the right kind of incentive. Ooh...better idea. Allow the mafia to have their own lynchvote, and the informant's vote always loses in a tie. (No Lynch is an option, and in ties that don't involve an informant the lynch is picked at random)I slowly typed up the equivalent of that before realizing it was the exact same. Hm... Though I think the mafialynch is the best way to do so, as well as the spymaster/informant combo.
Edit: Shit, no, that's even worse. In fact, the whole thing is broken because as soon as there's two left, they'd just vote each other and the informant would die. The informant would always lose!
You're right about the daykill there. It's not the right kind of incentive. Ooh...better idea. Allow the mafia to have their own lynchvote, and the informant's vote always loses in a tie. (No Lynch is an option, and in ties that don't involve an informant the lynch is picked at random)I slowly typed up the equivalent of that before realizing it was the exact same. Hm... Though I think the mafialynch is the best way to do so, as well as the spymaster/informant combo.
Edit: Shit, no, that's even worse. In fact, the whole thing is broken because as soon as there's two left, they'd just vote each other and the informant would die. The informant would always lose!
I mentioned Diplomacy Mafia in the other thread. Anyone have an idea as to how to make it work without making it a slightly more restricted game of Diplomacy?
I've always wanted to see a Smalltown game. (Everyone knows everyone's role, but not alignment.)I might run one of these after Toon Mafia finishes if anyone else is interested.
I've always wanted to see a Smalltown game. (Everyone knows everyone's role, but not alignment.)I quite like them, but bear in mind they're usually very action-based (a lot of the day is spent organizing what to do in the night).
Someone should run a cybrid mafia. ;)
And a revolution mafia.
Wasn't Elements basically diplomacy mafia?
I've always wanted to see a Smalltown game. (Everyone knows everyone's role, but not alignment.)
Can someone explain exactly what diplomacy mafia is?http://en.wikipedia.org/wiki/Diplomacy_game
Never heard of Revolution Mafia though.Here's the link to revolution.
I think there was one of these earlier on the forums, but this looks really fun to play.
100% scum winrateOr does it.
Scum probably needs to not have any chance to discuss strategy for the game balance to work.
The goal behind my own variant is a bit of a trust building exercise with an intermix of a plethora of different role options that all share a single theme. Each role has evolving abilities, and become stronger as the game goes on. Most, deal with either damaging an opponent, deception, or healing. A few characters will be given insight into the nature of other players, but it is ultimately up to the Town to decipher how characters are dying and how to react to it.Don't do something this complicated.
...
The goal behind my own variant is a bit of a trust building exercise with an intermix of a plethora of different role options that all share a single theme. Each role has evolving abilities, and become stronger as the game goes on. Most, deal with either damaging an opponent, deception, or healing. A few characters will be given insight into the nature of other players, but it is ultimately up to the Town to decipher how characters are dying and how to react to it.Don't do something this complicated.
...
What about two spies and one spy ally who wins with the spies? The two spies have a day to plan and know there is a spy-ally. The spy ally needs to identify the spies and work with them while remaining hidden. The spy ally can sabotage too, but he won't be able to communicate with the other spies secretly.
Any thoughts?
The flavor is fine other than the fact that I don't drink and, quite frankly, I'm angered by even the thought. But it's pretty good flavor other than my silly nit-pick.
I'll backup GM. Also you should probably announce the game in the games threshold discussion thread.
How about an E3 type of game split into four factions. Nintendo, Sony, Microsoft and indie. Every faction has unique power roles that could revolve around converting players or something, I don't know. Just thought that if I threw out the idea others could help come up with the rules and how the entire thing would work.
I...might be considering overhauling Religious Mafia, if I have time to do so.Haha, I remember how you overhauled Cybrid. No thanks.
working on an idea of my own, the key gimmick is that one invulnerable (from everything) player has total control of the day (only their vote counts, and day ends when they vote, not based on time), their win condition is to identify the one player that is their ally from all the rest, and make that player the last player standing. they have no faction chat, and don't know who their ally is. each of the other factions want one of their players to be the last one standing instead. as a rule of thumb, the larger the faction, the weaker the power roles they'd have. game ends one way or another when there's only one player left standing (the invuln player doesn't count, and signups for the invuln role would be separated from the normal player signups, similar to how ICs are handled in BM games.) no roleflips.
working on an idea of my own, the key gimmick is that one invulnerable (from everything) player has total control of the day (only their vote counts, and day ends when they vote, not based on time), their win condition is to identify the one player that is their ally from all the rest, and make that player the last player standing. they have no faction chat, and don't know who their ally is. each of the other factions want one of their players to be the last one standing instead. as a rule of thumb, the larger the faction, the weaker the power roles they'd have. game ends one way or another when there's only one player left standing (the invuln player doesn't count, and signups for the invuln role would be separated from the normal player signups, similar to how ICs are handled in BM games.) no roleflips.
generally in a vanilla setup everybody claims the same role (vanilla townie) as well, so the invuln player would mostly need to be very good at normal scumhunting tactics. this is a mafia game after all. also, keep in mind that the invuln player has control of the only (excluding changeling) cross-faction chat.working on an idea of my own, the key gimmick is that one invulnerable (from everything) player has total control of the day (only their vote counts, and day ends when they vote, not based on time), their win condition is to identify the one player that is their ally from all the rest, and make that player the last player standing. they have no faction chat, and don't know who their ally is. each of the other factions want one of their players to be the last one standing instead. as a rule of thumb, the larger the faction, the weaker the power roles they'd have. game ends one way or another when there's only one player left standing (the invuln player doesn't count, and signups for the invuln role would be separated from the normal player signups, similar to how ICs are handled in BM games.) no roleflips.
So: 1 Invulnerable player who wins when they have eliminated everyone but their ally. they are the only player to vote, it's obvious who the invuln player is so that there is no reason to false-claim. Looking bad so far I'm afraid.
It seems like a very exploitable set-up if I understand it properly. How does one player scum-hunt when EVERYONE says the same thing "I'm on your team dude!". Could you go into more detail about the way this would work. Some examples of the various factions?
