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Naw, I think the fun would be seeing who is reluctant to hammer. If you do it your way, the roles seem to turn into something a bit too similar to vigs to make it as different as it could be.Max wrote:I'ld play that but town members choose a player to take with them rather than the hammering vote. That would make it a higher chance of hitting scum- bluemonick
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Hey, anyone that has a slot open to moderate a theme game, will you post here and Ill tell you my idea. (You not obligated to host it). I currently cannot Moderate, and I am just looking for someone to host my cool idea.
Post here and Ill PM you some details, or if enough ppl post, Ill just post it here.- al_kohaulec
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al_kohaulec Tricksy
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What would you guys think about a
You Make the Role Mafia?
I would probably set it up as a mini, but if there seems to be a lot of interest, I might make it a full game.
Basically, probably done beforehand, I gotta figure this part out though, players will vote on different role mechanics and flavor for different roles until the players have created a full game of playable roles. I'll have to set up all the different options for them to choose from.
I thought about making this an open setup, since they are voting on it and all. But I'm thinking maybe I'll keep it closed, and the voting will just give an idea of what roles there will be. To keep it closed, I'll have players privately PM votes. This will create a lot more work for me pre-game, but I think it would be more fun.
Thoughts?AIM account: DolusDeceit [s]not al_kohaulec[/s]- rajrhcpfreak
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rajrhcpfreak I puzzle myself sometimes
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im planning a No Night Mafia.
basis of the game is that there is no night.
voteing happens like normal but 'night choices' are made during the day and once a week during a certian time frame.
this will follow my freaktowns in my newest production of raj's realtime games.
im predicting this will be a very large game. maybe the largest ever finished on this site. im currently trying to work on the game mechanics and discussing it with inhim and roland.
'no night mafia' sounds like its already been done. if so what is the link so i can make it better, and is there any other games with a mechanic like this? please post links.
edit: far south mafia http://greylabyrinth.com/discussion/vie ... outh+mafiaLast edited by rajrhcpfreak on Fri Aug 04, 2006 8:17 am, edited 1 time in total.Showhttp://kysurvivorfreak.blogspot.com/
raj's to do list:
Zulu Mafia : TBA
No Night Mafia : TBA
Epic Mafia : TBA
Record: 22-33-2
2005: 10-13-2
2006: 5-10
2007: 1-2
2008: 2-4
2009: 3-0
2010: 2-4
2011-2017: retired- rolandofthewhite
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rolandofthewhite F. the White!
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That's called Deep South Mafia. There's an entry about it in the Mafia article on Wikipedia, methinks.rajrhcpfreak wrote:im planning a No Night Mafia.
basis of the game is that there is no night.
voteing happens like normal but 'night choices' are made during the day and once a week during a certian time frame.
this will follow my freaktowns in my newest production of raj's realtime games.
im predicting this will be a very large game. maybe the largest ever finished on this site. im currently trying to work on the game mechanics and discussing it with inhim and roland.
'no night mafia' sounds like its already been done. if so what is the link so i can make it better, and is there any other games with a mechanic like this? please post links.Quiero hacer contigo lo que la primavera hace con los cerezos.- Kelly Chen
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By "large" you mean tons of players?rajrhcpfreak wrote:im planning a No Night Mafia.
im predicting this will be a very large game. maybe the largest ever finished on this site. im currently trying to work on the game mechanics and discussing it with inhim and roland.
There's No Exit, but it was vanilla, with no nightkills or abilities. Roles were revealed on every third lynch.'no night mafia' sounds like its already been done. if so what is the link so i can make it better, and is there any other games with a mechanic like this? please post links.
It seems like turning night abilities into day abilities is pretty straightforward, except for abilities that cancel or affect other abilities. If you're a day doctor, do you have to race against the scum to submit your protection of the cop? Or do the night effects only take effect at lynch? I'd probably do the latter.- Max
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If I did a day only mafia I'ld make it so during each day mafia get 1 kill but at the begining of the day the doc protects someone from killsKelly Chen wrote:
By "large" you mean tons of players?rajrhcpfreak wrote:im planning a No Night Mafia.
im predicting this will be a very large game. maybe the largest ever finished on this site. im currently trying to work on the game mechanics and discussing it with inhim and roland.
There's No Exit, but it was vanilla, with no nightkills or abilities. Roles were revealed on every third lynch.'no night mafia' sounds like its already been done. if so what is the link so i can make it better, and is there any other games with a mechanic like this? please post links.
It seems like turning night abilities into day abilities is pretty straightforward, except for abilities that cancel or affect other abilities. If you're a day doctor, do you have to race against the scum to submit your protection of the cop? Or do the night effects only take effect at lynch? I'd probably do the latter.
