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Author Topic: Mafia Setup Discussion and Review  (Read 236816 times)

Quarque

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Re: Mafia Setup Discussion and Review
« Reply #915 on: February 07, 2024, 01:57:31 am »

Consider me in for Demonology!
Did you play Mafia before? Since you are struggling with anxiety, please be warned. This is about the worst activity for someone with anxiety that I can think of. You're better off watching The Ring whilst high on LSD.
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notquitethere

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Re: Mafia Setup Discussion and Review
« Reply #916 on: February 07, 2024, 04:29:52 am »

The base mafiakill is always Free.
Pretty reasonable in a multi-action game.

Directly quoting private chats is forbidden.
Yes I like this. Chat's are already powerful, quoting them makes them more so.

Personal priority
I did something like this with Puzzle Temple Panic: each person had a different priority number for each of four action types, so it balanced out. In a regular game, it's probably preferable to design the system to avoid paradoxes.
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Imp

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Re: Mafia Setup Discussion and Review
« Reply #917 on: February 07, 2024, 10:01:27 am »

Consider me in for Demonology!
Did you play Mafia before? Since you are struggling with anxiety, please be warned. This is about the worst activity for someone with anxiety that I can think of. You're better off watching The Ring whilst high on LSD.

Hahahaha.  Agreed.  Perfect comparison.  I think the only folks who find Mafia relaxing are the Steve Irwins of the world, the Crocodile Dundees.  https://www.youtube.com/watch?v=_vW54lAtldI
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webadict

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Re: Mafia Setup Discussion and Review
« Reply #918 on: February 07, 2024, 09:52:52 pm »

RoseHeart has played Mafia before, and has also co-hosted before.

Also, Fallacy, I already implemented all of those changes into Demonology and more.  In addition to those changes, the AP system makes the base Mafiakill modular cost from 1-3, since Actions can differ based on their AP cost.  Plus, I think I made a good balance between having a solvable game and absolutely not wanting to claim things by having the Mafiakill use a new system Called Shots, where accurately guessing Player Roles makes the Mafiakill unstoppable and untraceable at the cost of failing if guessing wrong (Not Calling is valid, too.)

Additionally, there is literally never an issue with priority.  If two Actions take place (such as two zplayers stealing another Player's vote), both Actions would resolve as normal, with each Player receiving a vote, and the stealee having 0 votes (you cannot have -1 votes, obviously.)  Things like Roleblockers blocking each other would have neither Action blocked due to priority resolution (RNG blocking would be hella dumb, the Actions are happening simultaneously!)
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Egan_BW

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Re: Mafia Setup Discussion and Review
« Reply #919 on: June 11, 2024, 09:01:26 pm »

While gardening today I thought of a strange mafia setup.

The king of the land wants to get his son/daughter married off, but is distrustful of the many available suitors hoping to marry into wealth and power. So he invites a few of them to a game to win his trust, and eliminate the un-trustworthy ones.

At the start of each day, every player (except the prince/ess) is given a challenge for the day, usually a post restriction. If they succeed, they get a point at the end of the day. Some powers probably manipulate points as well. You're told when you earn a point, but they're otherwise hidden.
If 2/3 or more of the initial players are dead, and one player has more points than everyone else, that player marries the prince/ess and the game ends!

Possible roles are:
Prince/ess (Town-ally) Can't earn points but gets a fakeclaim challenge every day. Wins if town wins (you survive and don't marry mafia). There's only one prince/ess, but sometimes they can be a lover prince/ess who shares a chat with a specific suitor and needs to marry them, or perhaps a serial killer prince/ess...
Suitor (Third Party) Wins if they marry the Prince/ess! Probably gets abilities related to earning points.
Attendant (Town) Doesn't care who marries the Prince/ess so long as it's not mafia.
Conspirator (Mafia) Wants to marry the Prince/ess. Nefariously! Has a mafiakill to thin the competition, but if they kill the Prince/ess accidentally, they lose.
Anti-Monarchist (Serial Killer) Wants to kill the Prince/ess. Does not earn points.

This seems to have surprising potential for an idea I had while yanking up grass.
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EuchreJack

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Re: Mafia Setup Discussion and Review
« Reply #920 on: June 13, 2024, 06:21:40 pm »

While gardening today I thought of a strange mafia setup.

The king of the land wants to get his son/daughter married off, but is distrustful of the many available suitors hoping to marry into wealth and power. So he invites a few of them to a game to win his trust, and eliminate the un-trustworthy ones.