But again, how do you scumhunt when EVERYONE is claiming the same thing, and every role-claim is immediately lynched by the invulnerable player? This game would devolve to people randomly nightkilling each-other while the invulnerable player randomly lynches people. You can't scumhunt when there's no traits to differentiate the people you're looking for. Everyone's goal is to kill everyone else. Therefore, there's nothing to look for.how is that different from basic mafia with no power roles?
mafiakill
So once you find out what faction the other player is... You set out to kill them. Which is exactly what you'd be doing anyway. Why waste an action inspecting when you'd want to just kill them anyway. I dunno. It could be an alright set-up but it needs work.the idea is to let you pick and choose your target, rather than kill at random. similar to how in normal mafia the scum want every townie dead, but a scum inspect lets them pick and choose the highest priority targets to kill first. remember a mafiakill is 1-per-night-per-faction, whereas the inspects are 1-per-night-per-person. kill 1 person and inspect two others each night. next night you can pick your target better.
May as well through my idea up for speculation:
The central mechanic is that everyone has second lives and the day cycle is divided into three phases instead of two.
During the morning phase everyone votes to take away the extra life of one player and give it to another player. The players with the most vote in either category will be selected (as opposed to the most voted pairing). If a player requests replacement, both of their bodies are also up for voting, similarly with players who have been absent for over 72 hours. This phase lasts 24 hours without extension.
During this phase out of town guests (people in the replacement queue) may post once offering their candidacy for becoming a part of the town, town may then vote them in by giving them a body to inhabit. If they are taking the primary body of another player they are counted as replacing that player and get their role and win-con. If they only receive a secondary body they are randomly assigned a win-con with weighted chances based on the number of each side that voted for them receiving the body (so if 3 town and 1 mafia voted for them, they would have a 75% chance of being town and 25% chance of being scum).
During the day phase business is as normal: The player voted to be lynched only loses one life. This phase would last 48 hours
The night phase is also fairly normal, players send in their actions etc. This phase lasts 24 hours.
For the basic version the power-roles I have in mind are:Spoiler: Mafia (click to show/hide)Spoiler: Town (click to show/hide)
Additional power roles I want to add but aren't part of the basic game:Spoiler: 3rd party (click to show/hide)Spoiler: Town (click to show/hide)
Aesthetically I'm thinking this works within a cyberpunk theme.
Thoughts?
OH MY GOD IS IT TRUE? IS IT TRUE? HE'S ALIIIIIIIIIIVE! OH MY GOD HE'S ALIVE!Are we sure he's alive, and not, in fact, a zombie?
generally in a vanilla setup everybody claims the same role (vanilla townie) as well, so the invuln player would mostly need to be very good at normal scumhunting tactics. this is a mafia game after all. also, keep in mind that the invuln player has control of the only (excluding changeling) cross-faction chat.
Faction 0: (allied to invuln) 1 player, 1-shot bulletproof, or possibly a 1-shot auto-redirect to a random target. if game is large gets an ally with a 1-shot protect or 1-shot-auto-bodyguard (if the person you're protecting gets NKd, you die instead) (ally's wincon is that you survive, not that they do themselves, if they're last one standing everybody loses.)
Faction 1: (weak faction) lots of players, no individual power roles, 1 mafiakill (named different but effect is the same)
Faction 2: (strong faction) 1 changeling, can either NK or replace someone each night. can end up with access to many faction chats if chooses targets well.
Faction 3: (moderate- faction) small party, 1 mafiakill, every member has an inspect, every member gets a 1-shot redirect.
Faction 4: (strong faction) 1 doomspeaker.
Faction 5: (moderate+ faction) small party, every member a JOAT, 1 mafiakill.
Faction 6: (weak faction) same as faction 1
and so on, the exact number of factions and what they can do will vary, but there will always be at least 3 factions, plus Faction 0 (the actual invuln player's ally). nobody will get any kind of day action. roleclaims to form alliances between factions are possible but suicidal because you will be daykilled by the invuln player pretty much instantly.
it's pretty much intended for a closed setup. not knowing exactly what roles are in the game matters.
Like I said over in Witches Coven, I'd be interested in short, high-intensity, low player-count, power-role light games like Vengeful Mafia. Enforced niceness would be amusing.How could you tell apart the mafia from the other two players in this situation?
Has anyone ever tried three-player (2VT, 1VM) instant LYLO games (with hammers, of course)? You could run several in series, all in the same thread, similar to Leafsnail's Trust Mafia (http://www.bay12forums.com/smf/index.php?topic=121057.msg3911376#msg3911376).
Has anyone ever tried three-player (2VT, 1VM) instant LYLO games (with hammers, of course)? You could run several in series, all in the same thread, similar to Leafsnail's Trust Mafia (http://www.bay12forums.com/smf/index.php?topic=121057.msg3911376#msg3911376).I think that's too many people. Let's just have a single person who can be either a townie or an amnesiac jester and must either no-lynch or lynch himself, respectively, to win.
You could do 3-player Trust Mafia. 2 VT's, one voteless Mafia. One vote to hammer.Has anyone ever tried three-player (2VT, 1VM) instant LYLO games (with hammers, of course)? You could run several in series, all in the same thread, similar to Leafsnail's Trust Mafia (http://www.bay12forums.com/smf/index.php?topic=121057.msg3911376#msg3911376).I think that's too many people. Let's just have a single person who can be either a townie or an amnesiac jester and must either no-lynch or lynch himself, respectively, to win.
More seriously, if there's absolutely no difference between the two teams beyond a word in their PMs, then there's no game.
Investigate could be a watcher type action but that seems like it'd be pretty weak.Then allow investigate multi-targeting (5 points on this guy, 10 on that...).
Spunky Summoner
(Ability, Magic) Summon, Unicorn [Enemy]: Summon forth Einhorn, who gallops forth, pinning the enemy to the ground. The enemy is unable to make any Attacks, but may use Items and Magics during this Night.
(Attack) Staff [Enemy]: You smack the enemy with your staff, causing a random negative Effect to apply to them.
