I see you. That's right, I see
you, in particular. Ideally, I'll have sent you your personalized invitation by the time that you are reading this, but it's very realistic that this will not be the case.
Here's how this is going to go.
Recruitment for mafia games has been a bit of a slog lately. I have identified the flaw in the typical recruitment process, however. The typical mafia game recruitment process is passive, just sitting back and waiting for players to trickle in.
Considering the current sluggish state of the subforum, I will be sending out personalized invitations.
Each and every invitation will be unique and personalized to the player I sent it to. Maximum Spin has promised to join if I send him a personalized invitation, so that's one player down already.
I'll be starting with a minimum of nine players. In an ideal world, I'd start with thirteen players, in my dreamworld, I'd start with sixteen players, but those are stretch goals, in today's player-sourcing environment.
To join the game, just post some variety of '
in' in this thread before or after I send you a personalized invitation. If you join before I send you a personalized invitation, I will send you one after the fact, so don't worry about missing out.
Please also send me a role name and/or role theme, which I will use to construct your in-game role. These can be anything within the rules of the forum, though I reserve the right to reject submissions I believe I can't work with. I will avoid doing this if at all possible, though.
Example role names include
Penguin Mob Boss,
Batman,
The Ultimate Library of Ultimateness,
Anomaly,
Risk of Rain, and
_.
Example role themes include
Expendable Goons,
Technological Development,
Ability Gifting,
Confusion,
Difficulty Stages, and
[ERROR_69:GATE_OF_DREAMS_WHEN].
What is Mafia?
Mafia is a social deduction game! I make no guarantees about what unique and terrifying horrors await you in this match, but I can say at the very least there will be a Town team and there will probably be a Mafia.
The Town are an uninformed majority. If you're a Town player, you're aware of your own alignment and not the alignment of any other players. You're opposed to the Mafia and any other hostile Third Parties, should they be present, and you win the game once all anti-Town players have been eliminated from the game.
The Mafia are an informed minority. Each of the Mafia is aware of the alignment of the other Mafia players. This makes them a coordinated, but small team up against the uncoordinated, but massive, Town. The Mafia win once the number of uneliminated Mafia equal or surpass the number of remaining uneliminated non-Mafia players, so long as there is no way to interrupt that condition and at least one Mafia player is still alive.
How are players eliminated?
An eliminated player is referred to as dead, and cannot post further in the thread, and in most circumstances cannot use their Abilities.
The game of mafia is played in two Phases. During the Day, a vote is held where every player has one vote by default. The Town must deduce who the Mafia are, while the Mafia attempt to blend in and manipulate the vote for their own benefit. At the end of the Day, which occurs either on a deadline, or when a majority of players are voting one person (this is an optional rule known as the Hammer) whichever player has the most votes on them is eliminated. This is referred to as Execution.
(In previous games, Execution was known as the Lynch, but that term has certain connotations, so we as a community are shifting away from its use.)
During the Night, the thread is locked and public discussion cannot occur. Most Abilities are useful during the Night. The Mafia have access to two privileges that give them an edge despite their small numbers. The Mafiakill is the shared Ability to forcefully eliminate a player of the Mafia's choice. The second privilege is the scumchat, a private Discord chat which allows the Mafia to communicate and coordinate in secret in both Phases.
Some more specific rules, including some things I'm explicitly stating now:
Day Phases last 72 hours for the first and second Days, and 48 hours henceforth, though they still end immediately on
Hammer. I reserve the right to extend the duration as needed if a player replaces into the game, a real-life emergency occurs, or an extreme Day
Ability resolves.
Night Phases last 48 hours on the first and second Nights, and 24 hours henceforth, though they may be shortened if every player submits their desired actions or lack thereof quickly.
No editing your posts, and no directly quoting any PMs you have received from me. You are freely permitted to paraphrase. If you have access to a private chat where your alignment is mod-verified, such as the
scumchat, you may quote PMs from me in there. If you have access to a private chat
without alignment verification included, you do not possess this privilege. Never directly quote PMs from me in the main thread no matter your alignment.
After the
Day is ended via hammer,
do not post. You may edit your posts to nullify content posted after the hammer, which is an exception to the above rule. If the
Day ends via deadline and not hammer, you may continue to post
until I close the thread, but further votes will not count and whoever was
Executed may not post (except to produce a single 'bah' post useful for mockery, a joke, or humor, but not permitted to contain game-related content).
