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Author Topic: Wizard Duel Rules Discussion  (Read 12799 times)

Mephansteras

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Wizard Duel Rules Discussion
« on: September 11, 2009, 04:08:53 pm »

Came up with a random idea for a Mafia Variant today. Figured I'd write it down before I forget about it.

Basic idea: Instead of simply dealing with daytime lynches and nighttime kills, why not make things more interesting? I've also been kicking around some ideas for a Wizard college based mafia game, and decided to tie these two ideas together.

Basic Premise
  It is time for the old High Mage to retire, and so the ancient tradition of Wizard Duels to choose the next High Mage has begun! The greatest wizards of the Realm have gathered once again to test their mettle against one another. This year, however, things are different. A cabal of Dark Wizards has decided to take the reigns of the Council of Wizards for themselves. To do so, they need only remove the other competitors so that they can usurp the High Mage's seat for themselves. By cheating, if possible.

Of course, they need to do that while staying undiscovered, so they'll need to blend in during the day. Fortunately for them, outside involvement during the duels is a time-honored tradition. They just need to make sure that one of them makes it through the tournament all the way to the end. To do that, they've decided to 'remove' some of the competition during the night.

Rules Section:

Order of Actions:
Phase 1) Voting
  Each player gets 2 votes (which must go to two different Wizards). The two Wizards with the most votes will be the Duelists for that day
    In the event of a tie, the Duelists will be determined randomly
Phase 2) Set-up
  Each player states which Wizard they will Assist, and what kind of Assistance they will give. Wizards may choose not to assist anyone, and Subtle Mages do not need to state what they are doing.
Phase 3) The Duel
  The Duel will be run by me using a script I've written. I'll then do a write-up of the battle to keep things exciting.
  During the duel, some Wizards may use Side Actions (like night actions in normal mafia games). This includes the Dark Cabal Wizards, who select one of their members to incapacitate during the confusion surrounding the duel. Side actions are PM'd to be during the set-up phase.

We then start with the next duel

All Wizards will be Role-flipped upon Incapacitation or losing a duel.

Each player will decide on an Elemental Affinity (Fire, Earth, Air, Water) at the beginning of the game. Cabal wizards may also choose the special Dark element. Your Affinity will give you bonuses and penalties in combat depending on whether or not you are using the correct element against your opponent. The rules that describe this are listed in the technical section below.

Each player will also decide on a Rune Color at the beginning of the game. This is simply for flavor, but will also help differentiate people. Please choose a color which can be used in BBCode.


Technical rules:
Spoiler (click to show/hide)

Special Roles:

Duelist Roles: These wizards are skilled in magic that effects the Duel, and may have advantages in the Duel themselves

War Mage: Has superior offensive magic, and can grant a bigger then usual offensive boost to another mage when assisting a Duel.
  +2 to Attack attribute
  +1 to all Attack Boosts

Battle Mage: Is skilled in personal combat, giving them an edge when defending and can grant a bigger then usual defensive boost to another mage when assisting a Duel.
  +2 to Defense attribute
  +1 to all Defense Boosts
 
Warrior Mage: Trained in both martial and magical combat, the Warrior Mage can shrug off hits that would incapacitate other mages.
  +10 to Health attribute
 
Time Mage: Skilled in manipulating the energies of time, the Time Mage is swifter then most other mages, and can grant a bigger speed boost to other mages. Time Mages are also more apt to get an extra attack in combat, and their opponents cannot get an extra attack on them.
  +2 to Speed attribute
  +1 to all Speed Boosts   

Healer: Has powerful Healing Magic
  +2 to all Healing assists

Subtle Wizard: He specializes in casting magic unseen, and his public Assist actions may not be his real action. He can PM the mod with a different assist choice, if he wishes, which will not be reported to the other players.

Archmage: A very powerful mage, he has a major advantage when dueling other mages.
  +2 to Attack, Defense and Speed. +5 to Health.

