Ok, so... Clue(do) Mafia. This has been whizzing around my head in various incarnations for too long.
So, the basic idea is to have the 6 characters, 6 weapons and 9 rooms that the game has*. Day phases would work much like a standard mafia dayphase, with one exception. Nights, however, would be pretty different. They'd be divided up into sections, in which people would be running around the rooms, investigating, finding evidence, murdering etc.
Incidentally, you'd really,
really need a co-mod for this. And probably a special mod quickchat to keep track of everything and make sure it keeps running smoothly. And 6 very reliable players.
Day:
I'm thinking hammers with a fairly long time limit as you'd need a small but active group of players for this game, and night actions should help increase the possibility of consensus. In addition to the lynch, town would have one other thing to vote on - a search. This would be voted for in the day and would, like the lynch, would be decided by a majority vote - however, instead of ending the day and killing someone, it would instead cause everything that the searchee had on their person to be publically revealed and then allow the day to continue. This is mainly to stop the culprit just carrying all the weapons around with them.
Night
The night would be divided into a certain number of hours in which players perform actions. I was thinking 9 hours. Different actions take different amounts of time, and at the end of the night everyone will return to the central room.
The crucial actions (everyone):
Take/drop - Picks up or drops an item (item will be immediately obvious in room). Probably a free action.
Hide - Hides an item (note that a corpse does not count as an item) in a room (before the game starts, the culprit will have a chance to hide the murder weapons wherever they like - in other words, they determine the starting positions).
Search - Looks for items hidden in a room or on a corpse.
Retrieve - Like search, but for an item you yourself hid or found during a search. Will either get that item or tell you that the item is no longer there if someone's moved it. Free action. You may check if a known hidden object is still there without moving the item if you want.
Move - Moves between rooms. The rooms would be arranged in a sortof circle with no corridors in between them. You could effectively move clockwise or anticlockwise or through the passages (possibly with some limitations).
Identify - You won't instantly be able to tell who someone with you in a room is due to darkness. Identify would attempt to work out who they are. However, this action leaves you vulnerable to attack from them! You'd also be able to use this on corpses.
Yell - Draws attention to a location. People will hear the yell and be able to tell whether the yell came from clockwise or anticlockwise.
Bash - Strikes door barricaded from the other side. Barricaded doors generally require two rounds of bashing (or one round with two people) to knock down (after which the basher will move straight through into the next room). People on the other side of the barricade will hear if the door is being bashed. A move action will automatically become bash if you try to move into a barricaded door.
Dismantle - Dismantles a barricade if the barricade is on the same side as you. Possibly a free action.
Crucial actions (culprit) (note - certain non-culprit roles may possess some of these actions, although not "murder"):
Murder - Can only be performed once per night. Kills the victim, turning them into a corpse. Requires a murder weapon. Struggles could mess up the room, splatter blood on yourself or the surroundings or result in your being injured depending on the weapon and the victim. Attacking a vulnerable person or using the revolver results in a smoother attack (although using the revolver will create a loud gunshot that everyone will hear, and everyone will be able to work out whether the gunshot came from clockwise or anticlockwise of their current position).
Knock out - A nonlethal attack. Requires the rope, wrench, candlestick or piping. The victim will be knocked unconscious for a few (probably 3) hours. During this time they will be unable to act and can basically be treated as a corpse (except they cannot be incinerated). Unconscious people count as vulnerable. You can also perform this move on yourself without any kind of weapon (using a wall).
Cripple - A nonlethal attack. Requires the dagger. Seriously impairs the victim's movement for the rest of the night (possibly giving you the chance to run away) and makes them vulnerable. The victim's wound will be obvious to everyone in the morning and to anyone who meets them that night, however. Can also be used on yourself. Bloodies the knife.
Fire - Fires at nothing. Requires the revolver. Creates a loud gunshot sound. Could be used for creating a false time of death, drawing attention to yourself or wasting ammo. A keen investigator may be able to find the bullet left by this.
Snatch - Allows the culprit to seize a weapon from someone else in the room. Allows the target to see who's snatching from them.
Clean - Cleans fingerprints (special roles may be able to check for these) and blood off of a weapon or crimescene. The blood may still be detectable to certain roles.
Incinerate - Throws a flammable item or corpse into a fire. Requires a fireplace in the room (as far as I can tell, the study, library and billiard rooms have these). Destroys flammable items (including the rope, jackets and gloves) and causes an autopsy performed on a corpse to be confused (see below).
Barricade - Blocks a door from one side. It would need to be either bashed down from the other side or dismantled from your side. Obviously people can't move through a barricaded door.
Siege breaker - A special action designed to deal with large groups. Changes every game, but provides a disincentive to the town clustering together. May, for instance, allow the culprit to kill undetected in a full room.
Morning:
In the morning, anyone who died in the night will be found. The following information will be revealed publically in the thread due to communal examination:
-Where the corpse was found
-Whether the victim was bludgeoned, strangled, stabbed or shot (unless the victim is incinerated, in which case the only information will be "incinerated")
-An approximate time of death. If the victim was not incinerated, you will be told whether they were killed in the first three hours of the night, the second three hours or the last three hours. If the victim was incinerated, you will be told whether they died in the first or second half of the night (with kills in the exact middle being 50/50 either way).
-The results of searching the corpse and the room it was found in
-What the room looks like (blood, signs of a struggle etc)
As a sample (no flavour text, just the information):
Professor Plum (played by Leafsnail) is found murdered in the Conservatory.
He was shot.
He seems to have died in the first third of the night.
There are no signs of a struggle.
There are no bloodstains on the floor.
He has no items on him other than his own blood covered jacket, and a search of the room yields nothing.
You'd also be told of obvious things about the appearance of other players (missing jackets, wearing someone else's jacket, blood on their clothes, injured etc).
In addition, any people still unconscious by morning will be found and woken up. The town will be told where they were found knocked out.
Items:
There'd probably be items other than murder weapons. The ones most likely to show up are gloves (causes you to leave no fingerprints) and jackets (every player receives an appropriately coloured one at the start of the game. Can be splattered in blood, stolen from the unconscious, burnt etc).
So, in summary: culprit runs around killing people and possibly creating elaborate plans while everyone else runs around investigating and possibly trying to mess with the culprit. Nonlethal attacks and potentially incriminating evidence creates huge WIFOM and framing potential.
This ruleset is obviously vague and imperfect (and probably suffers from several breaking strategies... I might just have to put a hard restriction on attempting to coordinate furture night actions with other players). I mean, I haven't even got on to witnessing stuff happening and things... but I feel a gametype like this could be pretty fun. I'd definitely appreciate feedback on the stuff I have got, though.
*Although since I'd really prefer to keep it to 1 culprit 6 people would probably make it staggeringly difficult for scum even on a nightstart. Maybe 2 culprits (still with only one murder between them) and town has to lynch right every time due to the huge amount of information that comes out each night?