Don't be too much of an asshole. Some aggression is fine, too much will have me stepping out of my palace to warn you to cut it out.
By default you will
not be informed when redirection (that is, the changing of your action target by the use of an ability) has occurred during the
Night. Sorry.
I'm using sane Natural Action Resolution. While I reserve the right to make super-priority actions, by default your Night actions are resolved according to the Natural Action Resolution as seen on mafiascum wiki, paradox resolution handled via the emergency list, and then rolling for initiative if even that fails.
Again, please talk to me about your role so I can help you understand it. You can't just say 'what am I missing', but you
can ask me about any details you like or even make absurd hypotheticals. Exact wording really, truly matters, and subtle details can help or hinder you, so be aware of them.
On action failures: there are multiple different types of action failure. Most will give you a result of
Your action failed. when they occur. Let's go over the most common types.
Failure to target: Congrats, your target is outside of the game space due to a banishment effect or commuter ability, and cannot be targeted. Your action failed, because you couldn't even use your ability in the first place. Any shots you would have used have not been used.
Failure upon use: Something jammed you at the moment you used it. 'Target player's action will fail' would fall under this category, as would action failure due to "(Status) Curse: Your actions have a 50% chance to fail when used!" or such. Any shots you would have used have not been used.
--Roleblock: A roleblock is a specific type of power that forces action failure. Unlike other failures, if someone is roleblocked, they are explicitly given the message You were roleblocked. - but only if they attempted to act. If a player was roleblocked and did not attempt to act, they do not receive this message. This also does not consume shots.
Failure upon arrival: You successfully used your ability, but alas, woe is you, you hit a player who causes all non-kill actions used on them to fail. Unfortunately in this case your ability fully resolved, it just didn't do its job, so you do lose any shots you tried to use.
Sneaky failure: You successfully used your ability, you got the You performed your action message - and your killshot on webadict hit a protect action. You aren't told your action failed, and technically it didn't - but the effect failed completely even if your action didn't.
This should help resolve some of the confusion I've seen about Night action messages.
Fallacy's Abbreviated Guide To Abilities:
Abilities that can be used are referred to as Actions. The set of all abilities is simply called Abilities. (Setup), (Reference), (Info) and (Status) tags indicate non-Abilities.
By default, you may only use one Action per phase.
(Setup): This effect triggers pre-game, and typically involves giving you a choice.
(Reference): This isn't technically a part of your role, but describes something used by another part of your role. Still shows up on roleflip, though.
(Info): Some free information about some part of the setup as a whole. Will be [REDACTED] on death.
(Status): This isn't an ability, but is rather a status condition that afflicts you. If it appears to do nothing, there may be abilities owned by some other player that make use of it. Does not show up on your roleflip, since it isn't technically part of your role.
(Night): This action is used during the Night phase.
(Day): This action is used during the Day phase. Depending on importance level, either resolves at the end of the Day (more common) or immediately (effectively 'as soon as I can get to my computer and resolve it'). Immediately is reserved for actions of great importance.
(X): This action can be used during either the Day or Night phase.
(Auto): This ability has a passive effect and cannot be used.
(1-Shot): This action can only be used once, or if it is a passive ability, it can only trigger once. See also (2-Shot), or (3-Shot).
(Disabled): This ability cannot be used and has no effect. Either seen as an inflicted condition, or as a locked ability you must fulfill prerequisites to use.
(Innate): A very special ability. Cannot be Disabled, modified, stolen, or removed from your holdings.
(Free): You may use one Free action per valid phase without it counting towards your actions-per-phase limit.
(Double/Triple): If you choose to use this action, you may use it two times if Double, and three times if Triple.
On Targeting:
[target] indicates targeting a single player other than yourself. If you target a player, you visit them in order to enact your action.
[choice] indicates that you choose a player, but do not target them.
[self] indicates an action affecting yourself. You do not visit yourself.
[(dead)] indicates an action targeting or choosing an eliminated player.
[] indicates a non-targeted action.
These may be chained or combined, and I may make up new tags if I need to. An example would be (4-Shot).
Let's talk about alignments. There
will be a
Town team, and there will probably be a
Mafia team. I may or may not include
Third Parties, based both on randomness and player count, and in an especially big setup I may or may not include a second scumteam with a name such as
Werewolves or
Gamers. Or in short, there will be a
Town, and there will also be an
anti-Town, which will probably be the
Mafia.
