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Posted: Sat Sep 20, 2008 1:42 am
by Max
I currently have a series in the line and wondering about interest.

Batman: 2 Face Mafia


Instead of standard lynches once a majority of votes have been reached I post a coin flip, if it's a 1 they die, if it's a 2 they cannot be lynched until tomorrow and the day continues

Batman: Joker's Theft


Each member of the mafia has a win condition, which when they complete, they die. The mafia win if all of them complete their missions and the Joker lives to the end of the game

Batman: Joker's Experiment


Each day the town gets split into several boats. If at any moment a single member of the town thinks that another boat only has mafia they post in thread.
Explode: Boat X
and that boat is blown up. The mafia cannot do this (except the godfather), there are also a few bastardish Joker tricks thrown in there. Also, this has more roles than just Mafia and Town.

Posted: Sat Sep 20, 2008 1:54 am
by ChannelDelibird
Max wrote:I currently have a series in the line and wondering about interest.

Batman: 2 Face Mafia


Instead of standard lynches once a majority of votes have been reached I post a coin flip, if it's a 1 they die, if it's a 2 they cannot be lynched until tomorrow and the day continues
A.K.A.
Batman: Screw The Town Mafia

Max wrote:
Batman: Joker's Theft


Each member of the mafia has a win condition, which when they complete, they die. The mafia win if all of them complete their missions and the Joker lives to the end of the game
Really depends on the win conditions you have in mind.
Max wrote:
Batman: Joker's Experiment


Each day the town gets split into several boats. If at any moment a single member of the town thinks that another boat only has mafia they post in thread.
Explode: Boat X
and that boat is blown up. The mafia cannot do this (except the godfather), there are also a few bastardish Joker tricks thrown in there. Also, this has more roles than just Mafia and Town.
A.K.A.
Batman: Days 1 Through 3 Are Pointless Mafia

Posted: Sat Sep 20, 2008 6:01 am
by forbiddanlight
It's probably already been suggested, but I came up with an interesting idea for a theme mechanic.

A game where the mod is actually really a player (as in, not DGB's role in ipick). Essentially, the set up would be closed, but the mod would know all the roles. What they WOULDN'T know is who had the roles (flavor, God has amnesia. Actual working, someone outside the game randomizes and hands out roles after getting the rolelist from the GM). I haven't set up any roles yet with it because that mechanic alone is something you want to find out if it's make or break before continuing the idea with roles. Also, the mod can be randomized with any role in addition to the knowledge they have. (So, the mod could end up a cop for interesting interactions with their knowledge of the set up). Do you think that mechanic would be playable?

EDIT: Wait...never mind, I think this has already been done :(. I recall some talking about another game where the mod was an SK :S.

Posted: Sat Sep 20, 2008 6:44 am
by Korts
forbiddanlight wrote: EDIT: Wait...never mind, I think this has already been done :(. I recall some talking about another game where the mod was an SK :S.
No, that wasn't like that, if it's the game I'm thinking about. In that game, the mod, Dragon Phoenix, was just like any other mod except neither faction could win until they lynched the mod. I think. I only read the last couple pages of that game, though.

Posted: Sat Sep 20, 2008 7:22 am
by Wall-E
forbiddanlight wrote:It's probably already been suggested, but I came up with an interesting idea for a theme mechanic.

A game where the mod is actually really a player (as in, not DGB's role in ipick). Essentially, the set up would be closed, but the mod would know all the roles. What they WOULDN'T know is who had the roles (flavor, God has amnesia. Actual working, someone outside the game randomizes and hands out roles after getting the rolelist from the GM). I haven't set up any roles yet with it because that mechanic alone is something you want to find out if it's make or break before continuing the idea with roles. Also, the mod can be randomized with any role in addition to the knowledge they have. (So, the mod could end up a cop for interesting interactions with their knowledge of the set up). Do you think that mechanic would be playable?

EDIT: Wait...never mind, I think this has already been done :(. I recall some talking about another game where the mod was an SK :S.
So in essence the mod is just another player who also has to make votecounts and post lynch scenes.

Posted: Sat Sep 20, 2008 7:43 am
by Cavebear with a toothache
forbiddanlight wrote:It's probably already been suggested, but I came up with an interesting idea for a theme mechanic.