(Attack) Handle [Ally]: You reverse your staff and smack an ally with the staff handle, causing a random beneficial Effect to apply to them. You're not sure when you figured out that your staff worked like that, but it does.
(Item, Passive) Mending Cloak: Negative Effects applied to you are removed immediately. Yay!
I've been thinking a lot about role claims and alignment claims recently. We've had a spate of games where scum and third parties have claimed. Was thinking it might be a fun idea to have a game revolving around claims.Uh... No, that idea doesn't make much sense. I mean, if a scum claims scum, and is lynched, he gets to live, which means he's unlynchable, right? Well, then you've basically moved the game to the Night game. I mean, town can just claim town and not get lynched, and scum can just claim scum and not get lynched. Or, you know, claim town, and therefore it's the same as usual, right?
So there'd be a list of possible alignments and roles and everyone would randomly get given one at the beginning. Each day cycle, people would have the chance to claim a role or alignment. Then it works like the card game cheats: a vote against someone marks out whether the people think they're lying. If they are lying and they're majority voted then they are lynched, but if they're telling the truth and they're majority voted then their role is revealed and they get to live. Scum obviously have an incentive to lie here, but there'll also be a perverse incentive for scum to claim as scum, balanced by town-aligned vigilante roles. I'm not sure whether everyone would have to claim etc., but I think there might be something in this liars dice/cheats kind of set up.
Yeah I see what you're saying. The way I'm envisioning it is that there'd be majority third party roles, including roles which have powers attached to other people's role claims.
Couldn't the townies just say "Hey, no lynching alright? First person to put up any sort of vote on someone MUST be scum right? So now we have a TON of townies who aren't getting killed [2 a night]. Plus since the vigilante is town aligned why doesn't he, whomever he is, also not kill? No we're losing 1 townie a night. So doc... do your thing."1: no lynch = random town lynch (that's not random. It WILL pick a townie and CAN pick the doc) so choosing not to lynch doesn't save anyone and may end the game. If the doc doesn't get random lynched you'll end up with this situation:
I don't know if that's a viable strategy but it seem to be pretty helpful to me.
@birdy
hmm, Very Interestink. Honestly, you could do that without the Geriatric and make it so that the Doctor's win condition forces the other's loss. I can even see the flavor: Town/mafia conducting vigilante justice whiel the doctors try to bring the Real Police in to stop the whole mess. Sort of like doomsayers. Could give the doctors a way to try to protect against the lynch (i.e. Night 1 the choose a person. If that person is lynche day 2 then they survive). For town/mafia to win they have to get around the doctors.
Could also work with Geriatric, though it'll be trickier to combine "town kills mafia" "mafia kills town" "doctor saves people" and everyone just up and dying after a certain point. It can be done and if so it might be glorious.
Your game is fairly unbalanced. With 6 Town, 3 Mafia, and 5 Third Parties... It's going to be fairly unbalanced. One side will take a definitive lead over the others, most likely the Mafia, and then win the game through brute force.Yeah, pretty much that. If the mafia's nightkiller died or their power was swapped with changeling, then goodbye mafia nightkill.
I'm also not sure what a Night-killer is... Do they take care of the mafiakill action? Because if so... Then it might not be so bad.
But, honestly, the bad part is the double Jesters. One Jester is bad enough, but a second one is just plain annoying. Don't do Jesters, man. The only well-played Jester there ever was was Mr.Person.Aw, but I've never played with a Jester and it's the role I think I was born to play :'( I think competing Jesters would be an interesting dynamic, especially as only one of them could ever cause the lynch to be wasted (one dies if the other is lynched). Not sure double martyrs would work quite as well.
It would be horrifically difficult to lynch mafia. Out of 13 players only 7 want to hit scum.Yeah, maybe one or two less 3rd parties, with more town. This was somewhat the issue in Toon Mafia at the end. Good point about the counterclaims thing. I'd have to think a bit more, while a grid-of-possibilities (ala the latest BMs) would be possible, I'd be interested in seeing if there were another solution. Maybe each side having a player with a power which can day kill someone if their ability is known (but backfires on a wrong guess), similar to in Mafia and Masons.
There's a deeper problem with what you're suggesting though. If all townies have unique roles in an open game then it is usually breakable by massclaim - because the scum is forced into 1v1 counterclaims. You need to take special measures to avoid this
That's appealing, though there might be fringe cases or questions that would have to be settled beforehand. Is claiming town against the rules? Is a role claim against the rules or just abilities? Is it okay if you claim something that doesn't actually exist? Does dropping flavour clues count? What about lacing your sentences with key words from the wincon text? Or breadcrumbing but never explicitly pointing out the breadcrumb? But I think such a rule would be well worth trying— has any mod here enforced this rule?Well, it's your game, so... Whatever you want?
I'd strongly advise against rules like that. They're horrendous to enforce. Having a mafia ability sortof works, but not if the mafia has investigators (unless you're going for some Death Note variant)
Would a game mode where the dead could still post in thread work? They'd be able to talk about their final night's investigations and give a more trusted perspective on the play. Obviously this could be very town-biased, so it could be balanced with some players (town and scum) flipping a false alignment on death. This been done yet?Yes, but you typically remove the dead as a means to SPEED UP the game.
We have that- it's called Beginner's Mafia.Point goes to Toaster.
If that's the problem it'd be best solved by running a game where the mafia can't kill.Well, not necessarily. The mafia would avoid getting killed themselves, but you're right, it'd be like a countdown to lynch the scum.
We have that- it's called Beginner's Mafia.Not really: dead IC's can't point out what makes the obvious-scum scum.
Potentially you could run some sort of completely deathless game. Maybe lynching/nightkills "mark" a player, which functions as though they're dead for the purposes of wincons but not anything else.
Trouble is, it'd be really hard to get concrete information without roleflips.
Leafsnail, your setup seems a lot like Supernatural only with two scumteams, and I think I'd love to play it.Remove the Renegade or change his wincon. His wincon is basically the wincon of the Outlaws, except it looks like he can't win with the Outlaws, so he has to kill them too. So, he isn't a survivor at all. He's more of a serial killer. However, he's worse than one, since he can't kill who he wants.