At the start of each day, every player (except the prince/ess) is given a challenge for the day, usually a post restriction. If they succeed, they get a point at the end of the day. Some powers probably manipulate points as well. You're told when you earn a point, but they're otherwise hidden.
If 2/3 or more of the initial players are dead, and one player has more points than everyone else, that player marries the prince/ess and the game ends!

Possible roles are:
Prince/ess (Town-ally) Can't earn points but gets a fakeclaim challenge every day. Wins if town wins (you survive and don't marry mafia). There's only one prince/ess, but sometimes they can be a lover prince/ess who shares a chat with a specific suitor and needs to marry them, or perhaps a serial killer prince/ess...
Suitor (Third Party) Wins if they marry the Prince/ess! Probably gets abilities related to earning points.
Attendant (Town) Doesn't care who marries the Prince/ess so long as it's not mafia.
Conspirator (Mafia) Wants to marry the Prince/ess. Nefariously! Has a mafiakill to thin the competition, but if they kill the Prince/ess accidentally, they lose.
Anti-Monarchist (Serial Killer) Wants to kill the Prince/ess. Does not earn points.

This seems to have surprising potential for an idea I had while yanking up grass.

A very interesting idea!

I'd play that game!

Mephansteras

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Re: Mafia Setup Discussion and Review
« Reply #921 on: June 13, 2024, 06:26:38 pm »

Yeah, could be an interesting game. Bonus points if the 'kill' is something more like a humiliation or social defeat. (Oh, no, [player] spilled their drink on the Chamberlain, and now he's convinced the King that they're not worthy of marrying the heir!)
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Imp

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Re: Mafia Setup Discussion and Review
« Reply #922 on: June 13, 2024, 06:40:24 pm »

While gardening today I thought of a strange mafia setup.

The king of the land wants to get his son/daughter married off, but is distrustful of the many available suitors hoping to marry into wealth and power. So he invites a few of them to a game to win his trust, and eliminate the un-trustworthy ones.

At the start of each day, every player (except the prince/ess) is given a challenge for the day, usually a post restriction. If they succeed, they get a point at the end of the day. Some powers probably manipulate points as well. You're told when you earn a point, but they're otherwise hidden.
If 2/3 or more of the initial players are dead, and one player has more points than everyone else, that player marries the prince/ess and the game ends!

Possible roles are:
Prince/ess (Town-ally) Can't earn points but gets a fakeclaim challenge every day. Wins if town wins (you survive and don't marry mafia). There's only one prince/ess, but sometimes they can be a lover prince/ess who shares a chat with a specific suitor and needs to marry them, or perhaps a serial killer prince/ess...
Suitor (Third Party) Wins if they marry the Prince/ess! Probably gets abilities related to earning points.
Attendant (Town) Doesn't care who marries the Prince/ess so long as it's not mafia.
Conspirator (Mafia) Wants to marry the Prince/ess. Nefariously! Has a mafiakill to thin the competition, but if they kill the Prince/ess accidentally, they lose.
Anti-Monarchist (Serial Killer) Wants to kill the Prince/ess. Does not earn points.

This seems to have surprising potential for an idea I had while yanking up grass.

This does sound cool!

What happens if the prince/ess dies early in the game?

Does everyone know who the prince/ess is, and not know about everyone else, so maf and town and other third parties are not sure if there is a serial killer they need to protect the prince/ess from, as well as try to achieve the rest of their wincon?

I can totally see TrickMagic after that prince/ess  in his own special serial killer way!  Slay the dragon quest takes on excellent deeper meaning :)

I can see the prince/ess as a quest giver of sorts, maybe getting to help in the contests, and points are maybe a mix of earned by players doing well, or can be used to empower the prince/ess (whew, tonight I can protect myself at least!) or be given to specific prefered suitors even if they didn't earn them in the game (like a prince/ess's favor?).

I like the idea and would love to see it developed!
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Egan_BW

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Re: Mafia Setup Discussion and Review
« Reply #923 on: June 13, 2024, 07:05:44 pm »

What happens if the prince/ess dies early in the game?
Game over! If voted out, town should have been more careful with targets. If mafiakilled, mafia should have been more careful with targets.
If SKilled, SK did a good job! Pat pat.