A game where the mod is actually really a player (as in, not DGB's role in ipick). Essentially, the set up would be closed, but the mod would know all the roles. What they WOULDN'T know is who had the roles (flavor, God has amnesia. Actual working, someone outside the game randomizes and hands out roles after getting the rolelist from the GM). I haven't set up any roles yet with it because that mechanic alone is something you want to find out if it's make or break before continuing the idea with roles. Also, the mod can be randomized with any role in addition to the knowledge they have. (So, the mod could end up a cop for interesting interactions with their knowledge of the set up). Do you think that mechanic would be playable?

EDIT: Wait...never mind, I think this has already been done :(. I recall some talking about another game where the mod was an SK :S.
Would the players know the mod plays? (I assume yes, but if not, does the mod have a vote?) What happens when the mod is lynched? Can the mod be scum? If so, wouldn't the mod just reveal the setup to the other scum? Who would the players send their night actions to? How would the mod be able to post lynch scenes if he/she doesn't know what role the lynched player has? (No reveal on death? If so, how would the mod know when either side has won?)

Wouldn't it be easier to have a role that simply knows the setup? That seems to be what you're after. :)

Posted: Sat Sep 20, 2008 8:09 am
by Korts
Cavebear with a toothache wrote: Wouldn't it be easier to have a role that simply knows the setup? That seems to be what you're after. :)
Actually, I have such a role among my notes. It's paired with a bastard PR that won't enable them to say anything comprehensible :D

Posted: Sat Sep 20, 2008 9:55 am
by Mr. Flay
Korts wrote:
Cavebear with a toothache wrote: Wouldn't it be easier to have a role that simply knows the setup? That seems to be what you're after. :)
Actually, I have such a role among my notes. It's paired with a bastard PR that won't enable them to say anything comprehensible :D
Codes and breadcrumbing will kill this pretty quickly. Someone once used a restriction that made them post only in smileys to communicate plenty of information. Never assume you can limit what a player does meaningfully, especially if what they are trying to do is help their faction.

Posted: Sat Sep 20, 2008 10:24 am
by forbiddanlight
Cavebear with a toothache wrote:
forbiddanlight wrote:It's probably already been suggested, but I came up with an interesting idea for a theme mechanic.

A game where the mod is actually really a player (as in, not DGB's role in ipick). Essentially, the set up would be closed, but the mod would know all the roles. What they WOULDN'T know is who had the roles (flavor, God has amnesia. Actual working, someone outside the game randomizes and hands out roles after getting the rolelist from the GM). I haven't set up any roles yet with it because that mechanic alone is something you want to find out if it's make or break before continuing the idea with roles. Also, the mod can be randomized with any role in addition to the knowledge they have. (So, the mod could end up a cop for interesting interactions with their knowledge of the set up). Do you think that mechanic would be playable?

EDIT: Wait...never mind, I think this has already been done :(. I recall some talking about another game where the mod was an SK :S.
Would the players know the mod plays? (I assume yes, but if not, does the mod have a vote?) What happens when the mod is lynched? Can the mod be scum? If so, wouldn't the mod just reveal the setup to the other scum? Who would the players send their night actions to? How would the mod be able to post lynch scenes if he/she doesn't know what role the lynched player has? (No reveal on death? If so, how would the mod know when either side has won?)

Wouldn't it be easier to have a role that simply knows the setup? That seems to be what you're after. :)
Alright. I think the mod will not overtly be a player, but will post normally and vote normally and people should pick up on it. The mod being lynched causes flip and return to regular mod duties (as well as all the hidden info being revealed to them). Yes, the mod can be scum, and they can reveal the set up to other scum, but there are probably ways to balance this once you work out the kinks with the idea. The night action thing is a problem...which may just mean that I have to default to your other suggestion. As for lynch/death scenes, the outsider that distributed roles would inform them of the role of the lynched/killed. I'd half say the outsider gets night actions too, but then you end up with half a mod outside and half a mod inside. Which could still work but wouldn't be as cool. In fact, it pretty much has to be that way if God has amnesia. Essentially the outsider is a co mod whereas the actual mod just posts lynch scenes, vote counts, and has extra knowledge. In the end, you might be right that having a player that knows the set up is easiest.

It was just a quick thought and I wanted to see what could be done with it.

Posted: Sat Sep 20, 2008 10:29 am
by xelada
I've had this idea floating around for a bit

Pokemon Mafia


Every "morning" (the time just after night when the mod posts the death scenes for the night), after the death scenes have been posted, everyone with 5 or less Pokemon (you are allowed a maximum of 6 Pokemon) is given one random Pokemon and told it's effect(s) for free. Each Pokemon has it's own trait or effect and during the night everyone PMs the mod which Pokemon they want to send out and if applicable, who they want to target. The Mafia and SK still have their night-kill but it might be bolstered by certain Pokemon. what information that's given out upon death (alignment, Pokemon, effects of said Pokemon) are down to the mods discretion along with the effect(s) of each Pokemon.