Alchemist - While not overly talented in combat magic, the Alchemist has access to very potent magics in the form of potions. When he starts the game he picks one of the following potions. It can either be given to another Wizard as an Assist or he can use it himself before he starts a duel.
    Elemental Affinity - Using this potion allows the Wizard to change their Affinity for the next Duel.
    Fireblood Potion - Using this potion gives the Wizard a huge boost to his offensive capabilities for the next Duel
    Liquid Diamond - Using this potion gives the Wizard a huge boost to his defensive capabilities for the next Duel
    Ironskin potion - Using this potion gives the Wizard a huge boost to his Health rating for the next Duel
    Breath of the Zephyr - Using this potion gives the Wizard a huge boost to his speed capabilities for the next Duel
    Troll's Blood - Using this potion gives the Wizard a huge Healing boost for the next Duel

Celestial Mage: A mage who has the blessings of the Heavens.
  Uses the Light Affinity
  +2 Healing in Combat

Side-Action Roles: These wizards can take actions during the Duel that effect other mages not in the Duel.

Archivist - Has access to all of the records of the Order. Because of this, once per duel he can look through the records to determine what Role a Wizard has as a side-action.

Nullifier: Skilled in the ways of anti-magic, the nullifier can choose one mage each duel and prevent them from effecting the Duel. 

Enchanter: Using their enhanced mind magic, the Enchanter can prevent another Wizard from taking any side-actions that duel.

Guardian: Carefully watches over another Wizard and can prevent them from becoming incapacitated by side-actions during the Duel.

Oracle: Can use their magic to see if another Wizard performs any side-actions during the Duel.

Justicar: A Wizard seeking the destruction of the Dark Cabal. Can examine a Wizard as a side-action to determine if they are part of the Cabal.

Grey Mage: Taking justice into his own hands, he can incapacitate a player each duel as a side-action.

Seer: He can examine one player each duel as a side action to learn their Affinity.



Basic Rules:
The Voting phase will go for 48 hours, or until everyone has cast their two votes. All votes must be in Red
The Set-up phase will last for 48 hours or until everyone has determined their actions.

PMs between players are allowed, and as usual I must be copied on all of them.
Quoting a PM from me (that is not specifically a rules question) will result in a mod-kill. You may quote PMs from other players if you wish.
Incapacitated players may make one final post before heading off to the Medical ward. It may NOT convey any game information.

Unlike most mafias, the game does not actually end until a player has become the High Mage. Therefore all players have two goals, the most important being that someone from their side becomes High Mage. Once the other side has lost, your goal becomes attaining the position of High Mage for yourself.
« Last Edit: November 19, 2009, 04:58:02 pm by Mephansteras »
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Leafsnail

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Re: New Mafia idea: Wizard Duel
« Reply #1 on: September 11, 2009, 04:39:28 pm »

It sounds quite interesting.  I'd have to try and imagine how many players there'd be to get an idea of how the game would go, but I'd be in if you ever go ahead with the idea.
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Mephansteras

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Re: New Mafia idea: Wizard Duel
« Reply #2 on: September 11, 2009, 04:42:00 pm »

Considering the amount of effort the GM has to put it...I'd probably limit it to 12 or so.
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Leafsnail

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Re: New Mafia idea: Wizard Duel
« Reply #3 on: September 11, 2009, 04:50:34 pm »

I guess no roleflips due to the Healer role?
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Mephansteras

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Re: New Mafia idea: Wizard Duel
« Reply #4 on: September 11, 2009, 04:52:41 pm »

Hmmm...no, I guess not.

Another interesting aspect of this game is that it goes until someone becomes the new High Mage. The normal wizards might all 'win' if the Cabal get knocked out of the tournament early, but there can be only one true 'Winner' in this game.
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Mr.Person

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Re: New Mafia idea: Wizard Duel
« Reply #5 on: September 11, 2009, 05:36:06 pm »

Argh, I've been kind of working on a wizard-themed mafia. Of course, I was going to have it be like regular mafia but with wizard roles, so whatever.