Alternatively, the vote elimination might not kill the Prince/ess, but reveal them, since they survive the vote and all, which increases the danger of sneaky SK. This seems more lore-appropriate, since the King probably doesn't want to execute/exile/disqualify his own child, right?
Does everyone know who the prince/ess is, and not know about everyone else, so maf and town and other third parties are not sure if there is a serial killer they need to protect the prince/ess from, as well as try to achieve the rest of their wincon?
Prince/ess is hidden amongst everybody else. If there is an SK then the game is probably more fun for them if they get to do some detective work and figure out their target, right?
Otherwise it's unknown to the players which alignments are in play at all. The potential existence of monarch-slayers discourages publicly revealing the Prince/ess, but it's not a guarantee that that's necessary.
I can totally see TrickMagic after that prince/ess  in his own special serial killer way!  Slay the dragon quest takes on excellent deeper meaning :)

I can see the prince/ess as a quest giver of sorts, maybe getting to help in the contests, and points are maybe a mix of earned by players doing well, or can be used to empower the prince/ess (whew, tonight I can protect myself at least!) or be given to specific prefered suitors even if they didn't earn them in the game (like a prince/ess's favor?).
I'm not sure what you mean by these. Though there's a great potential for contest-manipulating powers on all roles!

[night] [target] At daybreak, it announced "the Prince/ess wants [TARGET] removed! Leave your vote on them at the end of day for a free point!"
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Imp

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Re: Mafia Setup Discussion and Review
« Reply #924 on: June 13, 2024, 11:29:16 pm »

Nobody knows who the prince/ess is ....

But everyone is trying to marry them.

3rd party role, 'scammer'.  Wins if they can convince someone, anyone, to marry them believing they are the actual prince/ess.
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FallacyofUrist

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Re: Mafia Setup Discussion and Review
« Reply #925 on: August 19, 2024, 10:48:18 pm »

Arcane Colors Mafia:

In this game, each player represents a mage - a user of powerful magics. The exact abilities each role has is determined by the moderator, interpreting two colors submitted by each player. Each color represents a specific field of magic, and both the individual colors chosen and the combination of them has some say in the role generated. The first color chosen, however, has a greater influence.

Kills are additionally flavored according to the color of magic used to create them, and the mafiakill bears one color possessed by its user. (The mafia have a 1-shot blasting wand which any mafia member can use to perform the mafiakill using any color, just to make it more difficult to deduce who performed the kill.)

The colors are:

Red: Red Magic wields the elements of fire, lightning, and explosion. It trends towards abilities that create destructive or harmful forces, and adds power and volatility to other magics.

Blue: Blue Magic wields the elements of water, ice, and crystal. It trends towards abilities that create protective or disruptive forces, and adds uncertainty and secondary effects to other magics.

Green: Green Magic wields the elements of wood, blood, and bone. It trends towards abilities that creative passive or reactive forces, and adds resilience and persistent effects to other magics.

Grey: Grey Magic wields the elements of sound, shadow, and soul. It trends towards abilities that tamper with or alter other magics, and adds controlled variation or growth to other magics.

Purple: Purple Magic wields the elements of symbolism, time, and fate. It trends towards abilities with vast but difficult-to-control effects, and adds chaos or absurd effects to other magics.

Pink: Pink magic wields the elements of psychic, illusion, and distortion. It trends towards abilities that uncover information or conceal it, and adds revelatory or manipulative effects to other magics.

May need some more work on the colors, I'd love to add one or two more, and make them more abstract and flexible. A color should be a vibe, not a measuring stick.

Of course, for a smaller game, the number of colors available may need to be reduced.

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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

Mephansteras

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Re: Mafia Setup Discussion and Review
« Reply #926 on: August 20, 2024, 11:31:47 am »

If you want to go for more vibe than specifics on a color, then I'd ditch the first part of the descriptions. Red, for example, is destruction. It can be any sort (fire, explosion, giant rock falling, whatever). Point is that it does destruction.

You may as the mod have a bunch of effects already thought up for the colors that use those specific elements if you want, but the point is more Red is Destruction, Blue is Protection, etc.

From a mechanical perspective, I'd figure out what color each basic Game Mechanic is best represented by, as well as the second best and use those guides for assigning powers to players.

For example, Grey and Pink both work well for Redirection. Blue and Purple would both work for Jailer. Stuff like that.

It's magic, so you have a lot more flexibility to be creative as needed, but it'll simplify things during set-up if you already have a bunch of basics down so you can balance around that first and specific color choices second.
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notquitethere

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Re: Mafia Setup Discussion and Review
« Reply #927 on: November 18, 2024, 05:21:37 pm »

Given the long absence of games, I've put a Choose-Your-Own-Spheres into signups. For anyone who hasn't played, it's a BYOR with a power theme selection grid.
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