But for your reference here is the
Total List Of Alignments. I will not include any alignments outside of these, and the win conditions will always be as stated.
(Always Appears) The Town must eliminate every anti-Town player and have at least one living Town player to win. Anti-Town players are any players that have win conditions directly opposed to the Town. A Mafia player would be anti-Town, but a Survivor would not be.
(Will Probably Appear) The Mafia must eliminate enough players such that the number of living Mafia players equal or outnumber the other living players, and furthermore at least one Mafia player must still be alive. This win condition will only trigger if there are no remaining ways to eliminate the Mafia - so a Town double voter or vigilante killer could obstruct it. The Mafia will always possess a totally private scumchat which any living Mafia may communicate freely in, as well as a factional Mafiakill. In a game with a secondary scumteam, the Mafiakill may kill in a less direct manner, otherwise it will be a straightforwards kill.
(Very Rare, Requires Large Game) The other scumteam may take up any villainous-sounding factional name. They share the same rules and win condition as the Mafia - and yes, they will need to fight the Mafia in order to achieve their win condition, and vice versa, because it turns out this town isn't big enough for two groups of murderers.
All alignments below this line belong to the Third Parties category.
(Common) The Mafia-Ally simply wins when the Mafia players do, without actively being on their team (and thus gaining none of their special privileges).
--(Rare) The Other-Ally could be allied to any of the alignments present. While not being of that alignment, they will win when a player that possesses that alignment wins.
(Uncommon) The Survivor must be alive at the end of a certain Day number, including surviving the execution that Day, in order to win. Depending on game size this number will probably be 3, 4, or 5. If the game ends before that number they will also lose.
--(Rare) The Joint-Survivor exists as a team of two. They have the win condition of the Survivor, but modified - at least one of them must be alive at the selected time.
Any type of Survivor that wins immediately exits the game.
(Uncommon) The Serial Killer wins when every player that is not themselves has been eliminated. If every player including themselves is dead, they will still win. They typically have some form of lethal ability to help accomplish this, though usually not so direct as the Mafia's kill.
(Very Rare, Requires Large Game) The Cult win when the number of living players of their alignment equal or outnumber all non-Cult remaining living players, and there is no longer any way to stop them through kills, vote manipulation, or otherwise. As a courtesy, if there is a Cult, I guarantee you that at the start of the game there will only ever be one Cult player. The Cult player will possess a means of transforming any player that is not scum or Joint-Survivor into another Cult player. This methodology will be limited.
(Rare) The Hunter is opposed to a specific alignment decided by me. As long as that alignment loses, the Hunter wins. If their opposed target is Town then they count as anti-Town, otherwise they do not. The Hunter need not be alive to accomplish this win condition.
Total Number of Personalized Invitations Sent So Far: 35.
Player List:- TricMagic - Killed Day 1, Dragon That Turns People Into Morally Dubious SK-Allies (Town)
- Egan_BW - Executed Day 2, Reaoh (Mafia)
- EuchreJack - Executed Day 1, Pirate King (Town)
- Imp - Killed Day 5, The Concept of Simplicity (Town)
- hector13.
- Crystalizedmire - Killed Night 6, Carpenter Ant (Mafia)
- Maximum Spin - Executed Day 5, Quantum Macroshaper (Serial Killer)
- notquitethere - Killed Night 4, The Amazing Spider-Man (Town)
- Lenglon - Executed Day 6, Shy Hacker Kid (Mafia-Ally)
- The Canadian kitten - Killed Night 5, The Cat Came Back Wrong (Town)
- Knightwing64 - Modkilled Day 4, Rapidly Evolving Meme By Knightwing (Town)
- Secretdorf - Killed Day 5, The Hundred Holes Heavenly Votebox (Town)
- sofanthiel - Executed Day 3, Autonomous Cosmonaut (Mafia)
- BlackHeartKabal - Executed Day 4, Ghost Racer (Mafia)
- webadict - Killed Night 2, Warehouse 13 (Town)
- Jim Groovester - Killed Night 6, The terribly ironic role of somebody who only joined because other players asked him to (Town)
- ToonyMan.
- Elephant Parade - Killed Night 5, Bulletproof Miller Vigilante Mason (Town)
- Just imagine this keeps going to infinity.