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Post Post #1200 (ISO) » Mon Jul 09, 2007 8:25 am

Post by The Central Scrutinizer »

Soylent Green Mafia? Anyone?

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Post Post #1201 (ISO) » Mon Jul 09, 2007 8:48 am

Post by Guardian »

FTR, Flay is definitely right -- I don't see Parallel Universe Mafia as a good way to introduce newbies at all -- I only think that it would be a most excellent large theme game!
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Post Post #1202 (ISO) » Mon Jul 09, 2007 8:52 am

Post by NabakovNabakov »

Oh definitely, that game wasn't meant to teach newbies (I even said that experienced players would be prefered). Puppet, Daemon, or IC mafia would be better. One has them follow orders, one is more suggestion, and the other is leading by example.

I would be totally happy if somebody thought my idea was worthy of modding. (I won't have a chance for months yet) Collecting 24 players up to the task might be difficult.
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Post Post #1203 (ISO) » Mon Jul 09, 2007 8:57 am

Post by Mr. Flay »

Sorry, I didn't mean to criticize, I just wasn't sure if this was the same thread that was talking about mentoring newbies with IC advisors or not (which I think is a different thread, but led to the first post of this idea).
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Post Post #1204 (ISO) » Mon Jul 09, 2007 9:02 am

Post by NabakovNabakov »

I thought you might have been getting your threads mixed up. Yeah, the whole party seems to have migrated over here.
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Post Post #1205 (ISO) » Mon Jul 09, 2007 12:50 pm

Post by Adel »

Guardian wrote:Someone -- two people -- need to mod parallel universe mafia, right quick.

I would be willing, if I am allowed. This idea is legit!
QFT

What a sweet idea!
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Post Post #1206 (ISO) » Mon Jul 09, 2007 1:20 pm

Post by Adel »

The Central Scrutinizer wrote:Soylent Green Mafia
I love the potential flavor, what mechanics are you considering?
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Post Post #1207 (ISO) » Mon Jul 09, 2007 1:36 pm

Post by inHimshallibe »

stark's Heroes Mafia = awesomesauce
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Mini 1135 - Mafia in the Deadmines
Mini 1208 - Mafia in the Scarlet Monastery
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Post Post #1208 (ISO) » Mon Jul 09, 2007 2:46 pm

Post by NabakovNabakov »

OK, I am fully aware that this would probably result in a completely broken game that would either last 5 pages or never end, but I'm going to share it anyway.

Salad Bar Mafia:


-As many players as want to join (probably best to put a timelimit rather than a player limit)
-1/4 of the players are on the scum side and they receive PM's to that effect. The other 3/4 are on the town side.

-No player starts with any abilities beyond their vote. The scum have the ability to talk pre-game/at night but they don't have a nightkill... yet.

-The players are asked to select from the "salad bar" of role powers. If they can find a game in which a player was given the same role, they are allowed to have it. Townies may select a compound of 2 roles. Scum may select 3 to balance their smaller numbers.

-The game starts and people put all their ca-razy roles into action. The day-vigging cop tries to take down the bulletproof doc but fails etc. A victor is declared after the dust settles.

For obvious reasons, this game WOULD NOT be balanced in any way shape or form, but it has the potential to be a crapload of fun.
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Post Post #1209 (ISO) » Mon Jul 09, 2007 3:29 pm

Post by JDodge »

Oooooh...

I want to run that. How much do I have to pay you off for it?
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Post Post #1210 (ISO) » Mon Jul 09, 2007 3:34 pm

Post by NabakovNabakov »

Take it. Any eligible mods that feel like running one of my wacky ideas are encouraged to do so, I'm still months away from hosting
any
game (let alone a MafiaScum style fragfest).
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Post Post #1211 (ISO) » Mon Jul 09, 2007 3:38 pm

Post by JDodge »

Do you think it would work as a mini?

Is there any interest besides myself?
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Post Post #1212 (ISO) » Mon Jul 09, 2007 3:43 pm

Post by NabakovNabakov »

It might work as a mini. Of course, the ideal situation would be to have as many players as possible duking it out in-thread. It's likely that many of the roles people choose (especially scum) will be killing, and while those may be balanced by various bulletproof abilities, this will probably play out like a bloodbath. Therefore, the more the merrier.

Remember, the scums don't just get one NK between them, each gets to supercharge their own role.
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Post Post #1213 (ISO) » Mon Jul 09, 2007 3:47 pm

Post by JDodge »

Yeh, but I'm not eligible to run a large theme quite yet, whereas I can run a mini theme. I think. :|
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Post Post #1214 (ISO) » Tue Jul 10, 2007 8:52 am

Post by NabakovNabakov »

New Idea:

Health Insurance Mafia:


12 players
3 scum, 3 docs, 6 townies.

Each doc can only protect two specific townies that are on his plan, and he doesn't know who those townies are. Any protects on townies insured under a different plan or a fellow doc will fail.