Posted: Sat Sep 20, 2008 11:50 am
by Tarhalindur
forbiddanlight wrote:It's probably already been suggested, but I came up with an interesting idea for a theme mechanic.

A game where the mod is actually really a player (as in, not DGB's role in ipick). Essentially, the set up would be closed, but the mod would know all the roles. What they WOULDN'T know is who had the roles (flavor, God has amnesia. Actual working, someone outside the game randomizes and hands out roles after getting the rolelist from the GM). I haven't set up any roles yet with it because that mechanic alone is something you want to find out if it's make or break before continuing the idea with roles. Also, the mod can be randomized with any role in addition to the knowledge they have. (So, the mod could end up a cop for interesting interactions with their knowledge of the set up). Do you think that mechanic would be playable?

EDIT: Wait...never mind, I think this has already been done :(. I recall some talking about another game where the mod was an SK :S.
:twisted:

Also, while I'm here, I'm reserving/gauging interest for
Suzumiya Haruhi Mafia
(Mini Theme, to be run after Legend of Zelda: Ocarina of Time.) It'll be a Tarhalindur game, expect strangeness (and possibly a time travel/sliding mechanic). Oh yeah, and I'll be using flavor from the later light novels, too.

Posted: Sat Sep 20, 2008 3:13 pm
by forbiddanlight
You know I'm in for that. I love the series.

Posted: Sat Sep 20, 2008 9:49 pm
by Korts
Mr. Flay wrote:
Korts wrote:
Cavebear with a toothache wrote: Wouldn't it be easier to have a role that simply knows the setup? That seems to be what you're after. :)
Actually, I have such a role among my notes. It's paired with a bastard PR that won't enable them to say anything comprehensible :D
Codes and breadcrumbing will kill this pretty quickly. Someone once used a restriction that made them post only in smileys to communicate plenty of information. Never assume you can limit what a player does meaningfully, especially if what they are trying to do is help their faction.
I doubt it'd be possible to communicate properly when the PR is "each post may and must contain a single "<meaninglessword>", no more, no less. No quoting, no multi-posting." Voting and FoSing are allowed naturally, but I'm not sure they'd be able to communicate their intent adequately through only that channel.

Posted: Sat Sep 20, 2008 10:51 pm
by Darox
Why not just say 'You can't post in this game. Too bad.'

Posted: Sat Sep 20, 2008 11:24 pm
by Max
ChannelDelibird wrote:
Max wrote:I currently have a series in the line and wondering about interest.

Batman: 2 Face Mafia


Instead of standard lynches once a majority of votes have been reached I post a coin flip, if it's a 1 they die, if it's a 2 they cannot be lynched until tomorrow and the day continues
A.K.A.
Batman: Screw The Town Mafia
Sort of, however the town do have roles to compensate, I'm not a bastard modish.
ChannelDelibird wrote:
Max wrote:
Batman: Joker's Theft


Each member of the mafia has a win condition, which when they complete, they die. The mafia win if all of them complete their missions and the Joker lives to the end of the game
Really depends on the win conditions you have in mind.
If you want to review PM me, I know the win conditions, a few that I were thinking of (but decided against) were things like a jester
ChannelDelibird wrote:
Max wrote:
Batman: Joker's Experiment


Each day the town gets split into several boats. If at any moment a single member of the town thinks that another boat only has mafia they post in thread.
Explode: Boat X
and that boat is blown up. The mafia cannot do this (except the godfather), there are also a few bastardish Joker tricks thrown in there. Also, this has more roles than just Mafia and Town.
A.K.A.
Batman: Days 1 Through 3 Are Pointless Mafia
Well yeah, kind of, but at first the boats will be very small, 2 or 3 people in a 25 player game, but the Bastardish stuff will make people think, it won't be straight forward, Fritzlers will be punished...

