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Author Topic: Overly Complicated Mafia  (Read 6858 times)

Craftsdwarf boi

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Overly Complicated Mafia
« on: May 21, 2019, 06:34:22 am »

Mafia but more difficult than DF
There are three factions:
  1. The townsmen
  2. The mafia
  3.Neutrals and event entities(meaning that one can convict soda cans)
FACTION 1: THE TOWNSMEN
The townsmen are separated into four categories, each containing three to five castes
1. The civilians
General victims of the mafia
castes
unemployed:Starts with little capital, has no labor specialization, can vote for 1 policy and vote convict 1 entity.
laborers:Starts with anywhere from moderate to high amounts of capital, specialized in atleast 1 random task.
Council members: Elite members of the town, starts with high amounts of capital, 2 social prowesses and 2 intellectual prowesses, will process votes and finalize discretions, although totalitarianism is going to enrage most players, or if in democracy, they count as 2 votes.
2.The police
In order to actually execute/evict mafia members, one would require either the police or the militia
castes
Recruits: Does all the processing and training, eventually specializing or remain as office members.
Scouts: Can check on current region at mafia-active nighttime round, reporting information
Executioners:Death by firing squad at point blank range, enough said
Field officers: Can be authorized to utilize lethal force with sufficient cause
Office members: Operates 24/7, responding to emergencies and authorizing police conductions(which is a voting process)
3.The militia
As long one has a sufficient improvisation skill and/or a weapon, one can become a member of the militia
castes
Organizer: Commands and operates the militia
Militant: Are custom, can do anything they like, although that is ill-advised
*CUSTOM CASTES*
4. The immigrants
More civilians and more revived bois
CUSTOM CASTES ONLY
Faction 2: The mafia, contains 2 Categories, murders everyone at night. Can create secondary actions

Operators: Does all the dirty work
castes
Assassins: Murders anyone selected by the mafia
Saboteurs: Sabotages crucial constructs
Freelancers:Same as above, but not restrained by plotters.

Plotters:Plot methods and selects targets.
castes:
Plotters: Plots methods and selects targets.
Executives: Additional treachery included, operates functions of their institutions.
3.Neutals:way too much entities

All rules and other mechanics would be posted later

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DEATH THO THE THE IGNOBLE NOBLES
Come and amuse oneself the Game of Skirmishes and Transpiration!
...and Engine Heart!
"It was inevitable"----Urist Mcphilosopher
"Losing is !!FUN!!"-----Pretty much every forum member
"#Proletariatinsurrection"-----Every Non-noble dwarf when under rule by nobility

IcyTea31

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Re: Overly Complicated Mafia
« Reply #1 on: May 21, 2019, 06:59:51 am »

Could you give a more complete explanation of the mechanics? How does this caste system work? What do the different roles do, exactly? Is this a bastard game?
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Craftsdwarf boi

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Re: Overly Complicated Mafia
« Reply #2 on: May 21, 2019, 08:50:46 am »

The caste are interchangeable presets, some are custom
MECHANICS(PART 1 OUT OF 10):
1.COMBAT
 Section I:Standard
It is as simple as an RNG roll (0-100, the higher the better), but it will modify ranges for condition(such as a solar eclipse or under searchlights)
 Section II Encounters
Dnd meets dwarf fortress, with even more detail
 Section III Combat-related skills
PARANOIA-Effectively prevents any form of unwanted interaction
HYPER-VIGILANCE - Observe every nook and corner, satisfying you PARANOIA
SITUATIONAL_AWARENESS: Base observation skill, ripped right out of DF
360NOSCOPE: Makes conventional weaponry much more eccentric, prepare for MLG
IRONFLESH: Higher muscle tension yield
TRAINING:Experience with weapon
IMPROVISATION: with a +20 on this stat, one can wipe out a well-armed operator squad with a soda can while it is getting executed by some imbecile.
BASE_TALENT_[EQUIPMENTTYPE]: Rate of learning and maximum proficiency of a type of equipment
MAGICKS: Sorcery
PROCESSING:React faster
.etc.etc there are 53 of them
2.VOTING
A human entity submits a poll, while at the other end there is a processor, processing the votes and announcing results.
PROCESSING:
The game-master will create a massive list and the processor can and probably will compile, there are usually multiple processors to ensure accuracy.
3.Cognition
One can observe and form opinions with a realistic cognitive bias mechanism:
e.g Pre-bias The factory worker Bob Urist Smith is rather attentive, and is the common worker, and he is somewhat reclusive.
     CB=-1 Bob smith is a factory worker, He is attentive and common, and he is rather reclusive
     CB=-10 Bob smith is reclusive and has seen go out past curfew, otherwise he is an attentive laborer.
     CB=1 Bob smith is an attentive, hardworking citizen of this town, he likes to be alone at certain times
     CB=10 Our incredibly hardworking, very attentive and rather favorable citizen Bob smith also favors to take time for introspection.

