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Author Topic: Mafia Setup Discussion and Review  (Read 237369 times)

TheWetSheep

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Re: Mafia Setup Discussion and Review
« Reply #525 on: October 10, 2016, 09:05:04 pm »

Here's a nightless variant I've been playing face-to-face with people that works pretty well.

2-villager mafia:

For 5+ players (probably not more than eight)

Roles:

- 2 Villagers
- Everyone else is a mafia

Rules:

- Nightless
- 1 vote to hammer
- Mafia cannot vote for villagers

Wincons:

- Villagers win when all mafia are dead
- Mafia win when one villager is killed



So, basically, anybody can kill someone whenever they want, but mafia can only kill other mafia. They have to convince one villager to kill the other. If the villagers are the last two left, they win.

The neat thing is that once the game starts, a moderator isn't needed. When someone is killed, all other players will know what the role is due to the nature of the rules, so they can just post the flip.

Let me know what you think and if you'd be interested. It wouldn't be a major game, just short little rounds probably.

FallacyofUrist

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Re: Mafia Setup Discussion and Review
« Reply #526 on: October 12, 2016, 08:35:01 am »

Hm.

Seems fairly nice. A mechanism for making sure the game doesn't go too quickly would be nice, though. Maybe make it so that a given player cannot lynch two days in a row.
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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.

TheWetSheep

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Re: Mafia Setup Discussion and Review
« Reply #527 on: October 12, 2016, 01:10:18 pm »

If someone goes around shooting everybody they're probably going to lose.

FallacyofUrist

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Re: Mafia Setup Discussion and Review
« Reply #528 on: November 03, 2016, 12:22:42 pm »

Ho, folks. It'll be a while before I run Odd Mafia(several months, probably), but I'd still like to get someone's help in designing and balancing it.

Anybody interested?
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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.

Tomasque

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Re: Mafia Setup Discussion and Review
« Reply #529 on: November 19, 2016, 03:19:58 pm »

Ho, folks. It'll be a while before I run Odd Mafia(several months, probably), but I'd still like to get someone's help in designing and balancing it.

Anybody interested?
I like designing mafia games, so I'm in on that. I just need to get things settled down first (I've just began my Thanksgiving vacation), but I'll be at full capacity by Monday.
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FallacyofUrist

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Re: Mafia Setup Discussion and Review
« Reply #530 on: November 20, 2016, 06:59:28 pm »

Right ho.
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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.

doll

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Broken Hearts
« Reply #531 on: February 01, 2017, 04:07:42 am »

Spoiler: Broken Hearts (click to show/hide)
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Tomasque

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Re: Mafia Setup Discussion and Review
« Reply #532 on: February 01, 2017, 11:28:44 am »

Hey! That's pretty cool!

 Seriously, that's a nice setup! Are you posting it here for suggestions, or just so that we can marvel at its amazingness?
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GENERATION grisha5: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

webadict

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Re: Mafia Setup Discussion and Review
« Reply #533 on: February 01, 2017, 12:23:10 pm »

Agreed. It's a cool format. There's a few issues, but overall, not bad.
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doll

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Re: Mafia Setup Discussion and Review
« Reply #534 on: February 01, 2017, 02:42:56 pm »

Posting it for suggestions and checking.
That said it's fairly fresh and hasn't been formalized in a lot of ways (I've given literally no rules about voting, even though it's basically a pure bastard and therefore not assuming any rules from mafia).
I'm intending to run it as open rules closed setup, paranormal style, once I'm confident suspect I have a particular setup which won't play too badly.
Once I've had time to update the rules and triplecheck my 9 player plan I'll be looking for someone to discuss the particular setup I intend to run with and see if they can see a reason why it shouldn't go down okay.
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Tomasque

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Re: Mafia Setup Discussion and Review
« Reply #535 on: February 01, 2017, 03:19:32 pm »

 An idea I had: Perhaps in addition to what the normally have, a Popular player would automatically make whoever married them win? It would add an aspect of intrigue as people try to convince the Popular player to marry them, while simultaneously trying to throw other suitors under the bus.
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GENERATION grisha5: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

doll

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Re: Mafia Setup Discussion and Review
« Reply #536 on: February 01, 2017, 03:33:29 pm »

An idea I had: Perhaps in addition to what the normally have, a Popular player would automatically make whoever married them win? It would add an aspect of intrigue as people try to convince the Popular player to marry them, while simultaneously trying to throw other suitors under the bus.
That was in my original idea for Popular players, actually; at that time, each role had a limited list of possible wincons rather than 'virtually anything' like they do now. When wincons got changed I didn't need that rule anymore.
If you wanted to recreate that mechanic, you can do it by just adding an OR marry a Popular player to everyone's wincons, and that doesn't eliminate the possibility of having players who do not want to marry the popular player.

Edit:
The other reason I removed it was because of one of the thins that it does do, which is tell everyone that they can marry that player to win. It makes popular a very clunky mechanic because the popular player can essentially choose whichever claim they think will make them win, and is generally encouraged to slow the game down and fish out roles with nosy/jealous inspects, etc. while having no pressure on themselves.
« Last Edit: February 01, 2017, 03:44:28 pm by doll »
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Tomasque

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Re: Mafia Setup Discussion and Review
« Reply #537 on: February 01, 2017, 04:10:40 pm »

An idea I had: Perhaps in addition to what the normally have, a Popular player would automatically make whoever married them win? It would add an aspect of intrigue as people try to convince the Popular player to marry them, while simultaneously trying to throw other suitors under the bus.
That was in my original idea for Popular players, actually; at that time, each role had a limited list of possible wincons rather than 'virtually anything' like they do now. When wincons got changed I didn't need that rule anymore.
If you wanted to recreate that mechanic, you can do it by just adding an OR marry a Popular player to everyone's wincons, and that doesn't eliminate the possibility of having players who do not want to marry the popular player.

Edit:
The other reason I removed it was because of one of the thins that it does do, which is tell everyone that they can marry that player to win. It makes popular a very clunky mechanic because the popular player can essentially choose whichever claim they think will make them win, and is generally encouraged to slow the game down and fish out roles with nosy/jealous inspects, etc. while having no pressure on themselves.
What if: no one knows that marrying the popular player makes them win, and it could only be discovered if someone did the investigation on them. The element of desperately trying to get them to marry/stay with them while killing potential suitors would still exist, but it wouldn't cause a game-wide clusterfuck, since only the few players who investigated the popular player would know (and they wouldn't be telling anybody).
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The quantum cannonball hits you in the face and misses!
Money!
GENERATION grisha5: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

doll

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Re: Mafia Setup Discussion and Review
« Reply #538 on: February 01, 2017, 08:38:44 pm »

Investigative players are likely to figure it out if every single player they investigate has 'Marry X to win' anyhow.

I'm going to be making a thread for this (just planning etc.) in a bit because it's getting annoying to manage the text documents and I want to see that the formatting does actually work without needing to PM myself 40 times.
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doll

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Re: Mafia Setup Discussion and Review
« Reply #539 on: February 07, 2017, 04:04:52 am »

Since it came up:

What format would people favor for the next BM?
The discussion prior was about replacing the mafia rolecop with a 50/50 tracker/watcher.

Watcher in particular I think would be a drastic improvement against the mafia rolecop (though I am against the mafia rolecop in it's general form), though I can see why you would want a watcher/tracker (broader exposure).
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