So I was think off some sort of Mafia game based on the card game Bang! In the game there are four types of roles, all except the sheriff are hidden at the start of the game and each have different wincons.
Sheriff: Known from the start, has an extra life. Wants to kill the Outlaws and the Renegade.
Deputies: Goal is to keep the Sheriff alive. Want to kill the Outlaws and the Renegade.
Outlaws: Want to eliminate the Sheriff.
Rengade: A Survivor. This means he must kill the sheriff last otherwise the Outlaws win.
Does anyone know how to make this balanced and playable?
Bang is a card game, so people have cards they use to shoot people, cause their turn to end, etc. so that's where people's abilities come from. Secondly, everyone usually starts with 4 lifepoints and the sheriff has 5. However, thanks for the input, those are issues I should focus on.Leafsnail, your setup seems a lot like Supernatural only with two scumteams, and I think I'd love to play it.Remove the Renegade or change his wincon. His wincon is basically the wincon of the Outlaws, except it looks like he can't win with the Outlaws, so he has to kill them too. So, he isn't a survivor at all. He's more of a serial killer. However, he's worse than one, since he can't kill who he wants.
So I was think off some sort of Mafia game based on the card game Bang! In the game there are four types of roles, all except the sheriff are hidden at the start of the game and each have different wincons.
Sheriff: Known from the start, has an extra life. Wants to kill the Outlaws and the Renegade.
Deputies: Goal is to keep the Sheriff alive. Want to kill the Outlaws and the Renegade.
Outlaws: Want to eliminate the Sheriff.
Rengade: A Survivor. This means he must kill the sheriff last otherwise the Outlaws win.
Does anyone know how to make this balanced and playable?
Do the Deputies have any abilities? Something like a protect or inspect? Because otherwise the Sheriff dies on N2 with an Outlaw win. Knowing what those might be would help balance the game.
I did a Bang variant called Prince's Guard (http://www.bay12forums.com/smf/index.php?topic=117744.0). It was interesting, but had a lot of issues as a forum game. Worth reading if you're trying to make a game off of Bang, though.Thanks, I'll check it out.
Well it's not really like Supernatural, Supernatural is a closed setup while JR is open.What's the difference? (i'm still a newb when it comes to Mafia)
Open - the players already know every role that's in the game and how many of each there are. Example: Vengeful Mafia, Beginner's Sprint.Ah okay, thanks. I meant it sounded like Supernatural in the fact that there were seers and werewolves then style of game. I do think the game sounds cool. But would mafia have any abilities like some sort of roleblocking ability?
Semi-open - the players know what roles are possible, but not necessarily how many of each there are. Examples: Paranormal Mafia, Beginner's Mafia.
Closed - the players do not know what roles will be in the game - there can be totally novel and strange roles present that the mod hides. Examples: Every Toon Mafia, BYOR mafias.
I guess Supernatural isn't quite closed because you are given hints about what town roles there are, but it's not even semi-open as the scum abilities are completely obscured.
Alternatively, each player could be given the ability to extend the game by 24 hours once, encouraging players to save their extend for when they really need it.Ooo making the extension mechanic even more part of the game. I like.
I've been thinking about extensions too due to the BM.
An idea I had was to make the first extension require 33% as normal, then the next one require (33%+1), and so on until everyone needs to agree to extend.
So basically, abolish beginner mafias and instead let some beginners into regular games on the understanding that they'll be trained there? That seems like a reasonable idea, I feel like the inevitable flaking in BMs turns people off the game.
I rather suspect that functionally the BM is mostly a way of screening off players insufficiently reliable to play games on the subforum. Most games played have players with a mix of experience (you only need to play in one game to play in others). I think BMs don't need more ICs: they need to be more fun and entice more players into sticking around. I think the Sprint BM is the way forward.
Tired of the plodding pace of normal games? Just not interested in spending more than a month reading and arguing? Never manage to finish a game?My answer to all of those questions, personally, before my first Mafia game were 'No idea', 'No, that might be interesting but probably not fun. Sounds weird, not like any sort of game' and 'No.... I finished games when I want to... why ask me this?'
It still has an instructional aspect, however, and as such two ICs will be present in the game; one to play the game with you, and another to simply act as an advisor to the opposing party - the eponymous Mafia. Their primary purpose is to teach you to play Mafia, and will do everything to further that goal even after death - but keep in mind that the playing IC will still play for keeps.
The problem is no one really wants to play with beginners because they have a tendency to flake.
We need better ICs.
Weird experimental idea: Pro-Am Mafia.
So, out of curiousity, is running a mafia game easier or harder than playing in one?Easier. Really. :P
So, out of curiousity, is running a mafia game easier or harder than playing in one?
So, out of curiousity, is running a mafia game easier or harder than playing in one?
I'd be looking forward to it :3So, out of curiousity, is running a mafia game easier or harder than playing in one?
One day, maybe it'll be our turn to try it and find out!
So, out of curiousity, is running a mafia game easier or harder than playing in one?Depends. You can definitely make a game that's easier to run than play. We have basic setups if you're willing to play. Plus, Beginner's Mafia is a good mod starter, but don't consider any of these to be your only choices. If you can entice people to play your game, you're set.
You write, like, twelve pages of notes and flavor. You are in the minority.So, out of curiousity, is running a mafia game easier or harder than playing in one?
Definitely harder >_>
You know guys... I think Web and Vector are having a spat. They haven't talked to each other, in any way, shape, or form, in ages. It's odd.She never wants to play Mafia with me anymore! She always has a headache or had a rough day at work!
Have you considered counseling? I know it helped me and my [insert whatever word you'd like here] to play mafia together more.But then I'd have to discuss my feelings.
Then she'd be playing mafia with you. I never said it was the perfect plan.But she doesn't even cuddle afterward... :(
You are Vector, a third-party roll that wins when they succesfully cuddle the player with the Webadict role.
Cuddle: Once per night you can cuddle with a player [living or dead]. If the player has the Webadict role you win. If not you murder them because they are not Webadict your bestest mafia buddy.
Vectorinishishness: This is a made-up word with no meaning, as such this role-power has no meaning.