Logged
DEATH THO THE THE IGNOBLE NOBLES
Come and amuse oneself the Game of Skirmishes and Transpiration!
...and Engine Heart!
"It was inevitable"----Urist Mcphilosopher
"Losing is !!FUN!!"-----Pretty much every forum member
"#Proletariatinsurrection"-----Every Non-noble dwarf when under rule by nobility

IcyTea31

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Re: Overly Complicated Mafia
« Reply #3 on: May 21, 2019, 09:50:46 am »

I really want to give you the benefit of the doubt that you're not just trolling. Do you believe you understand the basic concepts of mafia, such as the setup of informed minority versus uninformed majority or the day and night games, well enough to moderate a game with custom rules modifying those concepts?

The mechanics you just posted would only make sense in freeform roleplaying. Mafia is very much not freeform, and requires very rigid mechanics to make sense. If you say that combat rolls are modified by conditions, you need to explain each of those conditions and how they might interact with each other in painstaking detail. Nothing should be dismissed as "obvious".

I also recommend you post the complete rules somewhere such as Pastebin for perusal, rather than drip-feeding them. Complicated rules by themselves are no problem, but the game is unplayable as long as the players don't know how to play. You won't get any sign-ups before then.
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Craftsdwarf boi

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Re: Overly Complicated Mafia
« Reply #4 on: May 21, 2019, 11:11:27 pm »

Prehaps, although with more knowledge on the townsmen's behalf, it is way more difficult for them to process and communicate them while the mafia is a tightly-clad, heavily centralized system with minimal delay in communication.
I fully comprehend the day and night round system and it is still preserved.
I am compiling all the conceived mechanics onto one massive .txt file.
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DEATH THO THE THE IGNOBLE NOBLES
Come and amuse oneself the Game of Skirmishes and Transpiration!
...and Engine Heart!
"It was inevitable"----Urist Mcphilosopher
"Losing is !!FUN!!"-----Pretty much every forum member
"#Proletariatinsurrection"-----Every Non-noble dwarf when under rule by nobility

Shakerag

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Re: Overly Complicated Mafia
« Reply #5 on: May 21, 2019, 11:36:08 pm »

I understand that you might have the best of intentions, but historically speaking, anyone that's popped into this subforum and tried to run a game without having played a few first have met with very little success.

It's worth considering.

Craftsdwarf boi

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Re: Overly Complicated Mafia
« Reply #6 on: May 31, 2019, 10:54:54 pm »

Indeed, and the rulebook compilation has entered development hell.
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DEATH THO THE THE IGNOBLE NOBLES
Come and amuse oneself the Game of Skirmishes and Transpiration!
...and Engine Heart!
"It was inevitable"----Urist Mcphilosopher
"Losing is !!FUN!!"-----Pretty much every forum member
"#Proletariatinsurrection"-----Every Non-noble dwarf when under rule by nobility

IcyTea31

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Re: Overly Complicated Mafia
« Reply #7 on: June 01, 2019, 12:45:10 am »

If you're not up to the task of typing down the first draft of the rules, how can you be up to the task of using those rules to manage a game? Live games with novel mechanics tend to involve players constantly asking for clarifications to understand how to apply the rules better. Sometimes, these questions require small spot rulings if they involve something you didn't think of, but you can't make the primary mechanics up as you go, so you really need to have them written down somewhere to make sure you, at least, understand them. How else can you explain them to someone who sees neither the big picture nor the small details?
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