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Author Topic: Mafia Setup Discussion and Review  (Read 236158 times)

zombie urist

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Re: Mafia Setup Discussion and Review
« Reply #75 on: March 16, 2014, 03:56:37 pm »

that's just a byor... ?
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4maskwolf

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Re: Mafia Setup Discussion and Review
« Reply #76 on: March 16, 2014, 04:35:55 pm »

Is that how BYOR's work?

Mephansteras

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Re: Mafia Setup Discussion and Review
« Reply #77 on: March 16, 2014, 05:29:00 pm »

Well, a really complicated BYOR. Normally a BYOR involves the player sending something to the GM and letting the GM go from there. We've had famous/fictitious people, animals, descriptions, random wiki pages, and I a bunch of other stuff I'm sure.

This idea sounds more structured. Not sure if the extra effort is worth it for the GM, though.
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Persus13

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Re: Mafia Setup Discussion and Review
« Reply #78 on: March 17, 2014, 05:18:42 am »

Maybe instead of a question tree, just have 10 questions, and different answer choices give different abilities, sort of like in Liberal Crime Squad.
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notquitethere

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Re: Mafia Setup Discussion and Review
« Reply #79 on: March 17, 2014, 06:04:19 am »

I will say, that that might lead to an interesting form of role fishing in which players try to guess the choices of other players based on their answers to similar hypothetical questions. I could definitely map a system like this on to the Choose-Your-Own-Mafia set up I wrote about a few months back.
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4maskwolf

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Re: Mafia Setup Discussion and Review
« Reply #80 on: March 17, 2014, 06:11:17 pm »

Sorry for excessive numbers of new ideas, but is there anyone willing to review a bastard mod idea I had?

Tiruin

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Re: Mafia Setup Discussion and Review
« Reply #81 on: March 17, 2014, 10:00:26 pm »

*points at Mephansteras*
But sure! I'd love to help. (But then I would also love to play in there...)
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4maskwolf

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Re: Mafia Setup Discussion and Review
« Reply #82 on: March 17, 2014, 10:01:20 pm »

*points at Mephansteras*
But sure! I'd love to help. (But then I would also love to play in there...)
There was more to the pm than that, but I think I get what you are saying.

Mephansteras, do you have the time to help?

Mephansteras

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Re: Mafia Setup Discussion and Review
« Reply #83 on: March 17, 2014, 10:12:57 pm »

Not right this moment, although that's mostly because I have a head cold and thinking is tiring. Later this week, perhaps.
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4maskwolf

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Re: Mafia Setup Discussion and Review
« Reply #84 on: March 17, 2014, 10:14:05 pm »

Not right this moment, although that's mostly because I have a head cold and thinking is tiring. Later this week, perhaps.
sounds fine.  I need some time to get a few problems worked out anyway, so that works perfectly.

Damn me and writing the flavor before finishing the game design.

notquitethere

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Re: Mafia Setup Discussion and Review
« Reply #85 on: March 21, 2014, 09:19:50 am »

So I'm considering putting Choose-Your-Own-Mafia on.

Here's the rules as they currently stand:

Spoiler: CYOM 1.4 (click to show/hide)

The major changes from last time is I've removed secondary win-cons, taken out Quick Learner and some of powers related to Unreliability, and I've changed the way Day powers are bought, allowing any power to be made into a day power at the right cost. I've added a bunch of new powers, including Fortune Teller, Curse and Inflate.

A general design goal was to maximise the number of possible combos the players can build. As players have perfect information about the possible powers other players may have, they can build their powers accordingly.

Questions:

- Are the powers priced reasonably? With five points to spend, players can choose to take more powerful powers at the cost of taking flaws, or they can choose cheaper powers and gain more indirect advantages. Does this work out?
- Is there a genuinely unstoppable scum strategy?
- Is there a genuinely unstoppable town strategy?
- What would you build if you were scum or town?
« Last Edit: March 21, 2014, 10:33:06 am by notquitethere »
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mastahcheese

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Re: Mafia Setup Discussion and Review
« Reply #86 on: March 21, 2014, 06:32:36 pm »

Questions:

1- Are the powers priced reasonably? With five points to spend, players can choose to take more powerful powers at the cost of taking flaws, or they can choose cheaper powers and gain more indirect advantages. Does this work out?
2- Is there a genuinely unstoppable scum strategy?
3- Is there a genuinely unstoppable town strategy?
4- What would you build if you were scum or town?
1. We'd have to have a go at it to test it, but at a glance I don't see anything glaring about it.
2. Not right off the top of my head, no.
3. Same as three.
4.
Town Build - The Vampire
-1 - Dense
-1 - Hardcore
1 - Bloodthirsty
3 - Free Day Scan
3 - Day Sap

Rob e'rebody. Use massive point gains to become amazing. Maybe take Miller since I'm such a jerk anyways.

Scum Build - The Bribery
-2 - Unable to Vote
-1 - Dense
8 - Day Convert

Someone going after me or my buddies? Convert them in broad daylight, and call them out on the sudden switch, when they get themselves lynched by my orders, we get brownie points with the townies.
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notquitethere

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Re: Mafia Setup Discussion and Review
« Reply #87 on: March 21, 2014, 07:06:33 pm »

Ooh, nice. Miller might be better fit for the Vampire than Dense, as you'd earn even more experience to spend that way. I like the idea of the Bribery one too.

OK, so I decided to do some testing and see if I can come up with some things...

Town
Voodoo Priestess
5 - Day-Fortune Teller

Knows from the beginning of the game what everyone's powers are, so can warn the town if there's a cult scum team or not.

Backstreet Surgeon
4 Free-Protect
4 Prolific
-2 Magnetic
-1 Miller

Can use up to three protects a night, and there's a 50/50 chance he'll target himself each time.

Either
Accursed One
5 - Day-Changeling
-1 - miller
-1 - dense
-1 - Mercenary
-2 - unable to vote

On the first day, they'd swap all roles with someone else who, if they had no points left, would be stuck with the cursed role for the rest of the game.



OK, so it strikes me that making Day abilities is too cheap. Day actions bypass the usual action ordering, making active abilities much more powerful and redirect/block abilities nigh on useless. I've got a few choices:

1. Remove day powers entirely
2. Make day powers more expensive
3. Limit day powers to conversion and killing
4. Only resolve Day actions at the very end of the day

Any thoughts?
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mastahcheese

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Re: Mafia Setup Discussion and Review
« Reply #88 on: March 21, 2014, 07:32:41 pm »

Resolving the Day actions at the end of day would remove a lot of strategy with them, and make them not much better than night abilities, since it's right around the same time.

I think making them more expensive would be better, like give them the same cost as Free- powers, by doubling the power cost, so cheap stuff wouldn't really be a problem, but something god-powerful like a Day-Convert would be nearly impossible.
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The Derail Thread

TheDarkStar

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Re: Mafia Setup Discussion and Review
« Reply #89 on: March 21, 2014, 08:15:14 pm »

As scum: Share points for early or double conversions. Also, have everyone on the scum team have a nightkill.

Or, even better: Start out with three cursed ones (add Scan/Inflate and Hardcore to make it even more useless) and make the best people useless Night 1. Suddenly, the scum team has all the powers that town would pick because the town picked them, and a third of the town now consists of utterly useless roles.

Of course, if it seems like that could be unfun, make Changeling require no cost, even when used with Mercenary.
« Last Edit: March 21, 2014, 08:18:18 pm by TheDarkStar »
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