Web-Vector: You may use this ability at any time. When you use this ability you learn the identity of the player with the Webadict role.
If you're playing a game, screwing up gets you lynched.I agree fully here. A player-mindset is SO different from a Mod-mindset. Something to note, there are certain roles that could coincide with certain playstyles, however the role distribution is a confidential Mod-secret so I don't think I can expound here without prior advice to either Meph or..one of those veteran moderators with experience on these deals.
If you're running a game, screwing up can ruin the game for everyone.
I wouldn't say it is harder exactly, but it's a different skill set and has higher expectations.
If you're running an open setup with light flavour it's fairly easy. There are big consequences for making a mistake, sure, but your role is very clearly defined.... Wow, I guess I never thought about it, because BYORs have just steadily grown, but my first BYOR, everyone had 1 ability except like 1 or 2 roles, and then... look at them today! I've given a role with 5 abilities once, and it never really seemed like a big deal to me to have all those abilities. The only ones that are a real nuisance are auto abilities, because sometimes I forget they have them when I process actions or vote counts or anything they're effecting. So, I've tried to categorize them by what they effect, and it's a pretty good idea.
Making a good closed setup is hard though, and a commitment to heavy flavour will also make it harder to mod. I think my hardest game to mod was BYOC because I had to come up with like 60 abilities and track them all
You guys are sweet. :) [And I doubt that they're in a spat. Vector is just busy-busy IRL and working. Webadict is also busy-busy IRL and had a recently happy birthday!]I'm just messing around. Vector totally cuddles after a game of Mafia.
Well the entire premise of BYOC is that every player got 5 cards, so there wasn't really any way around that.Yeah, it just didn't seem that big to me, since I was so used to it, but you probably jumped right into it. So, here you are with 5 abilities you have to give to your players when I was working my way up from 1 a piece.
Actually, I've been preparing flavor for a Kingmaker. Shall we?YEESS-
Yes you should! Ahem. I mean, would one of you knowledgeable types please post a good 2-3 links of a similar Kingmaker game, so I can tell if it's something I'd like to ask to join in on when the time comes?I would, but I'm phonebound until Saturday.
Guess I'm fired then.I'll co-mod a game with you if you like Nerjin :) I've been wanting to run something for a while now.
Guess I'm fired then.What? Why? I can duomod two games. I've even got a fair majority of the potential roles for ours.
7 v 2 mountainous Kingmaker is massively skewed against town. If you made the numbers less unbalanced it would work a lot better.
I've been developing a kind of Build-Your-Own Mafia, in which players spend points on powers, secondary wincons etc. at the beginning of the game and gain points for every day they survive, which they can spend on new powers as the day goes on. Would anyone be interested in taking a look at what I've got so far? The power costs want more careful balancing and it'd be good to get a second opinion.Memememememe. I can't play well, but I can balance.
Is Last Man Standing a Survivor wincon?Yeah, originally I was going to allow buying of new secondary wincons in play but then I decided that was stupid. In its original incarnation, you'd have to be the very last player alive to win, but now it can just be changed to 'survivor'.
So, here's my issue with games where the mafia doesn't get a group kill: A lot of their power has been removed. If you buy a kill, then you've suddenly placed a lot of your power into one teammate, and that affects balance on its own.But given that the scum can collude and make sure all their bases are covered, is that necessarily a bad thing?
Dense Paranoid Gun Owners might be running rampant, though. You should really remove PGOs from this game. They're a real hassle to balance.I think I'll change it to 'Auto - 5 - Explosive, if you're targeted for a kill, you still die but then so does the person attacking you', then if then if someone wants to build a PGO, they'll have to shell out ten points for two abilities.
Can prolific use the same ability twice?I don't see why not. Or should that be a different power/cost more?
Go To Town is commonly known as Hide, just in case you want a better word.Yeah, I knew I wasn't quite getting that one right.
Can Unstoppable Kills be blocked by Kill Immunity?Damn unstoppable forces meeting immovable objects... I'd say yes, because the Unstoppable auto just gets past 'protect' and 'block'.
Remove Unlynchable. Unlynchable Mafia is... not fun.Might change this to 'Second Life', to allow for a resurrection.
Town cannot get conversions. Otherwise, the game will break.Ah yes, because ex-scum will just out their partners and waltz home to easy victory.
Silent should cost 1 point, since untrackability is pro-scum, but not too powerful.Agreed.
You might want to change Double Voter a bit. It's not broken as it stands now, but it could have a few issues with it. I have no way to fix it right now, but I'm making a note of it.It doesn't have to be included, but I was trying to err on the side of the greatest number of power choices. I'll cost it up one point for now, pending further discussion.
Protect is more of a 3-4 cost action. Protects are not as useful as you might want.Yeah, I'm thinking in general the pro-town powers might do with being a little bit cheaper on the whole. That said, I have played in a game won wholly on the back of a doctor who successfully protected two players before claiming. They're more useful the less players there are (but that's true of all powers). Okay, I've lowered their cost to 3. With the high likelihood of town-Vigilantes in a game, the investigative use of a protect is much lower.
Unreliable Inspect seems to be pointless to me. You're flipping a coin over whether it works or not, which would be the same as if you just guessed anyway. :PYes it is pointless as it stands, but a lucky unreliable cop might tempt some people. I'll make it cost one point to encourage just this.
Ways to break the game:Yes, that's possible but unlikely to pull off as the town can't collude on what powers to get before the game. Converter scum might counter claimed cops, and then there's the possibility of being redirected, bussed, etc.
All players grab a non-Miller Flaw and Infallible Inspects. Create an inspect circle. Play a game of Dethy without sanities. Possible counters might include conversions.
I want the following abilities:
-1 - Unlucky (unreliable powers work 25% of the time, non-unlucky players take precedence in same-level action ordering)
-1 - miller. shows up as scum under inspect (non-scum only)
-1 - hardcore (all protects on you fail- cannot be taken alongside PGO)
-2 - unable to vote
-2 - unreliable (your powers and autos have a 50% chance of failure)
Giving me: 7 points to spend at Generation.
