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Posted: Mon Jun 04, 2007 5:42 pm
by Adel
Glork wrote:I'm concerned about '10 hours' being the limit, though. If I'm working an 8 hour day and have a 45 minute commute to and from work, it's possible that I won't even have a chance to post, even if I were to get on MafiaScum directly before and directly after work. I'd make it probably 18-24 hours. You may want to consider some kind of exception for people who post in Vacation/LimitedAccess, too.

I was just pulling numbers out of the air: the intention is to force players to check once in the morning and once at night, so 15 or 18 hours would work. For vacation & limited access "subs" could be used, a player could select his own replacement to replace for a limited amount of time, and to share the PM from the mod with. Huh, we could call the substitute players "Adults" who would win and lose with their specific "child". Parent and child can PM each other whenever, day and night, but the kid is the only one actually involved in the game. Adults can not post unless they are subbing for their child, and the switch has to be announced in thread X amount of time (two days?) beforehand. This way players could coordinate, so when real life happens a replacement isn't necessary. Wouldn't be cool to have a large game with nearly no replacements and very active posting?
I am nowhere near meeting the requirements or experience necessary to mod this, and I wouldn't even know where to begin with balance issues. If someone wants to take this idea and run with it, I would be love to assist in developing it, but it can't be my baby. The central theme to roles and mechanics is "what will make crafty mafia players behave like bratty little kids, who in real life are scummy scummy little creatures" I think it would be a fun project to work on.

Posted: Mon Jun 04, 2007 5:48 pm
by Adel
spectrumvoid wrote:Hey wait! I can co-mod it! Guess how many have GMT +8 time zones here?
Or mod it. Say, are you in Albany or Perth?


Just a guess.

Posted: Wed Jun 06, 2007 2:35 pm
by NabakovNabakov
My god people, not a single mention of Achewood on the entire forum.
http://achewood.com/index.php?date=11052004

For shame :cry:


I'm not elligible to mod yet, but I'd definitely like to put an Achewood game into effect if I could get 12 players. (nothing too wacky with the setup)

Who's with me?

Posted: Sat Jun 09, 2007 7:21 pm
by Korran
VAMPIRE MAFIA!!!!!!!!

Posted: Mon Jun 11, 2007 9:49 am
by Adel
Cold-War Mafia

The player are a cell of American covert agents in 60's era Moscow. Russian counter-intelligence agents have infiltrated the cell and are eliminating the capitalistic dogs one by one.
At the beginning of each day "Mother" (the mod) issues cover identities to each agent (Generic Alts).
Players can post under either in the open (regular screen name) or undercover (alt screen name). Each player role and each cover identity will have unique powers.
Both players and alts vote for for a player name to lynch.
Player powers are night moves, alt powers are day moves.
Some alts may be able to PM other alts during the day.
Some players/alts may be able to investigate the history of who which cover was issued to each day.
Some alts may be able to "spoof" PM's to other alts during the day.
Some players/alts may be able to investigate alignment of a cover, or a player, or both, possibly with unknown sanity.
Some players or alts may be immune to the powers of other players or alts.
Some players will be able to PM other players at night.
Alts can out players to the Russian officials (mod kill) if (# of scum +1) alts post "
Agent XXXX 's cover is Comrade ZZZZ
linking the two correctly.
Players or alts can out themselves (mod kill) to the Russians by claiming
any
cover/ agent identity in thread. The Russians ain't stupid. Claiming a power will not blow a cover though.

Alts are never allowed to PM players or visa-versa.

Balance issues are an obvious concern. Players are not allowed to change the password of their issued alt for fear of mod kill. Mod "collects" all alts at the end of each day, changes the password
does not delete any saved, sent, or outbox/inbox PMs
and reissues the alts to different players at the beginning of each day.

Posted: Sat Jun 16, 2007 9:26 am
by Korran
check out random setup Idea

Posted: Sun Jul 01, 2007 2:57 am
by LoneWolf
this is kind of random, but I had an idea for Doctor Who Mafia, but I don't know how you get eligible to be a mod, cos it's kind of confusing.

Posted: Sun Jul 01, 2007 4:07 am
by Kelly Chen
Finish one game (played) and be on the site three months.
Then you can mod on the open list or mini normal list.
After one of those, you could mod a 12p Dr. Who theme.
After two games, you could mod one with more players.