I'ld also make it so that all abilities become a day ability
Like a
day-vig
day-cop
and so on- Fiasco
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raj:
Yosarian2, Lloyd and I had plans to run a mini like that (the town could lynch as many people as they wanted, but choices could be made only e.g. once per week). Not sure whether it's still going to happen (queue changes, not much time). In any case I think you should run a game like that; it could be a lot of fun.
http://www.mafiascum.net/forum/viewtopi ... 7&start=25
I think what we planned to do was divide each block into two phases, with night talk happening only in the first phase, docs/blockers working from the moment they sent in their choices, and cops/vigs/scumkills being delayed until at least the start of the second phase. This may be a good idea to use, if it makes sense to you."I beseech you, in the bowels of Christ, think it possible you may be mistaken." - Oliver Cromwell- rajrhcpfreak
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rajrhcpfreak I puzzle myself sometimes
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yes thats exactly waht i was thinking Fiasco.
what i plan is that the doc/roleblockers have sun-tuesday to send in thier choice.
investigative roles can check anytime.
a couple other roles would be forced to make thier choice during the week based on flavor.
mafia/SK can kill anytime, but mafia can only talk to eachother during the weekend. so the godfather or the highest ranking mafia member would choose the kill and when and who.
there is a chance that a mafia kill can beat the doc protection if the mafia is quick about it.
and the town can lynch as many people they feel, but day choices are only allowed once a week.
and since this game would take a long time i want to make it where werewolves kill on full moons (or the day before/after)
and yes kelly, i want it huge. i want every role that is possible in a town. i would like to see it 40-45 people.
but right before i make the game i will make a topic to see how mant people would be intrested.
i hope your mini game runs. then i can see how well your game works out.Showhttp://kysurvivorfreak.blogspot.com/
raj's to do list:
Zulu Mafia : TBA
No Night Mafia : TBA
Epic Mafia : TBA
Record: 22-33-2
2005: 10-13-2
2006: 5-10
2007: 1-2
2008: 2-4
2009: 3-0
2010: 2-4
2011-2017: retired- Kelly Chen
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Kelly Chen Open-Minded
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- al_kohaulec
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al_kohaulec Tricksy
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News Reporter
It is day one here in Murkyville with 23 of our 45 citizens all found dead, gunned down by a machine gun apparently. One victim was found to be a serial killer, but the other 22 were all innocent civilians, many of which were from the local police department or the local hospital.
Some Guy
Oh, my bad guys, that was me. I killed 23 people last night, but hey! I got scum, and I'll guarantee you I'll kill scum every night, no matter how many townies I have to mutiliate.AIM account: DolusDeceit [s]not al_kohaulec[/s]- rajrhcpfreak
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rajrhcpfreak I puzzle myself sometimes
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lol
dont worry about it taking long. with atleast 2 mafia groups, SK, and werewolf(s) along with the normal protown killers will make the game go quickly.Showhttp://kysurvivorfreak.blogspot.com/
raj's to do list:
Zulu Mafia : TBA
No Night Mafia : TBA
Epic Mafia : TBA
Record: 22-33-2
2005: 10-13-2
2006: 5-10
2007: 1-2
2008: 2-4
2009: 3-0
2010: 2-4
2011-2017: retired- al_kohaulec
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al_kohaulec Tricksy
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rajrhcpfreak I puzzle myself sometimes
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there should be more than 4 kills.
and my games always begins at night. so roughly subtract 5 from the starting number.Showhttp://kysurvivorfreak.blogspot.com/
raj's to do list:
Zulu Mafia : TBA
No Night Mafia : TBA
Epic Mafia : TBA
Record: 22-33-2
2005: 10-13-2
2006: 5-10
2007: 1-2
2008: 2-4
2009: 3-0
2010: 2-4
2011-2017: retired- Gleeman
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I should probably chime in a bit.Kelly Chen wrote:
By "large" you mean tons of players?rajrhcpfreak wrote:im planning a No Night Mafia.
im predicting this will be a very large game. maybe the largest ever finished on this site. im currently trying to work on the game mechanics and discussing it with inhim and roland.
There's No Exit, but it was vanilla, with no nightkills or abilities. Roles were revealed on every third lynch.'no night mafia' sounds like its already been done. if so what is the link so i can make it better, and is there any other games with a mechanic like this? please post links.
It seems like turning night abilities into day abilities is pretty straightforward, except for abilities that cancel or affect other abilities. If you're a day doctor, do you have to race against the scum to submit your protection of the cop? Or do the night effects only take effect at lynch? I'd probably do the latter.
No Exit was actually based on two ideas. One was PolarBoy's Broad Daylight Mutation. (The linked thread also has an example ScumChat game.) PolarBoy had a "blood on their hands" mechanic to prevent strings of quick lynchings, particularly after townies are lynched. No Exit's solution was the "information every 3 days" mechanic -- I figured that if a bunch of lynching information was given all at once, it prevents strings of quick lynches because people will either be operating cautiously on limited information, or have to go back to analyze when given a glut of it. (It was also more flavourful in terms of the play itself.)
The second idea was based on the observation that in most mafia games (even theme games), the role takes precedence when claiming over the flavour associated with it. That is, scum are far more likely to trip up in claiming a character that isn't scummy but fits with the game, than in claiming a mechanic like doctor, because players naturally put an emphasis on the mechanic. So I tried to go in the exact opposite direction -- No Exit was a game with no role mechanics, but tons of role flavour and characterization.
Both central ideas would be enough to inspire many games on their own. I'm quite interested to see what Roland and Raj come up with for a nightless mafia. The key seems to be coming up with a good way to separate one day's activities from the last in a manner that discourages repeated quick lynching strategies. (The No Exit solution is probably not the best one for this.)
I'd be even more interested to see what people can come up with in the more unexplored area of flavour-based, minimal-mechanic mafia. Overall, I was pleased with the way the role PMs worked with the game setups to let the scum in on what was going on in the game, and thought it provided a point of interest in that players could discuss freely what was in their PMs. (The lack of a modquoting rule was admittedly a horrible mistake, because it brought spelling and grammar into the equation, but that's the only thing that went wrong on this end of things.) In a way, it was like a Mountainous Mafia game crossed with an RPG. I'd say there's more room for innovation in this vein than the nightless one.Success breeds suspicion - Yaw
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