Theme Test Market

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Post Post #2975 (ISO) » Sat Jun 18, 2011 5:39 am

Post by Meransiel »

My game will have normal (or compulsive, still thinking) lynches, so no, nothing like that.
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Post Post #2976 (ISO) » Sun Jun 19, 2011 7:22 pm

Post by Seacore »

Some friends and I played with a game that was D&D based with alignments and classes. 9 players.
Lawful Good, Lawful Neutral, Lawful Evil
Neutral Good, True Neutral, Neutral Evil
Chaotic Good, Chaotic Neutral, Chaotic Evil

There were no scum, but each player wanted the three most opposing alignments to die. I think True Neutral needed 4 to die, which was fine because nobody wanted to kill them... Each alignment also had a class, the classes were known. They each had abilities.

It stopped being mafia at a point.

That point was right at the beginning.
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Post Post #2977 (ISO) » Sun Jun 19, 2011 10:09 pm

Post by AurorusVox »

Meransiel wrote:I would like to know if anyone would be interested in a classical D&D theme.

With HP instead of straight kills.

I've been working on an RPG-style Mafia with classes and skill trees, but alas not with an HP system (i.e. it still has lynches + NKs). Not true DnD but it has some of the same elements.
On the other hand, Parama's has got a kind of HP system, basically the Hurt/Heal mechanic that Flay linked to. You could always take a look at it and see it in action, to see how you think it'd work out for you?
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Post Post #2978 (ISO) » Mon Jun 20, 2011 12:34 am

Post by Twistedspoon »

Minesweeper mafia


I was thinking about this idea for a while and was wondering if it would be possible to incorporate mineweeper into mafia.
For exaomple a minesweeper grid with player's names could be used and each lynch would be like clicking that square in the grid and the numbers that would come up would indicate the number of adjacent mafioso

would this work?
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Post Post #2979 (ISO) » Mon Jun 20, 2011 12:45 am

Post by Empking »

Twistedspoon wrote:
Minesweeper mafia


I was thinking about this idea for a while and was wondering if it would be possible to incorporate mineweeper into mafia.
For exaomple a minesweeper grid with player's names could be used and each lynch would be like clicking that square in the grid and the numbers that would come up would indicate the number of adjacent mafioso

would this work?


It either turns into a puzzle game (Not Mafia) or its pointless.
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Post Post #2980 (ISO) » Mon Jun 20, 2011 1:30 am

Post by Meransiel »

Seacore wrote:Some friends and I played with a game that was D&D based with alignments and classes. 9 players.
Lawful Good, Lawful Neutral, Lawful Evil
Neutral Good, True Neutral, Neutral Evil
Chaotic Good, Chaotic Neutral, Chaotic Evil

There were no scum, but each player wanted the three most opposing alignments to die. I think True Neutral needed 4 to die, which was fine because nobody wanted to kill them... Each alignment also had a class, the classes were known. They each had abilities.

It stopped being mafia at a point.

That point was right at the beginning.


My game is honest-to God Mafia, i.e. two strictly opposed factions that want to kill one another. And alignment, though incorporated, is not strictly related to whether you're town or mafia.
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Post Post #2981 (ISO) » Mon Jun 20, 2011 1:37 am

Post by Meransiel »

AurorusVox wrote:
I've been working on an RPG-style Mafia with classes and skill trees, but alas not with an HP system (i.e. it still has lynches + NKs). Not true DnD but it has some of the same elements.
On the other hand, Parama's has got a kind of HP system, basically the Hurt/Heal mechanic that Flay linked to. You could always take a look at it and see it in action, to see how you think it'd work out for you?


I am not doing anything even RESEMBLING that. But it looks awesome.