I think this is right.

Posted: Sun Jul 01, 2007 4:19 am
by LoneWolf
Thanks!
Only 2 and a half months to go!

Posted: Sun Jul 01, 2007 7:21 am
by Yosarian2
Adel wrote:
Cold-War Mafia

The player are a cell of American covert agents in 60's era Moscow. Russian counter-intelligence agents have infiltrated the cell and are eliminating the capitalistic dogs one by one.
At the beginning of each day "Mother" (the mod) issues cover identities to each agent (Generic Alts).
Players can post under either in the open (regular screen name) or undercover (alt screen name). Each player role and each cover identity will have unique powers.
Both players and alts vote for for a player name to lynch.
Player powers are night moves, alt powers are day moves.
Some alts may be able to PM other alts during the day.
Some players/alts may be able to investigate the history of who which cover was issued to each day.
Some alts may be able to "spoof" PM's to other alts during the day.
Some players/alts may be able to investigate alignment of a cover, or a player, or both, possibly with unknown sanity.
Some players or alts may be immune to the powers of other players or alts.
Some players will be able to PM other players at night.
Alts can out players to the Russian officials (mod kill) if (# of scum +1) alts post "
Agent XXXX 's cover is Comrade ZZZZ
linking the two correctly.
Players or alts can out themselves (mod kill) to the Russians by claiming
any
cover/ agent identity in thread. The Russians ain't stupid. Claiming a power will not blow a cover though.

Alts are never allowed to PM players or visa-versa.

Balance issues are an obvious concern. Players are not allowed to change the password of their issued alt for fear of mod kill. Mod "collects" all alts at the end of each day, changes the password
does not delete any saved, sent, or outbox/inbox PMs
and reissues the alts to different players at the beginning of each day.
That sounds really cool.

I guess that certain alts are "pro-town" alts that only pro-town players get, and some are "scum alts"? If so, then by investigating one alt a lot of players could be cleared over the course of the game(even without claiming, it's easy to make it obveous that the alt is you). Just a possible balance issue there.

Posted: Sun Jul 01, 2007 2:55 pm
by Trojan Horse
LoneWolf wrote:this is kind of random, but I had an idea for Doctor Who Mafia, but I don't know how you get eligible to be a mod, cos it's kind of confusing.
Mgm is already planning a Doctor Who game. He might not be happy if you stole his thunder... :)

Posted: Sun Jul 01, 2007 6:27 pm
by Adel
Yosarian2 wrote:
That sounds really cool.

I guess that certain alts are "pro-town" alts that only pro-town players get, and some are "scum alts"? If so, then by investigating one alt a lot of players could be cleared over the course of the game(even without claiming, it's easy to make it obveous that the alt is you). Just a possible balance issue there.
I'm glad you like the idea. The alts would be alignment neutral.

Posted: Thu Jul 05, 2007 10:10 pm
by Nanosauromo
As soon as I'm able to, I want to start a Mythbusters Mini-Mafia.

Posted: Thu Jul 05, 2007 10:11 pm
by Adel
Dæmon Mafia

For Greeks and Romans, dæmons ("replete with knowledge", "divine power", "fate" or "god") were not necessarily evil. Socrates claimed to have a daimonion, a small daemon, that warned him against mistakes but never told him what to do or coerced him into following it. He claimed that his daemon exhibited greater accuracy than any of the forms of divination practised at the time. The Hellenistic Greeks divided daemons into good and evil categories: Eudaemons (also called Kalodaemons) and Kakodaemons, respectively. Eudaemons resembled the Abrahamic idea of the guardian angel; they watched over mortals to help keep them out of trouble. (Thus eudaemonia, originally the state of having a eudaemon, came to mean "well-being" or "happiness".) A comparable Roman genius accompanied a person or protected and haunted a place (genius loci).
24 players
12 are ICs
12 are raw newbies (less than 200 posts)

Only newbies can vote.
Each IC is a dæmon secretly tied to a specific newbie
If a newbie dies his dæmon dies as well
newbies have roles, dæmons do not
each newbie/dæmon pair is able to PM at night
each dæmon receives a copy of his newbie's role PM at the beginning of the game
dæmons have a post restriction so that they can only post in
italics

dæmons cannot be targeted by any role, lynched, or NK'd
all players know which dæmon is tied to which newbie



In terms of all other mechanics this will be a typical mafia game.

