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Author Topic: Mafia Setup Discussion and Review  (Read 237070 times)

fillipk

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Re: Mafia Setup Discussion and Review
« Reply #465 on: December 18, 2015, 02:05:44 pm »

I wanna bandwagon with the above post.  I have an idea too
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Giving waitlisted people the ability to murder non-responsive players was a great idea. Need to do that more often.

FallacyofUrist

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Re: Mafia Setup Discussion and Review
« Reply #466 on: December 18, 2015, 03:53:48 pm »

I'm available for such, but you'd probably prefer to go with a more experienced player.
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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.

FallacyofUrist

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Re: Mafia Setup Discussion and Review
« Reply #467 on: January 24, 2016, 06:38:28 pm »

In other news, time travel mafia. I read that a while back... and I decided that I was going to try to design a semi-open setup based around time travel...

1* Basic Rules and Principles.
1#. A player may place a green vote or a red vote. If the majority of votes at the end of the day are green, the player with the most green votes on him/her is placed into Stasis(cannot act or be acted upon in the following night). If the majority of votes at the end of the day are red, the player with the most red votes on him/her is killed. If there is a tie for red and green votes(the number of red votes is equal to the number of green votes), neither effect will take place. If there is a tie for the number of votes on players([playerone] has the same number of [color(whichever color was chosen to be activated)] votes on him/her as [playertwo] does), no effect will take place either. Players may not vote in red on the first day.
2#. Actions may go forwards in time or back in time. If an action is sent forwards in time, the player that preformed said action is not informed of the result until the phase in which that action is preformed is reached. If an action is sent back in time, the player that preformed said action is informed of the result as soon as it is resolved. Whenever an action is sent forwards or backwards in time, it enters the action resolution slot that the action would take up if it did not go forwards or backwards in time, only in the day/night chosen to send the action to.
3#. If an action sent forwards or backwards in time would cause a paradox, the action fails to take place.
4#. At the end of each night, for their action resolution PMs, all players that are alive will be sent a timeline informing them of what they did on each and every day/night that has been resolved.
5#. Night actions may be only used from N1 onwards, but night actions may be sent back in time to N0 onwards, but not further back than that.
6#. Information survives time travel. If a player has posts in the thread, and is killed N0, he/she will not be required to remove said posts, but his/her votes in said posts will not count, and he/she will no longer be able to post, being dead. Moreover, a player that had an information-giving action succeed on a night, but have it be caused to fail as a result of a night action in a further onwards night, he/she will not be required to act as though he/she does not have said information.
7#. Resolution. Adjust the timelines of all players as necessary as per night/day actions. For instance, if a player is killed N0, all of his/her actions in the following days and nights will cease to exist, and you will need to adjust the timelines of all the other players accordingly. This may result in time paradoxes- see 1*3#. In addition, a player previously killed or lynched on a given day or night may be no longer dead as a result of said player’s actions having not occurred…
8#. If a player is brought back to life as a result of time shenanigans, any nights that that player did not submit actions for as a result of being dead are occupied, for that player, with “time sickness”. The player will not submit actions for said nights.

Any flaws noticed?
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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.

notquitethere

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Re: Mafia Setup Discussion and Review
« Reply #468 on: January 25, 2016, 04:56:03 pm »

Sounds like fun but a headache to mod. You'll need a strong action resolution order to nip the obvious problem of contradictory orders in the bud.

Could the mafia kill someone who cast the deciding vote on their partner in the past to resurrect their partner? If so, that'd be cool. Suggestion: make all power N-shot, and allow players to spend uses of their powers to effect days other than the present.
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FallacyofUrist

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Re: Mafia Setup Discussion and Review
« Reply #469 on: January 25, 2016, 06:56:35 pm »

Could the mafia kill someone who cast the deciding vote on their partner in the past to resurrect their partner? If so, that'd be cool.
Definitely. My original design called for 9 players and a Chronokiller(time traveling SK), but as you might imagine, a mafia team might lead to more !!fun!!...

Suggestion: make all power N-shot, and allow players to spend uses of their powers to effect days other than the present.
I was thinking more along the lines of Chronoenergy, which can be spent to send actions forward or backwards in time.
~~~
In addition to that... I was thinking of designing this to be something like Paranormal Mafia in that players can receive Items for special effects...

Okay, let's suppose 13 players... 2 or 3(the ability for mafia to exploit time to bring back their dead might make two a good idea) Chronos Acolytes, 6 or 7 Time Agents(generic town players, may come with items), and 3 or 4 Specialists(come with fewer items if any, but a non-shotted ability each, of sorts, for instance a Stasis Specialist might generate stasis fields around people, in the past or future, preventing them from being acted upon or acting...)... perhaps throw in a Corrupt Time Agent survivor... like so.
~~~
Definitely a ridiculous headache to mod. Definitely. I'm going to get some more modding experience before I even attempt to run some monstrosity like this.
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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.

origamiscienceguy

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Re: Mafia Setup Discussion and Review
« Reply #470 on: January 25, 2016, 06:59:45 pm »

Fallacy, are you still up for being spoil-spec in Local Emergency Mafia? Unfortunately you can't play since you know how it works.
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"'...It represents the world. They [the dwarves] plan to destroy it.' 'WITH SOAP?!'" -legend of zoro (with some strange interperetation)

FallacyofUrist

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Re: Mafia Setup Discussion and Review
« Reply #471 on: January 25, 2016, 07:22:56 pm »

Still up for it.
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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.

