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Author Topic: [DISCUSSION] Mafia Gametypes: Hash 'em out here!  (Read 144022 times)

GlyphGryph

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1020 on: March 18, 2012, 03:16:16 am »

Yeah, lack of activity - not really like it was back in the golden days. At least we've got a core group that's pretty reliable.
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Servant Corps

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1021 on: March 18, 2012, 02:40:39 pm »

I actually am thinking of signing up with mafiascum and trying to host a game there (after waiting 3 months, participating in one of their games, and hosting an approved Open setup). On the other hand, this should be enough time to discuss modifications to Cybrid Mafia.

On the other hand, it's probably a lot of time to just find a couple players.
« Last Edit: March 18, 2012, 02:50:04 pm by Servant Corps »
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Dariush

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1022 on: March 19, 2012, 07:00:26 am »

I've offered an idea with attack and health a couple of months back (in the Dresden Files setting), but it got stomped out of existence. :(
Guess it's gone forever then :(
If we can get a buffer of pre-reserved spots, we should smooth the idea out and make a game.

GlyphGryph

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1023 on: March 19, 2012, 12:47:56 pm »

I really don't think the problem is a "lack of activity" so much as many more players than games at the moment. :P

I know the xkcd boards have mafia games too, but eh. I hate having to wait, and do signups, and get approval, and get other people to "ok" things, so I've never bothered to host elsewhere. It's EASY here.

If you do run one (after mine is finished :P) I will be more than happy to play in it, though. Wherever you host it.
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webadict

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1024 on: March 19, 2012, 01:05:00 pm »

I really don't think the problem is a "lack of activity" so much as many more players than games at the moment. :P

I know the xkcd boards have mafia games too, but eh. I hate having to wait, and do signups, and get approval, and get other people to "ok" things, so I've never bothered to host elsewhere. It's EASY here.

If you do run one (after mine is finished :P) I will be more than happy to play in it, though. Wherever you host it.
Well, it's easy for the people that have been here forever. Trying being a newbie, and you'll have to wait a while. Probably until after you run a BM, or at least played in one or two.
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Alexhans

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1025 on: March 30, 2012, 07:52:59 am »

Yeah, lack of activity - not really like it was back in the golden days. At least we've got a core group that's pretty reliable.
Which are this Golden Days you seem to be referring to? The days when Webadict was known to be scum every game?  Or has that already been erased from the annals of history after he self-proclaimed mafia king and squashed all opposition?
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GlyphGryph

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1026 on: March 30, 2012, 08:01:05 am »

Wait a minute... there was a point where he STOPPED being scum every game!? Why did no one tell me!?
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Orangebottle

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1027 on: March 30, 2012, 05:37:09 pm »

It happened when he stopped running KOTM.
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Leafsnail

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1028 on: March 30, 2012, 05:57:45 pm »

To be fair it wasn't "self proclaimed".  He won KOTM.
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Bookthras

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1029 on: March 30, 2012, 08:47:16 pm »

And successfully defended his title on the field of (chess) battle too. He is the rightful holder of the title, not "self-proclaimed" at all, and we owe him our allegiance.

I hope he's fine, and that he'll be back soon. It certainly wouldn't be the same without him.
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Shakerag

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1030 on: April 05, 2012, 11:04:31 am »

Okay everyone, I've been kicking around this idea for a game in my head now, and I've finally bothered to write it all out.  This is the first time I've come up with a game like this, so I'd like to get some feedback about balance/fun and such.  I don't mind posting it out like this, because I was planning on it being open-format (like Paranormal) anyway.

Basic (rough) idea:  You're all a bunch of alchemists from various families.  Each family has an element (which is a physical object) they're attuned to, so you've inherited it.  Something about a council with a free seat, potential foul play in selection process, gotta find out who's shady.  Scum can have any element, but thier element is "tainted" which can only be absolutely determined by processing the element in a specific process which destroys it.  And anyone with a destroyed element is out of the running.  Flavor background of elements regenerating with time back at your family home or something.  Flavor subject to change, but that's not really the important stuff. 

