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Author Topic: Kingdom Mafia [3/12]  (Read 2779 times)

Spade

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Kingdom Mafia [3/12]
« on: October 07, 2010, 05:12:06 am »

Welcome to my first hosted of mafia, Kingdom Mafia.

This will be just like a normal mafia game, besides a few roles with different names.
9 townies, 3 mafia.

Rules:
PMing: Not allowed.
Quoting your PM: Don't even try.
Editing posts: Not allowed.
Hammering: Not in this game.
Days are 72 hours. Nights are 48. Weekends do not count as anything. Extensions are 24 hours.
Over 1/3 of the alive players must vote for an extension for me to accept it.

Roles:

Townies

Peasant - Vanilla townie. (There would be two in this setup)
King - Investigates one person each night. Will find out that person's alignment. Role will just appear to be royalty.
Queen - Investigates one person each night. Reports will be the opposite of what they should be. Role will just appear to be royalty.
Game master - Votes count as two during the day. While alive, the mafia has to outnumber the town in order to win.
Princess - Dies if the knight dies.
Knight - Can survive a night-kill. Dies if the princess dies.
Paladin - Can choose one person each night. That person will not die if trying to be killed.
Servant - Can choose one person each night. If that person is targeted to be killed, the servant will die instead.

Mafia

Dark knight - If the person selected to be killed is being protected, they will die anyway. The one protecting will get away unharmed.
Thief - Can choose one person each night. If that person has a night role, it will fail.
Beggar - Will always appear innocent on reports.

Sign ups:
1. JanusTwoFace
2. Ottofar
3. Jetsquirrel
4.
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« Last Edit: October 11, 2010, 01:19:44 pm by Spade »
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DungeonEscape
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webadict

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Re: Kingdom Mafia [Signups + Discussion]
« Reply #1 on: October 07, 2010, 08:09:43 am »

Well, I'm looking at this thing and I'm seeing a few problems.

1: Everyone could roleclaim first Day. Heck, even just the royalty could, since there's two of them. What you need to help with that is either a protection-bypasser mafia or another roleblocker or only make one royalty show up in the game.

The Princess connected to the Knight is kinda pointless, since it's basically like killing two people (possibly three if you kill the Princess first.)

Other than that... It probably is fine.
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Spade

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Re: Kingdom Mafia [Signups + Discussion]
« Reply #2 on: October 07, 2010, 03:31:40 pm »

Well, I'm looking at this thing and I'm seeing a few problems.

1: Everyone could roleclaim first Day. Heck, even just the royalty could, since there's two of them. What you need to help with that is either a protection-bypasser mafia or another roleblocker or only make one royalty show up in the game.
The protection bypass was actually what I was going to have, but I thought it might have been OP. I added it anyway though.

The Princess connected to the Knight is kinda pointless, since it's basically like killing two people (possibly three if you kill the Princess first.)
It would also be three if the knight is lynched. I hadn't planned for the knight to die if the princess does, but that sounds good.

Thanks web!
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DungeonEscape
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Spade

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Re: Kingdom Mafia [0/12]
« Reply #3 on: October 11, 2010, 08:50:47 am »

So is this not a good setup?
Am I too new?
Or is the mafia board just that dead?
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DungeonEscape
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JanusTwoface

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Re: Kingdom Mafia [0/12]
« Reply #4 on: October 11, 2010, 09:14:08 am »

In my opinion, just that dead with a touch of being new.

Question: how many power roles will you put in a game?
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Spade

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Re: Kingdom Mafia [0/12]
« Reply #5 on: October 11, 2010, 09:28:23 am »

In my opinion, just that dead with a touch of being new.

Question: how many power roles will you put in a game?
If you mean in this game, I was planning all power roles, except for two townies.
Do you think it should be different?
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DungeonEscape
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JanusTwoface

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Re: Kingdom Mafia [0/12]
« Reply #6 on: October 11, 2010, 09:36:02 am »

No, that actually sounds interesting.

Dunno if you'll get 12, but I'm willing to give it a shot.  In.
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Ottofar

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Re: Kingdom Mafia [1/12]
« Reply #7 on: October 11, 2010, 01:12:01 pm »

Yup, seeing that the Cybridey thing isn't starting, and Org's BSER is taking long, I'm in too.

Jetsquirrel

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Re: Kingdom Mafia [1/12]
« Reply #8 on: October 11, 2010, 01:13:49 pm »

IN also il try to get better this time...

Spade

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Re: Kingdom Mafia [3/12]
« Reply #9 on: October 12, 2010, 05:56:30 pm »

Anyone think I should lower the number to nine people?

It doesn't look like I'll get twelve. I don't even know if I'd get nine.
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DungeonEscape
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IronyOwl

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Re: Kingdom Mafia [3/12]
« Reply #10 on: October 15, 2010, 02:14:09 am »

This does look kind of interesting.

In.
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A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Azure Sepulchre

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Re: Kingdom Mafia [3/12]
« Reply #11 on: October 15, 2010, 02:36:25 am »

Mmm, you should definitely lower the number; frankly, I doubt you'll even get nine people in this game. To say this section of the site has lulled somewhat would be quite an understatment. I'm also wondering if you we're planning on making QuickTopics for this game; perhaps for both scum and the royal family? After all, it wouldn't make much sense for the King or Queen to try lynching their own daughter. >.>

I also don't understand the second function of the Game Master. How would the game end otherise? I assume you mean for the game to end if both the Game Master and the Royal Family die? In that case, the game would just end with a scum win anyway, if you're only going to have nine players. >.> 

Regardless, this game should be given a fair chance. You can count me in, too.
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IronyOwl

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Re: Kingdom Mafia [3/12]
« Reply #12 on: October 15, 2010, 02:59:42 am »

Traditionally, scum win when they equal town, not exceed them.

Fluff-wise it would also make sense for princess and knight to have a quicktopic, but balance-wise it's probably too town-friendly to have so many guaranteed-town cliques going on.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Azure Sepulchre

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Re: Kingdom Mafia [3/12]
« Reply #13 on: October 15, 2010, 03:11:12 am »

Ah, yes... I'd forgotten that.

I was thinking the same thing concerning the QuickTopic's, too; having three town that know who each other are and a scum group that can't convert any of them would be rather broken. If there was perhaps a 'Scheming Adviser' or 'Jafar' scum role that could preform one conversion, it would make things more interesting. Eh, but that's just my opinion.
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CobaltKobold

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Re: Kingdom Mafia [3/12]
« Reply #14 on: October 16, 2010, 06:13:56 am »

Paladin - Can choose one person each night. That person will not die if trying to be killed.
Could've used one of them in KotM, being a Suicidal Jester and all.

= better worded as "Protects one person per night from kills targeting them"
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