FallacyofUrist

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Re: Mafia Setup Discussion and Review
« Reply #472 on: February 22, 2016, 09:00:53 pm »

For my upcoming BYOR, I want to use a hammer system of my own devising:

Standard hammers are active(if a player has a majority of players voting for him/her, that player's lynched and the day ends), and the day still has a time limit, after which the player with the most votes on him/her will be lynched(except with a tie).
What makes this system better is a clause thing to protect against scum quick hammering on LYLO/MYLO: when it's MYLO/LYLO, hammers are disabled.
In addition, players are not told(at all) if the hammer is active or not, to protect freely giving town the information that it's LYLO/MYLO.

What do you think?
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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.

notquitethere

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Re: Mafia Setup Discussion and Review
« Reply #473 on: February 22, 2016, 09:15:12 pm »

Nothing obviously wrong with the proposal: though be warned that having a mixture of hammers and timings will lead to days beginning/ending at different hours (which can be inconvenient for some moderators).
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4maskwolf

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Re: Mafia Setup Discussion and Review
« Reply #474 on: March 01, 2016, 09:31:00 am »

Hey NQT, are you ever planning on running some variation on CYOM again?

notquitethere

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Re: Mafia Setup Discussion and Review
« Reply #475 on: March 01, 2016, 10:56:04 am »

It's funny you should ask because I was just thinking about this earlier today. I want to run CYOM again, but iron out the following knots:

- rich get richer combos
- excessive role theft of players who make insecure builds
- too much administration needed by the mod
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notquitethere

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Re: Mafia Setup Discussion and Review
« Reply #476 on: March 01, 2016, 11:49:57 am »

Basically, I like games which give the player maximum agency. Mafia is not player-facing: there's a lot the mod does in private. All too often in role mad complex games, players are playing against a black box. CYOM isn't exactly different in that regard, but gives players the choice of tools for interacting with and making sense of the game.
« Last Edit: March 01, 2016, 11:52:21 am by notquitethere »
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TolyK

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Re: Mafia Setup Discussion and Review
« Reply #477 on: March 01, 2016, 01:22:29 pm »

Since I've got some free time and can't do much else useful... :p

Here's an IRL setup I've been using for over 2 years with my friends which I made up for the GM to be able to play as well, with small numbers of players.
2-10 players, best with 4-5 or 7-9.

Played with playing cards or specially made ones.

There are two kinds of kills: "mark" kills and "flip" kills. Mafia and voting are "mark" kills; Joker, Vig, Vengeful and Bomb are "flip" kills.

Roles:
- Mafia x2 - Mark kill
- Joker - Flip kill OR role switch
- Necromancer - Revive player
- Doctor - Stop a Mark kill
- Redirector (Bus driver) - Redirect
- Vigilante (Dayvig) - Day Flip kill
- Vengeful - Kill one more after killed during day
- Bomb - Flip kill whoever Flip'd
- Townie (Vanilla) - Loser who just votes



Turn structure:
N0:
- Mafia puts Mark next to who they want to kill (note: can be self)
- Doctor sees who is marked, can remove mark to center
- Joker can Flip kill* someone OR swap any two role cards
- Redirector redirects up to 1 kill, i.e. moves mark from one player to another OR closes a Flip'd card and Flips another*

D1:
- (check deaths, check roles, discuss)
- lynch (can vote for no-lynch, tie votes end as no-lynch)

N1 and onward:
- (everyone sleeps and wakes up at their respective moments, unless Necro has been killed off already)
- Necro can revive someone by putting back player card face-down; that player becomes a zombie, wins with Necro, can immediately action that night, dies when Necro dies; role can swap, zombie status remains on player
- (same as N0)

D2 and onward:
- (same as D1, except:)
- Vigilante can, at any moment before the lynch, show his card to everyone and Flip* a player's card

Passive roles:
Vengeful: when killed during the day, can kill any additional player
Bomb:
*whenever a player Flips a card, if it's the Bomb, they MUST Flip their own card as well.


« Last Edit: March 01, 2016, 01:49:51 pm by TolyK »
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My Mafia Stats
just do whatevery tolyK and blame it as a bastard mod
Shakerag: Who are you personally suspicious of?
At this point?  TolyK.

notquitethere

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Re: Mafia Setup Discussion and Review
« Reply #478 on: March 06, 2016, 04:49:25 pm »

What are the wincons for those roles, Toly?



If anyone's interested, I've been working on the latest variant of Choose Your Own Mafia: Choose Your Own Magic. I'd like to hear:

- Ways role combos can be exploited
- Powers you consider too weak or strong for their level
- Spells and blood-magic which you think I should include
- Whether one school of magic is way better or worse than the others
- Whether any powers are unclear
- How balanced the 3rd parties seem

In this variant, there isn't exp, rather everyone just gains a level at the end of every day. Powers must be learned through a sort of skill-tree structure, with players learning weaker powers before learning stronger ones. There's a mechanic for acting more flexibly, at some personal risk.
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TolyK

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Re: Mafia Setup Discussion and Review
« Reply #479 on: March 06, 2016, 05:55:54 pm »

Mafia (incl Joker): All Town + Necro roles are dead
Necro: Everyone else has died at least once
Town (incl. Redirector): All Mafia + Necro roles are dead
Joker and Redirector can win together (solely) if they're the only ones alive. In a variant, they can only win while (self is) alive.
Zombie wincon: Necromancer wins.

For games with <=5 people, each player gets two roles and wins with either one of them (they act as if two players, and positioning of cards can only be changed by the joker, i.e."left" and "right" roles for each player).

If possible, 2 extra roles are added to the "potential roles" pool that will be missing (i.e. 7 players, use all roles except vanilla townie, two random roles are left out). This can end up with nearly unwinnable games (joker w/ no mafia, for example), but is generally fun. Fun > Fair. :D



I'll check out your magic thing tomorrow when I'm not so pissed off. :p
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My Mafia Stats
just do whatevery tolyK and blame it as a bastard mod
Shakerag: Who are you personally suspicious of?
At this point?  TolyK.
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