Hey Imp, what would you build if you rolled town or scum and you wanted to break the game?
No to additional wincons, everything else after a brief scan looks ok.This is kind of okay.
Instead of everyone having every choice, randomly pick ~5-6? possible choices for each player otherwise everyone might choose vig or cop or something.
No to additional wincons, everything else after a brief scan looks ok.Why not? There are no third parties otherwise, and it gives each player the option of being more flexible in how they win at the considerable expense of having less power throughout the game.
Instead of everyone having every choice, randomly pick ~5-6? possible choices for each player otherwise everyone might choose vig or cop or something.That might be an interesting game but it's not the game I want to make. I want to give players genuine choices. Ideally, the powers should be costed to tempt some players to choose powers other than night-kills and inspects.
Perhaps scum should share a pool of 10 points and effectively count as one player? They keep the abilities and such or something. I dunno. Just a thought.That could work, but I think it's simpler if everyone shares the same rule-set. Do you think the scum would be too powerful otherwise?
I'd want to break as Town by being someone's mason so I knew who to santa/share with. If that's intended, no masons... I dunno any others yet. I'll keep thinking.To keep the pre-game distribution of roles simple there are only town and scum, both of whom may individually have secondary win-cons. Some secondary wincons (like Brother) give you an incentive to help out one specific player. The ability to share a chat with someone else is a good power. And the ability to make people Lovers (like I did in Magic Mafia) should also be there. I'll add them to the list.
"To avoid all scum taking kill powers and all using them each night, scum collectively can't kill or convert more than one target in a night."Good spot.
Change "Night" to "Phase" or each scum takes Dense Day Convert and doubles its size at the word go.
Still, let's assume three scum and a 13 man game:Great point. Yes, scum kill/converts should be once per phase only and the price for conversion should be more expensive than killing as it's more powerful.
1: Hardcore Dense Day Convert Innocent
2: Dense Night Convert Innocent
3: Dense Double Vote Innocent
D1 convert someone. With four votes it should be easy to drive a mislynch. Convert someone overnight. Short of a kill or block, the team should have six members come D2, which is either parity (12 standing) or enough votes to force a mislynch and win.
Converts should either be priced much higher or removed.
I'm pretty sure the game is broken if every townie takes Infallible Alignment Cop, Miller, Hardcore, Dense, Immovable and Unstoppable.The town can't collude to make sure everyone does this, but you have a point. I'll either get rid of infallibile alignment cop or limit players to only one flaw. Any thoughts on which is more interesting?
Are there sets of mafias where 'everyone' is in a team? Like a 12 player game, with 6 sets of 2 person teams, two sets are Scum, four sets are Town.Sounds interesting. The flip side of the partner mechanic is that if a townie is lynch then their partner becomes confirmed town and a highly likely scum target that night. So a town partner getting lynched is almost certain death for their partner.
Town needs to eliminate all threats, each Scum team independently needs to remove the other team and outnumber Town.
Or is that obviously flawed?
I mean one inescapable strategy might be on D1, 'name your partners' - but you still don't know which set of 6 teams is Scum or Town. Once you eliminate one of a Scum pair the remaining member is pretty much identified, but it still would take another lynch to get rid of that identified other Scum (the opposing Scum team probably won't waste a night kill on that 'certain lynch' unless they were sure that was needed). So that 'obvious' strategy doesn't actually resolve much.
Sounds interesting. The flip side of the partner mechanic is that if a townie is lynch then their partner becomes confirmed town and a highly likely scum target that night. So a town partner getting lynched is almost certain death for their partner.Not if the partnership is hidden.
Actually that would be an interesting dynamic... A game with three third parties where X needs Y to survive to win, Y needs Z to survive to win, and Z needs X to survive to win, and none of them need to live themselves.Actually, only two players need to keep the others alive. And I should make so they have to survive to win, because that's more accurate to the plot.
Basically you would end up with three players all trying to take the fall themselves.
I can't see any actual way for the Good or the Ugly to win. All the other factions need them to lose and as far as I can tell they don't have enough power to fight back.Well that is a problem given that they win in the movie. Any suggestions to make them more powerful? Like having it so that the Union and Confederates don't need to kill the Ugly to win.
Here's a suggestion: BASE it on the movie but don't just try to remake the movie. If what you want to do is recreate the movie step for step you're up for a bunch of sadness.Yeah, definitely.
Though it seems to me that it could be interesting if you were to make it along the lines of two seperate games going on that interfere with the other.This is pretty much exactly what I'd like the game to be like. Yeah I should change it up slightly.
Perhaps the Union and Confederates don't care at all about the third parties?
The main issue is not interest but balance. The town can easily shoot for a breaking strategy, and the scum's only response is to become a super-cult that wins on like the second day. Perhaps it would actually be best for town to all take daykills and just end the game on day one before scum have a chance to convert everyone (since scum can only kill once you could confirm townies by firing).Maybe, it's difficult to say ahead of time how well town will manage to co-ordinate strategies. In the newest version, I've costed up the price of cults and made all the non-killing powers cheaper to tempt players to buy several lower-powered abilities for flexibility rather than just one kill.
You'd probably need to tone the powers down in order to get rid of town breaking strategies.
The problem with Dense is the player needs to live to see N3 before it becomes a payoff in not taking it. The question becomes how much do you want to encourage min/maxing? If not much, then cap flaws at one. (BTW Hardcore is probably the best choice if you're not taking a Dense strategy.) Dense, therefore, becomes weaker as the game gets larger.I've made dense give -1 instead. I think min-maxing is okay so long as the flaws all genuinely give the player a real disadvantage. When someone rocks up with a 10 point character spend they're going to be powerful to begin with but disadvantaged in the late game by all the players who are able to buy things much later on. Mercenary is okay as some players might want to take it just for that extra bit of starting juice. The flaws should be genuinely impactful.
Also, Mercenary is just terrible. Its benefit is lost as soon as you use a power once.