Posted: Sun Sep 21, 2008 6:13 am
by Natirasha
Korts wrote:
Mr. Flay wrote:
Korts wrote:
Cavebear with a toothache wrote: Wouldn't it be easier to have a role that simply knows the setup? That seems to be what you're after. :)
Actually, I have such a role among my notes. It's paired with a bastard PR that won't enable them to say anything comprehensible :D
Codes and breadcrumbing will kill this pretty quickly. Someone once used a restriction that made them post only in smileys to communicate plenty of information. Never assume you can limit what a player does meaningfully, especially if what they are trying to do is help their faction.
I doubt it'd be possible to communicate properly when the PR is "each post may and must contain a single "<meaninglessword>", no more, no less. No quoting, no multi-posting." Voting and FoSing are allowed naturally, but I'm not sure they'd be able to communicate their intent adequately through only that channel.
Scum
Vote: Korts


Easy enough to get around.

Posted: Sun Sep 21, 2008 6:35 am
by Korts
Natirasha wrote:
Korts wrote:
Mr. Flay wrote:
Korts wrote:
Cavebear with a toothache wrote: Wouldn't it be easier to have a role that simply knows the setup? That seems to be what you're after. :)
Actually, I have such a role among my notes. It's paired with a bastard PR that won't enable them to say anything comprehensible :D
Codes and breadcrumbing will kill this pretty quickly. Someone once used a restriction that made them post only in smileys to communicate plenty of information. Never assume you can limit what a player does meaningfully, especially if what they are trying to do is help their faction.
I doubt it'd be possible to communicate properly when the PR is "each post may and must contain a single "<meaninglessword>", no more, no less. No quoting, no multi-posting." Voting and FoSing are allowed naturally, but I'm not sure they'd be able to communicate their intent adequately through only that channel.
Scum
Vote: Korts


Easy enough to get around.
by <meaninglessword> I mean a word specified by me. i.e.

diddly-poo
vote: Natirasha


I doubt the town'd get that.

Posted: Sun Sep 21, 2008 6:36 am
by Korts
And the interesting thing about that is that it's the voting pattern that'd probably get them lynched. I mean, no-one has a perfect voting pattern.

Posted: Sun Sep 21, 2008 7:01 am
by Mr. Flay
Korts wrote:by <meaninglessword> I mean a word specified by me. i.e.

diddly-poo
vote: Natirasha


I doubt the town'd get that.
That's also easy to get around (someone's had a votes-only restriction before). They started to use the names of the people they were voting as part of the code. The town figured it out pretty quickly, and that player didn't even have the incentive that you've given them.

Posted: Sun Sep 21, 2008 7:54 am
by Korts
Mr. Flay wrote:
Korts wrote:by <meaninglessword> I mean a word specified by me. i.e.

diddly-poo
vote: Natirasha


I doubt the town'd get that.
That's also easy to get around (someone's had a votes-only restriction before). They started to use the names of the people they were voting as part of the code. The town figured it out pretty quickly, and that player didn't even have the incentive that you've given them.
Even if I restrict the number of <meaninglessword> in a post to one and forbid multiposting or multi-voting, you think the player could get around it?

But actually, what's the point of a PR if the player can't get around it in any way?

Posted: Sun Sep 21, 2008 9:31 am
by Cavebear with a toothache
A (somewhat inelegant) way to solve the problem of players leaking information you don't want them to leak is to specify something like:
"You're not allowed to share this information in the thread, not even hint about it. If anyone manages to guess this information and I so much as suspects that something you said is the cause of it, you will be modkilled and lose the game regardless of your other win conditions. This is your one and only warning."

Much less fun than giving anyone a post restriction, but also less likely to be frustrating and more likely to accomplish the goal (not spreading the information).

As for post restrictions, I don't think it's possible to make a PR a) lenient enough that the player be able to play the game in a meaningful way and still b) harsh enough that the player can't communicate something you don't want him/her to communicate.

If I were to make a role with knowledge of the setup, I'd probably want to make sure there's some incentive for him/her to stay alive so he/she wouldn't just blurt it out at start of day one. Either by making him/her a survivor or to leak the information one bit at a time (but without making the role a normal role cop.) This gave me an idea about a role, I'm gonna go post it in the Best Roles thread, see if it's been done already. :)

Posted: Tue Sep 23, 2008 1:04 pm
by Wall-E
After some internal debate, I've decided that the first game I want to mod will be Dirty Mafia.

The rules: There are none.

mith has confirmed to me that he considers the setup to be a "theme" game.

Posted: Tue Sep 23, 2008 1:06 pm
by Lord Gurgi
You need to work your way up through the queues first Wall-E.

Posted: Tue Sep 23, 2008 1:06 pm
by Wall-E
i know

i still have 22 days to wait before i can even sign up to mod

Posted: Tue Sep 23, 2008 1:32 pm
by Lord Gurgi
Then you won't be modding a theme for a good 6 months.