Posted: Thu Jul 05, 2007 11:30 pm
by Aimee
Adel wrote:
Dæmon Mafia

For Greeks and Romans, dæmons ("replete with knowledge", "divine power", "fate" or "god") were not necessarily evil. Socrates claimed to have a daimonion, a small daemon, that warned him against mistakes but never told him what to do or coerced him into following it. He claimed that his daemon exhibited greater accuracy than any of the forms of divination practised at the time. The Hellenistic Greeks divided daemons into good and evil categories: Eudaemons (also called Kalodaemons) and Kakodaemons, respectively. Eudaemons resembled the Abrahamic idea of the guardian angel; they watched over mortals to help keep them out of trouble. (Thus eudaemonia, originally the state of having a eudaemon, came to mean "well-being" or "happiness".) A comparable Roman genius accompanied a person or protected and haunted a place (genius loci).
24 players
12 are ICs
12 are raw newbies (less than 200 posts)

Only newbies can vote.
Each IC is a dæmon secretly tied to a specific newbie
If a newbie dies his dæmon dies as well
newbies have roles, dæmons do not
each newbie/dæmon pair is able to PM at night
each dæmon receives a copy of his newbie's role PM at the beginning of the game
dæmons have a post restriction so that they can only post in
italics

dæmons cannot be targeted by any role, lynched, or NK'd
all players know which dæmon is tied to which newbie

In terms of all other mechanics this will be a typical mafia game.
I really like the idea of secret partners. I am not so sure about tying a newbie together with an IC though - I don't really approve of a large theme game being populated by so many newbies (as a relative newbie, I wouldn't consider myself able enough to cope with playing Large Themes), and the very fact the newbies have all the power could be quite difficult.

One thing that could happen is that each group are secret partners, and they each have their own power (which can only occur when both the secret partners are alive.)

Posted: Thu Jul 05, 2007 11:39 pm
by The Fonz
How about a Desperate Housewives mini with a Smalltown setup?

Posted: Thu Jul 05, 2007 11:49 pm
by Aimee
The Fonz wrote:How about a Desperate Housewives mini with a Smalltown setup?
I think there has already been a large theme Desperate Housewives.

Posted: Fri Jul 06, 2007 12:09 am
by The Fonz
A quick root thru the Theme Park begs to differ. Unless it was on GL?

Posted: Fri Jul 06, 2007 8:10 am
by Yaw
While Adel's game looks to be a really interesting idea, these two rules appear to be contradictory:
Adel wrote:Each IC is a dæmon secretly tied to a specific newbie
...
all players know which dæmon is tied to which newbie
If each IC is secretly tied to a specific newbie, wouldn't it defeat the secrecy if all players knew which IC was tied to which newbie?

Posted: Fri Jul 06, 2007 9:19 am
by xyzzy
The daemon idea (I refuse to use silly useless ae symbols) is really nifty, and would rock.

Posted: Fri Jul 06, 2007 9:20 am
by Adel
Yaw wrote:If each IC is secretly tied to a specific newbie, wouldn't it defeat the secrecy if all players knew which IC was tied to which newbie?
errr.... oops. Which way do you think would be better?

Posted: Fri Jul 06, 2007 9:37 am
by stark
YESS!!! COLD WAR MAFIA!!!! Totally in! Dynamics are also really nice, Adel


Over the weekend, I came up with a Heroes mafia, does that sound interesting to people?

Posted: Fri Jul 06, 2007 9:38 am
by Yaw
Adel -- I think both ways would work fine, though they'd definitely have a different dynamic. I'd personally prefer the ties be kept secret -- if they're known it gives players the ability to pick tells up from either player on a "team" and apply them to both, while if the ties are secret people have to go through the extra effort of figuring out which IC is teamed with which newbie before doing that sort of thing. There's probably a bunch of issues I haven't thought of, though.

Posted: Fri Jul 06, 2007 9:41 am
by inHimshallibe
stark wrote:YESS!!! COLD WAR MAFIA!!!! Totally in! Dynamics are also really nice, Adel


Over the weekend, I came up with a Heroes mafia, does that sound interesting to people?
Mini or Large? I'd be very interested in either playing or co-modding.

Posted: Sat Jul 07, 2007 8:07 pm
by stark
Large game, 23 players. Looks pretty cool now, but some help with coolification is good too.