The necromancer should be like the healer, except revives them onto the Cabal's side. Should show up as a healer to Justicar.

Alchemist: Makes poisons. During the day, can poison another player. That player dies at the end of the day.
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Free Beer

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Re: New Mafia idea: Wizard Duel
« Reply #6 on: September 12, 2009, 12:34:24 am »

If it is possible, I'd suggest making the duels deterministic without being unfair.

Contributing ideas to the pot:
Wizards could choose specializations. This would affect flavor text as well as stats. For example, a generic wizard would normally have 10 stats across the board, but a generic wizard that specializes in Fire magic would have better attack and damage at the cost of health and defense.

Have health be a stored value, with dark wizard actions / duels reducing health. A player is only out of the game when their health reaches zero. The healer retains their once per game power, but can also restore health as a daily action and/or interference.

Have the "night" phase be the course of the duel itself. Allow duelling players to select moves to attack their opponent or defend themselves. This could be a very simple rock-paper-scissors type of system, or it could get really complex like spellcast. Interfering players would be able to choose when to do their thing as well as what to do. Night actions would occur in the background while everyone else is distracted watching the duel.
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Kashyyk

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Re: New Mafia idea: Wizard Duel
« Reply #7 on: September 12, 2009, 07:35:11 am »

I like this idea a lot. When I think of some ideas to help, I will post.
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ExKirby

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Re: New Mafia idea: Wizard Duel
« Reply #8 on: September 12, 2009, 07:37:10 am »

If it is possible, I'd suggest making the duels deterministic without being unfair.

Contributing ideas to the pot:
Wizards could choose specializations. This would affect flavor text as well as stats. For example, a generic wizard would normally have 10 stats across the board, but a generic wizard that specializes in Fire magic would have better attack and damage at the cost of health and defense.

Have health be a stored value, with dark wizard actions / duels reducing health. A player is only out of the game when their health reaches zero. The healer retains their once per game power, but can also restore health as a daily action and/or interference.

Have the "night" phase be the course of the duel itself. Allow duelling players to select moves to attack their opponent or defend themselves. This could be a very simple rock-paper-scissors type of system, or it could get really complex like spellcast. Interfering players would be able to choose when to do their thing as well as what to do. Night actions would occur in the background while everyone else is distracted watching the duel.
I have to say, that would be a good idea.

Hey, mind if I use it?
« Last Edit: September 12, 2009, 01:25:30 pm by ExKirby »
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JanusTwoface

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Re: New Mafia idea: Wizard Duel
« Reply #9 on: September 12, 2009, 04:21:38 pm »

This intrigues me greatly.  A little more complex / different than a normal Mafia but still with the general Mafia flair.  I'm going to have to keep track of this.
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Mephansteras

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Re: New Mafia idea: Wizard Duel
« Reply #10 on: September 12, 2009, 06:37:17 pm »

Good Ideas, Free Beer. I'll have to work some more on the system, I think. But the overall idea of this game has promise. Maybe I'll run one once the games that I'm in finish up.
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Mr.Person

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Re: New Mafia idea: Wizard Duel
« Reply #11 on: September 12, 2009, 08:04:30 pm »

I would strongly suggest not running this in the mafia subsection. It's not really mafia anymore, although that does depend on the final ruleset.
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Org

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Re: New Mafia idea: Wizard Duel
« Reply #12 on: September 12, 2009, 09:29:17 pm »

IN!

...When it comes out....
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Pandarsenic

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Re: New Mafia idea: Wizard Duel
« Reply #13 on: September 12, 2009, 10:36:15 pm »

Mr.Person, the basic principle of mafia remains, though.
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ExKirby

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Re: New Mafia idea: Wizard Duel
« Reply #14 on: September 13, 2009, 04:48:01 am »

I'd lake to make one, if this is OK with Mephansteras.
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