Here's a way everyone wins:Hmm, that's obviously not desirable. The purchasable secondary wincons are meant to give a bit of character flexibility, but it's all premised on the assumption that players will want to play an interesting and fun game more than they want to play something that allows them to have a quick win but a boring game. The removal of jester/martyr secondary wincons is probably a good move (or at least, they should come with a qualification: like you only win if you're the first to be night killed or the second to be lynched etc.), and scum probably shouldn't be allowed to pick secondary wincons.
Mafia all choose secondary wincons. You could even have the mafia kill each other to win. And if one of them gets jester, then it'll be a fairly easy game.
I think zombie urist was right. The secondary wincons aren't very good. If they're going to buy a wincon, it better be a full wincon and not a combination of a few.Here's a way everyone wins:Hmm, that's obviously not desirable. The purchasable secondary wincons are meant to give a bit of character flexibility, but it's all premised on the assumption that players will want to play an interesting and fun game more than they want to play something that allows them to have a quick win but a boring game. The removal of jester/martyr secondary wincons is probably a good move (or at least, they should come with a qualification: like you only win if you're the first to be night killed or the second to be lynched etc.), and scum probably shouldn't be allowed to pick secondary wincons.
Mafia all choose secondary wincons. You could even have the mafia kill each other to win. And if one of them gets jester, then it'll be a fairly easy game.
2 - Quick-Learner (all point gains count for double)
I really want to see a Prolific Santa scum-team in action now.
Persus, what happens to the surviving Good/Ugly when/if one of them dies in play?The surviving player would leave with some flavor about how he can't find the gold (winning).
Also, does the Bad actually have to -kill- the Good and the Ugly in order to win, or just have them die, possibly because of the lynch or the Union nightkill?No, the bad doesn't actually have to kill the other two. He just wants them dead so he can get the gold before them. But the three third parties are third parties not scum, they just show up as Town or Scum because in the film the good and the ugly both wear confederate uniforms and get captured by the Union, an aspect I thought would be interesting to include, and the Bad joined the union army, so I thought I'd do the same thing with him. Maybe I should let the Bad just show up as the Bad.
If instead you remove the Bad if it becomes impossible for the Bad to win (someone else kills Good or Ugly if you're restricting it that closely) or after the Bad has won, then it actually becomes tempting for Town to want to lynch the Bad or Good or Ugly, to get closer to removing a NK from play.The bad would likely leave when he wins (with flavor about how he got the gold he was looking for).
That makes the game very swingy- if the Good dies or is lynched (which isn't that hard), then the Bad leaves victorious and the Ugly wins losing.swingy? what does that mean? And what does wins losing mean?
Alternatively, each player could be given the ability to extend the game by 24 hours once, encouraging players to save their extend for when they really need it.
The big question is whether you think the game'd be done before Christmas and New Year.
Especially if you just wantonly edited posts to add/delete a space so no one could really tell which ones were truly messed with.
Especially if you just wantonly edited posts to add/delete a space so no one could really tell which ones were truly messed with.
Hehe. Yeah, I had that thought.
Especially if you just wantonly edited posts to add/delete a space so no one could really tell which ones were truly messed with.
Hehe. Yeah, I had that thought.
Can people reedit their posts and remove your changes?
Also, what would you do if something was quoted?
Come now, you can't expect me to not play with my new toys? Can you?EDIT: ALL HAIL MEPHANSTERAS
You could evade any bastard editing measures by keeping a local backup of every post you make.
You could evade any bastard editing measures by keeping a local backup of every post you make.
Yes, but will people believe you?
In any case, the main question here is: What can we do with this ability? Beyond simply messing with the past, what would make an interesting mechanic that uses that capability?
Actually, if you click Notify at the bottom of the topic, doesn't it make a copy of the original post?You could evade any bastard editing measures by keeping a local backup of every post you make.
Yes, but will people believe you?
In any case, the main question here is: What can we do with this ability? Beyond simply messing with the past, what would make an interesting mechanic that uses that capability?
It suffers from the same 'ultimatum' problem that Trust Mafia did. The increased number of mafia may make up for that though.Trust Mafia is pretty fun. I liked the part where I shot ToonyMan.
- If you're town, the chance of your opponent being mafia is 33%. So if you shoot your opponent there's a 33% chance that you'll win.This isn't how statistics work. If you're Town, there is a 50% chance the opponent is Town. That's because there are two situations:
- The chance of your opponent being town is 67%. Assuming their decision on whether or not to shoot is 50/50, that means your chance of winning on a "no shoot" is also 33%. Therefore the decision on whether to shoot or not shoot is completely unbiased, statisically.
- One interesting thing that arises in this game - regardless of your alignment you'll probably want to make it seem like you don't intend to shoot the other person. If the other player is a townie and is convinced that you will shoot them then they have no reason not to shoot you, which will make you lose.
- The main issue here is that mafia would be just a straight-up easier role than townie, and you could basically play it in the same way. I'm not sure if there's a good way of resolving this problem.
Well the other player is twice as likely to be town than they are to be mafia, so always shooting isn't a good strategy. It has a 33% chance of making you win, just like the not shooting strategy Your proposed strategy is basically the same as just lynching on a dice roll in any other game.
The thing is that town isn't just trying to not get shot - they're so trying to work out the alignment of the other player. If you work it out then you boost your winrate, and in addition a genuine investigation makes you look more town. That's your incentive to talk to them and investigate.
There are two possible setups, yeah.Ah, I see the flaw in my logic.
2 townies (50%)
1 town, 1 scum (50%)
However, you can further subdivide the second case into
I am scum, they are town (25%)
I am town, they are scum (25%)
So our scenarios are:
1. We are both town (50%)
2. I am scum, they are town (25%)
3. I am town, they are scum (25%)
However, scenario 2 is impossible if you've received a town role PM, so we can eliminate it. Scenario 1 is twice as likely as scenario 3, therefore your opponent is twice as likely to be town as they are to be mafia.
Oh well in that case I rescind my statement. You should NEVER shoot. As town your win rate becomes 2/3 of the time.That's why this statement is wrong - the other person might still shoot you. Your win rate is 1/3 if you shoot and 1/3 if you don't shoot.