Terminology:  Class refers to the groupings of four elements under a heading.  Path refers to the position an element is at in that class (so, basically, first/second/third/fourth - the orders as they are may very well change, though)

So everyone gets a random element (night ability), a random tool (one-shot), and a random personal ability/trait (auto ability). 

Please let me know what you think of this setup, and absolutely feel free to suggest changes/additions/removals in the name of balance/fun/whatever. 

-------------------------------------------
elements (night abilities, targeted, can't target self)
ELEMENTAL
air - roleblock
earth - tracker
fire - watcher
water - redirecter

PRIME
life - doctor
death - kill (vig)
matter - knows which one-shot target uses or is targeted by that night (and any untargeted ones used?)
energy - vote stealer (takes effect the next day)

ETHER
clarity - cop (unsure if just scum-finding or role cop in addition)
illusion - deception - target appears as different element for that night
light - target protected from non-kill effects
dark - hide results (target doesn't get much info from actions, people who target that person get reduced results as well)

META-ELEMENTAL
ice - target gets reflect ability for the night
dust - delayer
magma - abduct
steam - target's target is randomized

FORCES
nature - karma
chaos - target's vote is random tomorrow (doesn't show until day end)
gravity - actions on target redirected to user
static - target can't switch vote next day and has to do same night action next night (doing nothing if target no longer is valid)

MENTAL
dominaton - cult (yay)
fear - disable target's auto ability for night
will - target's ability not effected by other abilities
truth - know actions that happened on target, but not by whom

-----------------------
1-shots
combiner - adds effects of target's element to users and applied to that/another target
splitter - two targets
transmuter - change users element
elemental chart - can get (vague) read of elements present (number per class)
elemental wards - nk protection
elemental feedback - PGO
Prism - redirect all actions on self to another target
mana watcher - see counts of elements used at night, but not origin/targets
advanced lab - use ability of different element in same class
mote of rust - destroy one other one-shot
sphere of <class> - nullify all abilities used by that class that night
rod of <path> - nullify all abilities used by that path that night
crystal of <class> - see who used an ability in that class that night (not target)
lens of <path> - see who used an ability in that path that night (not target)

-----------------------------------
autos
sensitive - told if target is from the same class when using night ability
new bloodline - pick your element rather than random assign (before N1)
attuned - told if target is from the same <path> when using night ability
vault - pick your one-shot rather than random assign (before N1)
loyal - can't be converted
<class> immune - immune to abilities of specified class
dim - element not detectable to auto/one-shot abilities (but not night abilities)
gremlins - unaffected by one-shot abilities
elemental net - gain (random) one-shot if someone from same class is lynched
unstable element - if lynched, elements from your class are nullified tonight
<class> master - if you use your night ability, abilities from that class can't be affected that night
alert - know who visited you at night if you don't use an ability


Dariush

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1031 on: April 05, 2012, 11:20:02 am »

IMO too bloated.

So everyone gets a random element (night ability), a random tool (one-shot), and a random personal ability/trait (auto ability).
Specifically this. Your whole idea is basically contained in the above sentence, the rest being flavored water.
« Last Edit: April 05, 2012, 11:21:34 am by Dariush »
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TolyK

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1032 on: April 05, 2012, 11:26:27 am »

That tops even my complication-o-meter.
I'd still totally go for the campfire one if my ISP weren't a dick.
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Shakerag

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1033 on: April 05, 2012, 11:41:56 am »

:( 

I don't see how it's all that complicated.  It ends up being about the same, ability-wise, as a BYOR.  And Paranormal has about 30-ish initial roles, if I recall.

TolyK

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1034 on: April 05, 2012, 11:49:33 am »

Except BYOR's are on-the-fly, and Paranormal's roles are... less action-based iirc?
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