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Author Topic: Mafia Setup Discussion and Review  (Read 236148 times)

Leafsnail

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Re: Mafia Setup Discussion and Review
« Reply #135 on: April 07, 2014, 08:45:45 pm »

Mafiascum actually gives the GM moderator powers over their own thread, it's pretty cool.
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notquitethere

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Re: Mafia Setup Discussion and Review
« Reply #136 on: April 11, 2014, 07:18:21 am »

Super Mod Mafia

Eight Mods, Eight Games, Seven Players In Each Game, One Thread, A Whole Lot of Mafia.

Each mod creates a seven player set-up, signing up the other seven mods. They send out roles and start their day in the thread.

Every time a player votes, they vote in all games they're playing in.

If a player is lynched or night killed, they only die in the game they were killed in. (But if there are no vote shenanigans, usually a player will be lynched in all games at the same time.)

Super Mod Mafia ends when all its composite mafia games end. The winners are those that win the most games.
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Tack

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Re: Mafia Setup Discussion and Review
« Reply #137 on: April 11, 2014, 07:25:16 am »

That would hurt my brain to play. Especially if a person was a confirmed townie in one game, but a confirmed scum in the other.

Also inb4 one 'uber scum' person whom the RNG loves.


But on the topic of crazy intense games:
Samurai Panic.
I take this role.
1. Samurai
Action: During the night you can choose to protect someone, which will defend them against any hostile actions. However, once you have chosen a person to protect, you are then bonded to them and can only protect that singular person until game end or they die by some other means (lynching, usually). But you do get a chat.
If you accidentally swear fealty to a ninja, tough luck, you become a scum too- regardless of whom you bond yourself to afterwards.
And give it to every player.
It's like an ultimate Mafia vs Cult

Optional: Lord, Daimyo and Shogun roles which appear when a person has X amount of samurai bonded to them.
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mastahcheese

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Re: Mafia Setup Discussion and Review
« Reply #138 on: April 11, 2014, 07:02:06 pm »

I actually thought of running a game where every player was a cult leader, and the first person to become a member of all cults won, with only like one or two players that were "hunters" and would revenge-kill anyone that tried to convert them.
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The Derail Thread

flabort

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Re: Mafia Setup Discussion and Review
« Reply #139 on: April 11, 2014, 10:20:44 pm »

I actually thought of running a game where every player was a cult leader, and the first person to become a member of all cults won, with only like one or two players that were "hunters" and would revenge-kill anyone that tried to convert them.
I'd play this.

Oh, I came to this thread because... well, not to get a sense of the meta, but because I have a somewhat Bastard Mod setup I'd like to propose. Notquitethere proposed a very similar idea, so I'll spoiler mine.

Spoiler: Multi Mini Mafia (click to show/hide)
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Re: Mafia Setup Discussion and Review
« Reply #140 on: April 15, 2014, 08:38:23 pm »

I actually thought of running a game where every player was a cult leader, and the first person to become a member of all cults won, with only like one or two players that were "hunters" and would revenge-kill anyone that tried to convert them.

Let me break that for you.

"Everyone convert the player below you on the list!"

*2 5 and 7 die*

"Okay, 3, 6, and 8 are hunters; now round-robin convert everyone else and all living players win!"
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TheDarkStar

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Re: Mafia Setup Discussion and Review
« Reply #141 on: April 15, 2014, 09:19:07 pm »

I actually thought of running a game where every player was a cult leader, and the first person to become a member of all cults won, with only like one or two players that were "hunters" and would revenge-kill anyone that tried to convert them.

Let me break that for you.

"Everyone convert the player below you on the list!"

*2 5 and 7 die*

"Okay, 3, 6, and 8 are hunters; now round-robin convert everyone else and all living players win!"

It would work if the mod didn't reveal roles.
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mastahcheese

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Re: Mafia Setup Discussion and Review
« Reply #142 on: April 15, 2014, 09:32:31 pm »

It would work if the mod didn't reveal roles.
This was the idea, nobody would know about the other cults, at least not at first.
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Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

Leafsnail

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Re: Mafia Setup Discussion and Review
« Reply #143 on: April 15, 2014, 09:35:03 pm »

To be fair that plan wouldn't actually work because cult leaders should refuse to convert people they think are hunters.
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Shakerag

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Re: Mafia Setup Discussion and Review
« Reply #144 on: April 16, 2014, 10:59:48 am »

I'm really tempted to run a batshit-insane power-hungry game that will almost certainly be woefully imbalanced.  Just because it could be chaotically fun, the way a free-for-all melee is fun.

Maybe something like ... send in 5 Xylbot roles, I'll pick two at random from those five and another two at random and now you've got 4 abilities, go nuts.  No balancing of powers, just random what-the-hell-ever-ness. 

Am I the only one who thinks this would be amusing?

notquitethere

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Re: Mafia Setup Discussion and Review
« Reply #145 on: April 16, 2014, 11:05:13 am »

I'd play that. Would you still only be able to use one action a day or what?
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Persus13

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Re: Mafia Setup Discussion and Review
« Reply #146 on: April 16, 2014, 11:08:29 am »

I'm really tempted to run a batshit-insane power-hungry game that will almost certainly be woefully imbalanced.  Just because it could be chaotically fun, the way a free-for-all melee is fun.

Maybe something like ... send in 5 Xylbot roles, I'll pick two at random from those five and another two at random and now you've got 4 abilities, go nuts.  No balancing of powers, just random what-the-hell-ever-ness. 

Am I the only one who thinks this would be amusing?
No, I'd also want to play it.
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Shakerag

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Re: Mafia Setup Discussion and Review
« Reply #147 on: April 16, 2014, 11:18:56 am »

I'd play that. Would you still only be able to use one action a day or what?
Depends on what you get.  Hmm.  The role list doesn't seem to indicate any "free" abilities, so I might consider something like ... for each ability you get, you have a chance of getting a modifier on it.  Like a 1-in-10 chance of it being "free" so you can use it once during its respective phase and it doesn't count against your action limit.  Or a 1-in-5 chance of it being a "chaotic" ability in which it will change into something else after you use it.

So, potentially, you could use 4 (or maybe more) actions per phase. 

Leafsnail

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Re: Mafia Setup Discussion and Review
« Reply #148 on: April 16, 2014, 11:53:13 am »

Might as well just run a Chaos or an Australian setup from Xylbot at that point.  That would at least make the game more varied rather than pitting a bunch of kill-immune killers against each other.

Quote from: Australian, slashes separate choices
mafia: Ascetic Reflecter*/Combined Reflecter Disabler*/Day Disabler Unstable Clone*,Eavesdropper/Mimic/Shuffler; survivor: Peeping Tom/Sleeper Reviver Survivor*/Witch Randomizer*; town: Lesser Computer Hacker Eavesdropper*/Lynchproof Super Vice Cop*/Secret Admirer Sensei!*, Lynchproof Warp*/Mimic Clone*/Shaman Gunsmith*, Cowardly Retired Wolf Hunter*/Skulking Twin*/Undertaker, Ascetic/Bruce Wayne/Magic Lamp
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Leafsnail

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Re: Mafia Setup Discussion and Review
« Reply #149 on: April 16, 2014, 11:54:10 am »

I have no idea what a Secret Admirer Sensei!* is, before anyone asks
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