Balance might have to be tweaked, I'm not a master of the balanced game yet, just an idea mill.
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Post Post #1215 (ISO) » Tue Jul 10, 2007 9:38 am

Post by Adel »

A twist: each townie knows who his doctor is.
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Post Post #1216 (ISO) » Tue Jul 10, 2007 10:13 am

Post by NabakovNabakov »

That would probably make more sense. Otherwise
nobody
would know which protects would work and which wouldn't.
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Post Post #1217 (ISO) » Tue Jul 10, 2007 1:08 pm

Post by Kelly Chen »

But the D1 massclaim would likely give very good clues about who didn't know for sure who was a doctor.
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Post Post #1218 (ISO) » Tue Jul 10, 2007 1:13 pm

Post by Adel »

A mas claim wold yield three confirmed townies, three outed docs, and six possible scum. Setup is very broken in favor of town.
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Post Post #1219 (ISO) » Tue Jul 10, 2007 1:14 pm

Post by NabakovNabakov »

You could always insert a nice proxy in between (the name of the insurance company) the doctor knows they work for Etna, and the townies know they have Etna coverage. If there is a mass insurance claim (which would probably be a good idea) smart scum would each claim a different service so there are three claimed for each.

However, since a claim like that would be inevitable D1, this setup is pretty much broken. Sorry.
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Post Post #1220 (ISO) » Tue Jul 10, 2007 1:55 pm

Post by Adel »

I think we can make it work

Health Insurance Mafia:


12 players
2 Mafia Goons
1 Mafia Medical Saboteur
3 HMO doctors
6 HMO covered townies

Each doc can only protect two specific townies that are on his plan, and he doesn't know who those townies are. Each townie must request coverage from his doctor in thread in order to be covered. Fraudulent claims (requesting coverage from a different doctor) results in loss of coverage for the rest of the game. If the Mafia Medical Saboteur targets the correct doctor and the correct patient, the patient dies instead of being protected.

Balance might have to be tweaked, giving the mafia a second night kill would be one possibility.
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Post Post #1221 (ISO) » Tue Jul 10, 2007 2:34 pm

Post by NabakovNabakov »

I would definitely change "Medical Saboteur" to "Insurance Adjuster"

You could either just change the name, or make it so he can roleblock a doc.

How do townies request medical support, through the doc name or a proxy (insurance company)?

This just brought an idea that would probably be more mutation than mafia to mind:

Health Insurance Mafia 2:


12 players
3 mafia, 2 docs, 1 insurance adjuster (pro-town), 6 townies.

In their PM, each player (even the scums and docs) is assigned a disease which may kill them quickly (1 day) or slowly (4 or 5 days) unlike real life, all these diseases would require constant care to keep at bay.

The game would have a Doc headstart, and each Doc may decide to give one person medical coverage. The number of days they have to live will not decrease. During the day, the town may vote to rescind the medical coverage of one player. If a player loses medical coverage, the doctors CAN NOT provide coverage. However, the Insurance Adjuster may, every night, reinstate someone's coverage. All nights after N0, the scum may also revoke medical coverage from one player. The game ends when all scum are dead.

The truely tricky part is this, roles are not revealed when coverage is revoked, only when the person dies. The game would obviously, last forever, and be a bitch to balance disease wise.


Eh, just an idea.
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Post Post #1222 (ISO) » Fri Jul 13, 2007 3:28 am

Post by somestrangeflea »

Inspired by Farkel Mafia:

Yahtzee Mafia


13 players - 3 Vanilla Mafia, 10 Vanilla Townie

Players play 3 Yahtzee rounds (out of 13) each day, and every night, the players are arranged in order of points, and the current winner is granted immunity from the NK.

EDIT: The overall winner of Yahtzee on Day 5 is granted NK immunity for the rest of the game.

Thoughts? I'm trying to figure out what an ideal Scum/Townie ratio would be for this, how many players the game should be for, and whether or not something other than NK immunity should be offered.
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Post Post #1223 (ISO) » Fri Jul 13, 2007 11:46 am

Post by Albert B. Rampage »

Okay how about this:

18 player game,
Crime Family


An italian mob family splits into two factions after the godfather dies. Both want each other dead, but have to deal with the pesky citizens of the town.

3 mafia from family A
3 mafia from family B
10 townies
1 vig

Here's the catch: The mafia all know each other. Family A knows every member of family B and vice versa. Of course, the mafia are all bulletproof to eachother (thanks JDodge!)
Last edited by Albert B. Rampage on Fri Jul 13, 2007 1:00 pm, edited 2 times in total.
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Post Post #1224 (ISO) » Fri Jul 13, 2007 12:16 pm

Post by somestrangeflea »

Albert B. Rampage wrote:Okay how about this:

18 player game,
Crime Family


An italian mob family has split into two factions after the godfather dies. Both want each other dead, but have to deal with the pesky citizens of the town.

3 mafia from family A
3 mafia from family B
10 townies
1 vig

Here's the catch: The mafia all know each other. Family A knows every member of family B and vice versa.
I support this setup.
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