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Author Topic: [DISCUSSION] Mafia Gametypes: Hash 'em out here!  (Read 144110 times)

Captain Ford

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1185 on: April 07, 2013, 04:14:38 pm »

What if we make it a shakesperian cupid that can only pair up scum with town?

Could become a protown role, where any scum that's been paired up can no longer execute the nightkill, and if all the scum remaining are paired up, it fulfills the town win condition.

...I think something can be hashed out of that.
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Griffionday

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1186 on: April 07, 2013, 04:17:27 pm »

Wouldn't that essentially give the town two separate lynches during the day?
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Captain Ford

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1187 on: April 07, 2013, 04:18:32 pm »

Except the scum is no longer a threat and killing them only brings the town closer to LYLO.
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Leafsnail

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1188 on: April 07, 2013, 04:18:56 pm »

I'm not sure, it could quickly cause the game to end before everyone is paired if it causes the town to receive to many deaths, or links the mafias together and kills them to quickly.  So the cupid has to pair people who are likely to not be the targets of other kills or he'll lose before everyone is paired.
That's true, but the role doesn't care about the alignments of the people involved.  So it would have a huge affect on town/scum balance, while at the same time not caring overly about that conflict.

I think it's too swingy for a closed game, but you could probably make a decent open setup out of it.
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Captain Ford

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1189 on: April 07, 2013, 04:19:55 pm »

Oh, and it's important to note that the paired-up scum still loses if the town wins. Otherwise the paired scum would simply out his allies.
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Captain Ford

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1190 on: April 07, 2013, 04:21:56 pm »

...also cupid essentially takes both a townie and a mafioso out of the game at once. Their votes will cancel out and neither team makes any headway by killing the pair. It effectively shortens the game by one day.

EDIT: ...OH! No, you're right. Except it's not a lynch. Cupid would be a vig that could never kill town by accident.
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Griffionday

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1191 on: April 07, 2013, 04:24:31 pm »

Ford: So the lynch for the day can be targeted at two different players, the first romanced (causing them to become confirmed town I might add, unless we do away with the letting people know their crushes) and the second killed.

It seems like the game would be too quick.  Also I'm not sure why the townie would be out of the game, unless their partner just automatically votes contrary to them.

Leaf: I'm afraid I'm not really clear on the differences between the two game types.  I'm read mafiascum wiki in a min.

EDIT: Done reading, I think I see what you mean.  Yeah I think it would be for the best for every one to know this existed.  I might try it in a near-mountainous game after I've played enough that I feel I have a good handle on how the setup affects the game.
« Last Edit: April 07, 2013, 04:34:38 pm by Griffionday »
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Leafsnail

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1192 on: April 07, 2013, 04:33:27 pm »

Open games have all the roles revealed at the start (that is not who has them - just what roles are in the game), closed games don't.
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webadict

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1193 on: April 07, 2013, 04:54:46 pm »

New idea for 3rd party role: Cupid.

Role: During the day (to avoid causing the mafia accidentally killing themselves) they have the ability to cause any two players to fall in love.  The players are notified of who their new crush is, and gain the lovers role in addition to their current role.

Their win condition is to cause every one alive (with themselves being optional in the case of an even number of players alive) to be paired up.  Does not block alignment wins.
Eh... it's too specific to be its own alignment.
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Griffionday

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1194 on: April 07, 2013, 05:04:23 pm »

I'm not really sure what that means.  I'd think an SK is pretty specific.
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webadict

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1195 on: April 07, 2013, 07:50:34 pm »

I'm not really sure what that means.  I'd think an SK is pretty specific.
Not really. A Serial Killer can win through various means, and there's no set way to kill everyone. Your cupid suggestion has to use his own abilities to lock everyone together. There is also no other way to make it happen other than him. As such, he's too specific.
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Griffionday

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1196 on: April 07, 2013, 08:58:53 pm »

I see, that actually makes a lot of sense.
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Captain Ford

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1197 on: April 07, 2013, 09:37:12 pm »

You know, actually, it didn't occur to me that with a successful town-scum pairing, cupid won't know which of the two is scum. And since killing one kills both...

It wouldn't actually be game-ending. Disabling the scum's ability to kill is kind of important if cupid is pro-town.

... wait ... you know, what if cupid could only target one person and the other one was random? It would be possible for a person to become lovers with more than one other person...

Oh wait, I'm also assuming that lovers is mutual, but it wouldn't have to be.

Love triangles.

...what if that was the entire point of the game? And the whole point revolved around love and getting certain people to fall in love with you?

Totally a Shakespearean romantic comedy. I think I could come up with something along those lines.
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ToonyMan

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1198 on: April 07, 2013, 10:08:07 pm »

Dating sim mafia.
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Griffionday

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1199 on: April 07, 2013, 10:19:04 pm »

That's right!  It wouldn't have to be mutual.  What if you have a cupid, who is able to cause A to fall in love with B (A->B) and only informs A.  And a Pan character who can switch the target of affection (so A->B becomes A->C) and only informs C.  You'd probably need one or two more ways to shift the love so there are several ways to get everyone into pairs of lovers.

A possibility would be to have the fairies be the scum, but they don't have any NK's (is there a term for this?).  Their goal is to pair every mortal up.  The townsfolk have kills, but can't use them against a fairy unless they are in love with someone, as the fairies would glamour them otherwise.  Love might start out random, with every non-fairy in love with another player (possibly fairy) with the exception of the hunters.  Happily ever after would be an acceptable result, except that the hunters would lose if the scum aren't dead.

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