But how do you work out the alignment? Mafia and Town both want you to not shoot. But even then it's a one-day game so all you have is their word to go on and you'd have nothing to base their reactions off of.You can make the same argument for any other mafia game - town and mafia both want to not get lynched, so how you meant to work out anybody's alignment? Answer: find out if they care about lynching scum or not. It's the same in this game.
That's what I did in the original Trust Mafia, but it's not what I want here. If there's a 50% chance of the other person being scum then the correct option is to shoot them - shooting a mafia member is a guaranteed win while not shooting a townie isn't (they may still go on to shoot you). This is made up for by the fact that they are twice as likely to be a townie.I don't see the issue, Leafsnail. Just have the game end as soon as one person shoots. Isn't that how Trust Mafia worked?Oh well in that case I rescind my statement. You should NEVER shoot. As town your win rate becomes 2/3 of the time.That's why this statement is wrong - the other person might still shoot you. Your win rate is 1/3 if you shoot and 1/3 if you don't shoot.But how do you work out the alignment? Mafia and Town both want you to not shoot. But even then it's a one-day game so all you have is their word to go on and you'd have nothing to base their reactions off of.You can make the same argument for any other mafia game - town and mafia both want to not get lynched, so how you meant to work out anybody's alignment? Answer: find out if they care about lynching scum or not. It's the same in this game.
Since you don't seem to believe in any form of scumhunting other than VCA and counting people's posts I agree.Burn.
Well that's what I did with the new setup, basically. The problem is making it so that shooting the mafia isn't favourable always.It's... not?
Not that skewed, considering that each side has the same win percentage. But, you're not better off shooting the other side, because a double Town loss is seen as worse than a Mafia win.What? No it isn't. You lose just as much either way if you're a townie who's making a decision.
Yeah, but this is assuming you're playing like a douchebag. Also, that you're not playing. In the end, I would feel worse for shooting a Town following that than I would actually playing the game and not shooting a Mafia player. Because I'm not a jackass. Like most people.Not that skewed, considering that each side has the same win percentage. But, you're not better off shooting the other side, because a double Town loss is seen as worse than a Mafia win.What? No it isn't. You lose just as much either way if you're a townie who's making a decision.
My point is simple: if the other player is mafia 50% of the time and town 50% of the time, then:
- Shooting them: you win 50% of the time, if they're mafia.
- Not shooting them: you lose 50% of the time, if they're mafia. Then you have an additional chance of losing if the other player decides to shoot you.
So chance of winning if you shoot = 50%. Chance of winning if you don't shoot < 50% (assuming your opponent shoots you half of the time it's 25%).
That's a really strange position to take. In fact, it actually goes against the "play to win the game you are currently playing" rule.No, this would be your solution. My solution is to treat every game as it's own, and shoot based on facts gathered. Because then the game would be fun. Which is the exact opposite of what your solution is, so I'm fairly certain that no one would play like that, because it'd be super not fun.
If you're prepared to sacrifice your chances of winning a particular game if that increases the overall number of winners shouldn't you just claim truthfully every time you get a mafia role PM? That would allow more people to win.
I get that people wouldn't sign up to play a game just so they could immediately shoot the other person, but there would definitely be a bias towards shooting the other player because that's more likely to make you win. Making it so that you're just as likely to win either way would be a lot better.Your logic is flawed in that it only cares about the Town side. If you always shoot, the opponent will do the same. In essence, you will lose 66% of the time, since no one would ever trust you. This is the result of not caring. You will lose every time as Mafia and half the time as Town. The other way you are given the win two thirds the time. Why? Because the other Town wins if you're Town and win. There is a net gain in win potential by not shooting for all situations.
The idea that you should expect people to care about their opponent's victory is ridiculous, though, and I'd again say it violates the "play to win" rule. When I say "play to win" it means "try to win the game you are in", not "try to create a metagame that will allow you to win more overall even if it damages your chances this game".
I agree that if you take "play to win" to mean "play in such a way that you will win future games once your pattern has been established" then your strategy is good. However, the commonly understood interpretation is "play to win this game". Again, I'd compare it to claiming honestly every time you draw mafia. In the long run, it would probably boost your winrate by making you a confirmed townie in the majority of your games. But it's not allowed because you're damaging your chances of winning the game you are playing now.That's not true unless you accept that a majority of people care nothing for other people, which isn't true. The viable solution is to assume that your opponent is nice, until they prove otherwise, in which case you're meant to copy them.
e: Alternatively there's the "unbreakable meta-promise" where you flip a coin in your town games and make the promise on half of them. That makes you a confirmed townie pretty often without making you too much more suspicious in your scum games, and I think that's another unacceptable meta-trick.
Dangan Ronpa semi-mafia.Well, why can't you set up fake clues for either the scum to "find" or the others to find. You could make scumhunting a thing if you tried.
Basically a series of murder mysteries. Everyone is super good at something (baseball, singing, etc). A person is selected as the murderer and he chooses who to kill at night. Then during daytime players roleplay and interact with the scene and each other to piece together clues and correctly determine the murderer.
Its only semi-mafia because scumhunting isn't really the main focus of the game, but can be utilized with your investigations to find the culprit.
Playing the visual novel/watching the anime shouldn't be necessary.
I like the idea of forum mysteries but I don't think they mesh too well with mafia. Either the mystery has to be unsolvable or the mafia has a chance of being hit by something out of their control.If the mafia had no hand in it, it would be upsetting. Makes sense.
One way it could work is if the culprit and mod devised the mystery together, so it's not just something the culprit gets handed down.
One way it could work is if the culprit and mod devised the mystery together, so it's not just something the culprit gets handed down.This is an interesting idea. I guess the mod could create a skeleton plot and have the scum revise it and such.
Either the mystery has to be unsolvable or the mafia has a chance of being hit by something out of their control.My original idea was to have clues that could point to multiple people and the better the town's investigations the more meaningful the clues would be. There would also be misleading things and red herrings. The culprit would be given the option of who to kill, how, where etc which would impact the town's investigations. I.E. if the scum made a kill in a room adjacent to one which another player was in that player might hear something. Also kills won't necessarily happen at night. hmm this is started to become too complicated.
Players 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.