Theme Test Market

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Post Post #1075 (ISO) » Thu Apr 05, 2007 6:27 pm

Post by Kelly Chen »

I think when you reveal details like that up front it makes them less interesting, since there's no room for players to speculate e.g. about who the scum are.
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Post Post #1076 (ISO) » Fri Apr 06, 2007 12:00 am

Post by blahgo »

I'm not running it anytime soon, mabey a good year from now.
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Post Post #1077 (ISO) » Tue Apr 10, 2007 7:48 am

Post by Norinel »

A few large experimental ideas that are bouncing around my head at the moment:

1) When Doubt Consumes, a lot like a normal game, except that almost all role abilities (And maybe a few other mechanics too) work as described 90-95% of the time.
2) Cult!, where the principal enemy's a cult, and everyone knows it.
3) Designer Mafia, because I don't think anyone's let players make up mechanics in a while. Might also (3b) combine with mathcam's role/motive split.
4) Dichotomafia 2, sequel to one of my early works.
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Post Post #1078 (ISO) » Wed Apr 11, 2007 4:14 am

Post by Mr. Flay »

blahgo: Yeah, but in a year we'll probably have search back up, and Someone Will Find This Thread. ;) That's why closed setups are usually described in PMs/email. I had to blank some of my early Gormengast posts...

Nori: I like When Doubt Consumes, but I'm not sure how many people will. I think they're all workable, actually, with the possible exception of Dichotomafia, which seemed confusing to me in reread. Cult! will be hard to balance...
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Post Post #1079 (ISO) » Wed Apr 11, 2007 6:27 am

Post by Dr. Blackstrike »

I have an idea for a theme game based on the A-Team Tv show. Scum would be the various generals out to catch the A-Team, the team itself would be the power roles, etc.
I have plenty of common sense. I just choose to ignore it.

[size=75] Last edited by Dr. Blackstrike on Sat Sep 05, 2007 8:38 am; edited 1 times in total [/size]
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Post Post #1080 (ISO) » Wed Apr 11, 2007 7:30 am

Post by Mr. Flay »

So the Townies would be the clients/normal folks that they've helped? Pretty good, might make some of the Team's powers dependent on having X Townies alive, to avoid a claim-fest...
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Post Post #1081 (ISO) » Wed Apr 11, 2007 10:40 am

Post by Dr. Blackstrike »

Mr. Flay wrote:So the Townies would be the clients/normal folks that they've helped? Pretty good, might make some of the Team's powers dependent on having X Townies alive, to avoid a claim-fest...
And course BA is the vig. :lol:
I have plenty of common sense. I just choose to ignore it.

[size=75] Last edited by Dr. Blackstrike on Sat Sep 05, 2007 8:38 am; edited 1 times in total [/size]
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Post Post #1082 (ISO) » Wed Apr 11, 2007 10:52 am

Post by IH »

Themed Mini from IH coming-Fire Emblem Mafia


= ) It has been reviewed/tweaked/approved by PJ.
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Post Post #1083 (ISO) » Sun Apr 22, 2007 3:34 am

Post by EmpTyger »

Norinel wrote:<snip>1) When Doubt Consumes, a lot like a normal game, except that almost all role abilities (And maybe a few other mechanics too) work as described 90-95% of the time.<snip>
I actually had a shelved idea awhile a couple years ago, which I had called Murphy’s Mafia (ie, themed after Murphy’s Law). The basic idea was that all nightactions would have had a 50% chance of success, a 45% chance of being ineffective, and a 5% chance of critically failing. I think I set the idea aside because I wanted more modding experience before I tried something this convoluted. I don’t really remember much of it, though I’m pretty sure I have some preliminary notes left over on a computer on another continent.
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Post Post #1084 (ISO) » Sun Apr 22, 2007 4:06 am

Post by ChannelDelibird »

IH wrote:
Themed Mini from IH coming-Fire Emblem Mafia


= ) It has been reviewed/tweaked/approved by PJ.
Best news I've read all day (despite me not reading this for over a week).
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Post Post #1085 (ISO) » Sun Apr 22, 2007 4:10 am

Post by Mr. Flay »

IH wrote:
Themed Mini from IH coming-Fire Emblem Mafia


= ) It has been reviewed/tweaked/approved by PJ.
So there's a cult?
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Post Post #1086 (ISO) » Sun Apr 22, 2007 4:35 am

Post by Machiavellian-Mafia »

In my next themed mini I am planning to run Voting Madness Mafia, and here are some basics on the mechanics:

1. During the night every player distribute certain amounts of votes to other players they choose
2. During the day the lynches will be based on the majority of total votes that are at large and not the majority of the number of players left in the game. This means some players will have more power than others in terms of deciding a lynch.
3. Players with multiple votes may vote for multiple people during the day.
4. One twist is that after the night is over the scum get to see all the vote distribution that happened during that night while all pro town players just know how many votes they themselves will have for the day.
5. The other twist is that during the day anybody can "bluff vote", which is claiming to use more votes than their actually max number of votes left. All the vote counts except the final vote count will be counting everyone's claimed voting, whether it's fake or real. So the vote count could be showing 54 votes on someone and that person still isn't lynched when it's 46 to lynch.
6. Everyone will have day or night abilities that manipulate or affect the vote distribution in some way.
7. Everything else such as scum nightkills, cop investigations, etc. remain standard.