No, as I said, lynching is normal, special actions deal damage.
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Post Post #2982 (ISO) » Mon Jun 20, 2011 7:08 am

Post by Tragedy »

Plants VS Zombies
(Large Theme Game)

Day
- Regular Lynch Mechanics. Some plants/zombies may have special abilities to be used during the Day Time.
Night
- Instantaneous Night after Hammer. Due to the foggy mist during the Night, deaths will become Unrevealed, unless some plant's ability works otherwise.

Uhmm....
I blame you for this.
For I have been awaiting for another heart pounding segment of
Dokidoki Precure!


[10/15/2013 - 00:13] -
Tragedy
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Post Post #2983 (ISO) » Mon Jun 20, 2011 7:19 am

Post by chkflip »

So basically you've tweaked and somewhat inverted the janitor role?

Cool story,
bro
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Post Post #2984 (ISO) » Mon Jun 20, 2011 7:46 am

Post by Mr. Flay »

Meransiel wrote:
AurorusVox wrote:
I've been working on an RPG-style Mafia with classes and skill trees, but alas not with an HP system (i.e. it still has lynches + NKs). Not true DnD but it has some of the same elements.
On the other hand, Parama's has got a kind of HP system, basically the Hurt/Heal mechanic that Flay linked to. You could always take a look at it and see it in action, to see how you think it'd work out for you?


I am not doing anything even RESEMBLING that. But it looks awesome.

No, as I said, lynching is normal, special actions deal damage.

What is damage used for, then? Can everyone do damage, and you could end up with multiple deaths some Nights? I'm not following...
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Post Post #2985 (ISO) » Mon Jun 20, 2011 7:43 pm

Post by Meransiel »

Not everyone per se can do damage, but there is a very small number of VT (3-4) so a lot of them.

Plus, the mafia don't do...factional damage. They have independent abilities.

And obv, if your health drops to something very low, you die. So you can have multiple deaths in night, or no deaths at all...
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Post Post #2986 (ISO) » Tue Jun 21, 2011 3:52 am

Post by AurorusVox »

Sounds pretty cool. But the issue I can see cropping up is balancing it: i.e., if lynches auto-kill people, but scum don't have a guaranteed kill in their grubby mitts, it could overpower the town a fair amount...

Could you rename VTs "NPCs"? :p

---

Out of interest, I can see mentions of
Firefly Mafia
on the search but can't find any actual games of it...has it been done recently and my searching abilities are incredibly sub-par, or was it just floated and never gone through with?

Also thought it'd be cool to see/play/theorise:
The Wire Mafia
(money laundering and drug dealing mechanics? cops getting in their own way?),
House M.D. Mafia
(multiple doctors with a chance of diagnosing the night kill?), or
The West Wing Mafia
(no idea what this would be, tbh, probably lots of quick-paced talking/political or pact-making roles?!). Well, that's half my DVD boxset shelf turned into mafia games.../sigh
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Post Post #2987 (ISO) » Tue Jun 21, 2011 3:59 am

Post by Empking »

Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #2988 (ISO) » Tue Jun 21, 2011 4:06 am

Post by AurorusVox »

I...I searched "Firefly" in topic titles. That didn't appear...D:<

/reading
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Post Post #2989 (ISO) » Tue Jun 21, 2011 4:57 am

Post by Meransiel »

I had 2 reviews so far, no it's not unbalanced.

Also, House MD mafia would be CRAZY AWESOME.
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Post Post #2990 (ISO) » Tue Jun 21, 2011 4:58 am

Post by AlmasterGM »

If the theme hasn't been run since 2005, I'm sure there's potential for a reboot.
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Post Post #2991 (ISO) » Tue Jun 21, 2011 9:40 am

Post by Hoopla »

Twistedspoon wrote:
Minesweeper mafia


I was thinking about this idea for a while and was wondering if it would be possible to incorporate mineweeper into mafia.
For exaomple a minesweeper grid with player's names could be used and each lynch would be like clicking that square in the grid and the numbers that would come up would indicate the number of adjacent mafioso

would this work?


