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Author Topic: Mafia Setup Discussion and Review  (Read 236141 times)

Leafsnail

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Re: Mafia Setup Discussion and Review
« Reply #165 on: May 01, 2014, 06:07:20 pm »

Actually I take that back, the town could probably break it by not lynching and exploiting the fact that the mafia only has one kill between them to break the setup.
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Leafsnail

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Re: Mafia Setup Discussion and Review
« Reply #166 on: May 01, 2014, 06:16:20 pm »

Basically you could have everyone kill each other in a circle.  Unless all of the mafia members are directly next to each other in this circle the mafia won't win in the night, and two of the mafia members would be exposed due to their inability to kill.
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Leafsnail

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Re: Mafia Setup Discussion and Review
« Reply #167 on: May 05, 2014, 06:27:08 am »

Setup idea I've been kicking around for a while:
- There are two teams: red and blue
- There are two separate game threads.  In one game there is a red town and a blue mafia.  In the other, there is a blue town and red scum.  Each player only plays in one of the two threads
- You can only vote for people within your own game.  You can discuss what's happening on the other thread, but since the two towns are opposed there isn't likely to be much constructive dialogue between them
- All night actions can target players in either thread / gameboard
- The day/night cycle of both threads are synchronised
- If a team wins on one board all of their surviving players enter the other one.  For a town win this means the other board is suddenly flooded with mafia allies.  For a mafia win this means the other board gets some confirmed town mason killers.  Or it may be that Chaos Reigns if opposite sides win at the same time on different boards (everyone is dumped into the same game-thread to fight it out)
- The game then ends when only one side has living players, or when nothing can prevent the same.  The game is a draw if all players end up dead

The roles would be closed, but my main thoughts:
- Vigilante type roles are probably a bad idea,you'd just fire them wildly at the other board
- I'd probably include a "spymaster" in each town, who can communicate with their allied mafia team
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Persus13

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Re: Mafia Setup Discussion and Review
« Reply #168 on: May 05, 2014, 10:35:00 am »

Sounds a little like Bughouse chess.
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mastahcheese

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Re: Mafia Setup Discussion and Review
« Reply #169 on: May 05, 2014, 04:01:49 pm »

I like the sound of it.
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Mephansteras

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Re: Mafia Setup Discussion and Review
« Reply #170 on: May 05, 2014, 04:25:56 pm »

I do see a potential issue: A town win probably ensures a Mafia win on the other game since they'll all know they're Mafia allies and that'll skew the votes. The Mafia will also know they're all allies and not target them. Power roles amongst the Allies will heavily skew things towards the Mafia side.
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Leafsnail

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Re: Mafia Setup Discussion and Review
« Reply #171 on: May 05, 2014, 07:46:42 pm »

It's meant to give a huge advantage, yeah.  If you eliminate your mafia first then you've won the race against the other town, so it's not unreasonable to expect to win afterwards.

Bughouse Chess is a reasonable comparison.
« Last Edit: May 05, 2014, 07:51:33 pm by Leafsnail »
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Mephansteras

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Re: Mafia Setup Discussion and Review
« Reply #172 on: May 05, 2014, 08:06:05 pm »

Ah, ok, that makes sense.
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notquitethere

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Re: Mafia Setup Discussion and Review
« Reply #173 on: May 06, 2014, 11:15:28 am »

I'm considering running this sometime:

CHOOSE-YOUR-OWN-MASQUERADE

This uses essentially the same rules as the last CYOM game. With a few major changes:

Deep South: The game is nightless. Players can take one action, and their actions are refreshed every time someone is lynched or a no-lynch is hammered.
Masquerade: Each player has a coloured mask which disguises their identity. Actions (but not votes) are targeted against disguises rather than players. Players can claim disguises and several powers swap disguises around. A player always knows which disguise they have ended up targeting, but not what player is under the disguise. A player only knows the mask that they started the masquerade with.
No Conversions: This is a pretty trigger-happy set-up with no conversions.

Spoiler: Masquerade Power List (click to show/hide)

Suggestions?
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flabort

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Re: Mafia Setup Discussion and Review
« Reply #174 on: May 06, 2014, 04:37:01 pm »

I don't think the other players would like the no conversations part.
Makes the Chat power pretty important, though, for town AND scum.

I'd definitely play.
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Mephansteras

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Re: Mafia Setup Discussion and Review
« Reply #175 on: May 06, 2014, 04:38:06 pm »

That's no conversions, not no conversations. As in, no Cult like powers.
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Come play Mafia with us!
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flabort

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Re: Mafia Setup Discussion and Review
« Reply #176 on: May 06, 2014, 04:42:23 pm »

Ooooh.... :(
I'd still play it either way.
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Tack

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Re: Mafia Setup Discussion and Review
« Reply #177 on: May 07, 2014, 10:47:52 am »

Spoiler: New Idea (click to show/hide)
Up to somebody else to balance the roles and run if they like the idea enough, based on the idea of a Tree Stump. Where everybody will be one at some point.
I like this game.
But I'm very biased because I love playing crunch-mafia.
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4maskwolf

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Re: Mafia Setup Discussion and Review
« Reply #178 on: May 07, 2014, 08:00:18 pm »

For BM sprint: why no scum IC?

Leafsnail

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Re: Mafia Setup Discussion and Review
« Reply #179 on: May 07, 2014, 08:06:37 pm »

I'm not sure if I like the idea of the scum IC in general.  It means that the scum will be playing basically correctly while the town will be making rookie errors (the thread IC is dramatically different - town players don't get to discuss all their moves privately before making them), which results in far more town lynches than you'd otherwise expect.

Then again newbie scum might need some help on fakeclaiming in Bird 7P, since it's a lot more role-focused than 2of3.
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