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Author Topic: [DISCUSSION] Mafia Gametypes: Hash 'em out here!  (Read 144068 times)

Dariush

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #975 on: February 21, 2012, 02:14:40 pm »

...gods, I really should start thinking my ideas through before offering them to the public.

* Dariush headdesks.

Urist McUselessNoble

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #976 on: February 21, 2012, 04:27:56 pm »

How about the following setup:

- Mafia does not get a nightkill, but the town is not told how many scum there are (or indeed whether there are any), nor do players roleflip when they die.
- Day ends with hammer.
- As an alternative to hammering, the town can vote to end the game: If they have eliminated all scum and end the game, then town wins. If they have not and end the game, scum wins.
- To give the town an incentive to not just keep lynching when they believe they have found all scum, townies are given functions, such as "driver," "gunner," "hideout," "safecracker." Each player is give multiple different functions, such that the town a number of townies who can fill each function. If the town does not have a full team when they end the game, the game is a draw. The number of functions and the number of functions per townie (and thus the amount of redundancy) must obviously be varied with the number of players.
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Leafsnail

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #977 on: February 21, 2012, 04:30:35 pm »

Firstly bear in mind that with no nightkill there is absolutely no reason not to claim day one.  After that you can probably just systematically lynch people down to the minimum number of team roles remaining.
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Urist McUselessNoble

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #978 on: February 21, 2012, 04:47:20 pm »

Yeah, but a massclaim won't help find the scum in this setup.
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Leafsnail

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #979 on: February 21, 2012, 05:04:04 pm »

It would help you lynch everyone unnecessary though.
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Shakerag

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #980 on: February 29, 2012, 11:29:00 am »

Out of curiosity, how well have Mafia games gone in the past that have incorporated additional RTD or RPG elements?  Outside of Roguelike, I suppose. 

Darvi

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #981 on: February 29, 2012, 11:32:57 am »

We never made a RTD mafia because people were too wussy to trust the RNG.
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Urist Imiknorris

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #982 on: February 29, 2012, 11:34:41 am »

There was Kill Webadict Now: Dakarian Edition.
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webadict

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #983 on: February 29, 2012, 11:45:11 am »

No, we never had one because there was far less elements of skill than wanted.
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Dariush

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #985 on: February 29, 2012, 12:25:43 pm »

I've sat down several times and tried to make one of those work, but the ability list always comes up lame and too random to use.

Let's look at cop and doc, for instance:

Cop:
1: No result, and target is told you were trying to inspect them.
2: No result.
3: Result that has a 50% chance to be naive.
4: Result.
5: Result- ignores godfather/miller effects.
6: Result, but target is told they were inspected.

It might as well just be a 50% cop.

Doc:

1: The target dies.
2: No effect.
3: 50% chance of protect.
4: Target is protected.
5: Target and target's target are protected.
6: CPR Doc effect.

You're nearly as likely to kill the target as to protect it.
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Bookthras

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #986 on: February 29, 2012, 12:39:45 pm »

Someone suggested that a way to ameliorate that would be to lower the success bar: make the result for "3" the same as the current result for "4".

* Then your cop is 67% cop, not 50%, and is never naive (but question: why would the target be told on a 6?)

* Then your doc has only a 16% chance of a kill, and a 67% of a successful protect (but question: what does a CPR doc do?)

But yeah, the random effect is too big and somewhat discouraging, as people are used to just having abilities, and having them work reliably and consistently. The random effect makes skill seem less important. But I would in on something like this.

The early RTD experiment, if I recall correctly, had a standard Mafia gameplay, and a RTD game going on within flavour. It was fun to read, but some thought not as fun to play. But I'd in for one of those too.
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Dariush

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #987 on: February 29, 2012, 12:43:11 pm »

IMO the following for doc would work better:
Doc:
1: The target dies.
2: The target is informed that you were trying to do something undisclosed to him.
3: The target is informed that you were trying to protect him (no protect happens).
4: The target is protected, but if the protect triggers, you die instead.
5: Target is protected.
6: The target is protected and informed that you were trying to protect him.
Also, what does CPR Doc effect mean?

But anyway, I see what you mean now. I was afraid it would be something along the lines of 'Roll d6 to determine whether a given action succeeds'.

Or maybe we should use dice with more sides than 6. I like this 'slightly variable effect' idea.

Darvi

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #988 on: February 29, 2012, 12:47:26 pm »

A CPR doc kills if the target doesn't get targeted by a different kill. Otherwise, it protects.
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Shakerag

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #989 on: February 29, 2012, 12:56:26 pm »

While having RTD abilities is interesting, I was more thinking along the lines of what Bookthras was suggesting.  Having the Mafia part and the "other" part more separate. 

Or just some other game mechanic altogether.  Like, and I'm just pulling this out of my ass here, say we had a zombie survival Mafia.  So there would be scum you're trying to oust, but then most players would have additional abilities like scavenging for food/stuff/barricade material, building barricades, etc.  So you'd decide to use a typical mafia-like ability (say investigate) or nail some wood over those windows to keep the zombies out.  Or maybe you have multiple actions and choose which to do or something. 

Another (very rough) idea I was tossing around is something like a three-phase game.  Like, for each "day" there's an adventure stage (maybe something RPG-ish like a dungeon crawl), then a camp phase where "normal" mafia gameplay happens, and some abilities/items you've earned in the prior phase come into play, then a night phase like normal.

I guess I'm not happy unless things are horribly complicated. 
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