I like minesweeper, but I don't know how you could design it so it doesn't break down into a logic puzzle type game. The theme might have to be a bit more superficial, rather than having a deep minesweeper-like mechanic.
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Post Post #2992 (ISO) » Tue Jun 21, 2011 10:04 am

Post by Hoopla »

Hoopla wrote:I like minesweeper, but I don't know how you could design it so it doesn't break down into a logic puzzle type game. The theme might have to be a bit more superficial, rather than having a deep minesweeper-like mechanic.


Maybe if you ran it like chess mafia and had two simultaneous ways for the town and scum to win. Have a minesweeper board in the opening post that players can "click" at any stage (or maybe like one click per hour) and have a time they need to beat. If town beat the puzzle before the best time, they win. If scum can lurk and prevent town from solving the puzzle before the clock runs out they win.

There's also an optional lynch available. If at any stage a player is lynched, the clock stops and goes to a nightphase where scum get a kill. If scum eliminate the town or vice versa before the time runs out or the board is solved, the game stops and a winner is declared.

Players blow up and die if they click a mine. The same player can't click twice in a row.
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Post Post #2993 (ISO) » Tue Jun 21, 2011 10:26 am

Post by mykonian »

That isn't too hard, is it?

Get a rather large amount of players. Make a grid. Randomly give places to a player. Randomly make players bombs, unknown to them (kill the player killing them/hammering them). Play minesweeper with the scumkill and the town lynch?

It's kinda hard to balance as scum won't be terribly eager to kill people and town could abuse this to try to get a double lynch by letting the scummiest player hammer. The longer the game goes on, the saver the scum kill becomes, and the more "double lynches" town will get.
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Post Post #2994 (ISO) » Tue Jun 21, 2011 10:32 am

Post by wierdalexv »

@Twistedspoon: I have an idea for a Minesweeper Mafia that is somewhat like yours, but more easily balanced.

One person is the 'Player' of the Minesweeper game. Everyone else is either a mine or a number square.

Every night, the number squares can target one person. If that person is a Mine, their number will have one more added to it. (They don't know their number so they don't work like a cop.)

The Mines are just regular Mafia Goons.

Each night the 'Player' can do one of two actions. He can either:
A)Investigate a player. If they are a number square, he what number they are. If they are Mines, he dies.
B)Roleblocks a player. This will last until they they targeted again.

Open setup.

I think it's probably balancable.
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Post Post #2995 (ISO) » Wed Jun 22, 2011 3:18 am

Post by SnakePlissken »

Wacky Races Mafia (Idea partially stolen/borrowed from Pranadevil)

80's Movie mafia (Contains various key characters from various 80's movies)
Show
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http://s10.zetaboards.com/Screen_One_Forum/index/ Like talking movies & other stuff? Come and Join the discussion.

Alien (Inc. Prometheus) Mafia - Now in Planning stages. Pre Ins accepted. DM for more details
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Post Post #2996 (ISO) » Thu Jun 23, 2011 3:11 pm

Post by Faraday »

upick: scummers edition (i.e. send in a mafiascum player as your rolename)

y/n?

(edit: gonna run it anyway, talked to a few people who said they'd play at goofbash anyway, and I *think* it could be fun)
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Post Post #2997 (ISO) » Thu Jun 23, 2011 4:48 pm

Post by animorpherv1 »

Yes
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Post Post #2998 (ISO) » Thu Jun 23, 2011 7:25 pm

Post by Meransiel »

Faraday wrote:upick: scummers edition (i.e. send in a mafiascum player as your rolename)

y/n?

(edit: gonna run it anyway, talked to a few people who said they'd play at goofbash anyway, and I *think* it could be fun)


/pre-in
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Post Post #2999 (ISO) » Thu Jun 23, 2011 10:41 pm

Post by AurorusVox »

Faraday wrote:upick: scummers edition (i.e. send in a mafiascum player as your rolename)

y/n?

In VasudeVa's uPick, I chose VasudeVa as my role :p It was good fun ^^
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