How do you like this idea and do you see any room for improvement?
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Post Post #1087 (ISO) » Mon Apr 30, 2007 2:46 am

Post by Primate »

Bagsy Marvel Universe crossover, for a large theme.
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Post Post #1088 (ISO) » Mon Apr 30, 2007 4:41 am

Post by SpinWizard »

a mafia game with 4 different 'Pro-Town' Groups and a mafia, to win your group have 2 lynch all mafia and players not belonging 2 ur group. I have a set up that i am working on 4 this so pm me if u can look over it 4 me as i need this doing...
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Post Post #1089 (ISO) » Mon Apr 30, 2007 4:47 am

Post by Kelly Chen »

You don't have much of a game left once the mafia are gone. I mean say the mafia are all dead. I just vote for anybody at all who isn't in my town group, and like 3/4 of the players will gladly help me quicklynch them. This only stops when you have two groups left with equal numbers.

Maybe you mean you don't know who is in your protown group with you. In that case I don't know how anything is going to happen. I don't know (as town) who I can vote for, and if anybody claims, they will immediately be lynched by 3/4 of the players.
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Post Post #1090 (ISO) » Mon Apr 30, 2007 4:55 am

Post by SpinWizard »

yes that is the point, u won't know who is in ur group so it will lead 2 alot of role claiming in the later game (see chess mafia) this it an extention of the chess mafia
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Post Post #1091 (ISO) » Mon Apr 30, 2007 5:13 am

Post by Kelly Chen »

Well say the scum are all dead. What town group can anybody claim that won't get them instantly lynched?
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Post Post #1092 (ISO) » Mon Apr 30, 2007 5:43 am

Post by SpinWizard »

but by lynching or bandwagoning you r asking 2 b NK'd by a pro (enter that colour) vig...what do u think...
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Post Post #1093 (ISO) » Mon Apr 30, 2007 5:49 am

Post by Mr. Flay »

RPS and Chess both demonstrated some difficulty with multiple Towns. Without the unknown majority, it becomes very difficult to justify
not
lynching just anybody not on your team, which just leads to a lack of voting and then an eventual pile-on. You can't even hold it against somebody, really, because you're all trying to do the same thing.

Also, you're reverting to txt msg spk, plz hlt kthxbi
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Post Post #1094 (ISO) » Mon Apr 30, 2007 10:18 am

Post by Yosarian2 »

Machiavellian-Mafia wrote:In my next themed mini I am planning to run Voting Madness Mafia, and here are some basics on the mechanics:

1. During the night every player distribute certain amounts of votes to other players they choose
2. During the day the lynches will be based on the majority of total votes that are at large and not the majority of the number of players left in the game. This means some players will have more power than others in terms of deciding a lynch.
3. Players with multiple votes may vote for multiple people during the day.
4. One twist is that after the night is over the scum get to see all the vote distribution that happened during that night while all pro town players just know how many votes they themselves will have for the day.
5. The other twist is that during the day anybody can "bluff vote", which is claiming to use more votes than their actually max number of votes left. All the vote counts except the final vote count will be counting everyone's claimed voting, whether it's fake or real. So the vote count could be showing 54 votes on someone and that person still isn't lynched when it's 46 to lynch.
6. Everyone will have day or night abilities that manipulate or affect the vote distribution in some way.
7. Everything else such as scum nightkills, cop investigations, etc. remain standard.

How do you like this idea and do you see any room for improvement?
That does sound cool. I was considering doing something like that, a "crooked election mafia", but I figured I'd better get more practice doing NORMAL vote counts first, hehe.

I would suggest that a co-mod might be a good idea for a game like that; it might be a real headache to mod.
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Post Post #1095 (ISO) » Mon Apr 30, 2007 12:59 pm

Post by xyzzy »

Something that works well: have all townies be part of seperate Mason groups. They're still all working together, but they can work with a group.

I played a Warcraft-themed game like this, and it worked very well.

~~~~~~~~~~~~~~~~~~~~~~~~~~~

How about this setup:

You have a huge pile of townies, a Mafia, and two competing cults. Only townies can be converted, though. In theory it would be almost impossible for the townies to win, so cult leaders would send in a pool of folks they wanted, and the top townie would be converted; that way, almost everyone would be converted.
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Post Post #1096 (ISO) » Mon Apr 30, 2007 1:05 pm

Post by Yosarian2 »

xyzzy wrote:Something that works well: have all townies be part of seperate Mason groups. They're still all working together, but they can work with a group.
.
Then...everyone would just claim day 1, claim who all their mason partners are, and the town would win.
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Post Post #1097 (ISO) » Mon Apr 30, 2007 1:11 pm

Post by xyzzy »

Yosarian2 wrote:
xyzzy wrote:Something that works well: have all townies be part of seperate Mason groups. They're still all working together, but they can work with a group.
.
Then...everyone would just claim day 1, claim who all their mason partners are, and the town would win.
Ah, that's why you give the scum a majorly important power. In that particular game, the smallest group's survival was necessary for a town win. Therefore, if everyone revealed, the mafia would know the one group to kill.
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Post Post #1098 (ISO) » Fri May 04, 2007 2:24 am

Post by SpinWizard »

What would you think of a "Haunted House" mafia...


or a Plane Crash (On a pacific island) Mafia

please pm me any alternitive roles, Names for players or ideas you have for these themes :D
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Post Post #1099 (ISO) » Fri May 04, 2007 3:12 am

Post by Kelly Chen »

xyzzy wrote:How about this setup:

You have a huge pile of townies, a Mafia, and two competing cults. Only townies can be converted, though. In theory it would be almost impossible for the townies to win, so cult leaders would send in a pool of folks they wanted, and the top townie would be converted; that way, almost everyone would be converted.
If the top townie gets recruited then not only is the town totally doomed, the cults will also have a pretty good idea of who isn't a townie (or isn't anymore).

Typically cults pay a penalty, or at least don't get anybody new, when they try to recruit scum.

What happens when all townies are gone and it's just mafia and two cults? Not much to do in the day there.
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