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Posted: Mon Oct 18, 2010 11:52 am
by boberz
Sounds like too many confirmed townies scumhunting to me...
Posted: Mon Oct 18, 2010 12:25 pm
by Untrod Tripod
smashbro_of_the_SSS wrote:Would anyone be interested in a game that allows dead players to talk after death? It would be called something like Dead Men Tell Tales, about 9 players or so. Upon lynch/night kill the player loses their ability to vote and their night ability (if anything), but can still try to scumhunt and participate in discussion. Roles would be fairly normal, such as doc, mafia roleblocker, etc., and the main goal is to keep players actively participating for the duration of the game, (though they will not be prodded or replaced unless they ask to be).
would work if either
a. alignment is not revealed on death
b. dead players can "haunt" a living player or players via QT
c. some combination of the two
I've actually been planning on implementing something like this in upcoming games.
Posted: Tue Oct 19, 2010 4:09 pm
by Andrius
Espeonage got a "Patronus" in Harry Potter Mafia.
He had no vote and no NP actions. After death he could still post, but had no access to the Dead QT.
Posted: Thu Oct 21, 2010 8:26 am
by Max
I have a set of games I designed around the Cold War:
Unifying Theme
Each of the following games has 2 games "America" and "Soviet Union". Each are mini in size however the gameplay in one affects gameplay in the other. (So 24 players total)
In each game there are 3 spies and 9 nationals
In each game the spies can sabotage things each round. They are sent these orders from the head of command in the other nation. This position can be compromised by the spies there.
Economic War
In the capitalist section there are 3 main features:
- Money allows players different perks, e.g. bodyguards etc.
- Money affects the number of votes a player has
- Players have monetary win cons in addition to their sole win cons (this gives people an incentive to accept a body guard role)
In communism there are 3 main features:
- All players have an equal number of votes
- Rather than players having individual powers there is a supply of powers any player can use
- The win cons are unaltered (communal spirit and all)
Arms Race
The race is to enable as many weapons as possible in a period of 5 game days. Different players are better at making different weapons/machinery. There are game altering secrets that cannot be revealed
Space Race
This is an assassin style game where the main aim is to eliminate the leading Scientists in the field (2 Scientists per Nation). These roles will not be known to anyone asides themselves initially however all players will be given 2 investigations to help them (Return Scientist/Not Scientist).
People's thoughts?
I've got games pretty much sorted but wanted to check interest before I bothered.
Posted: Thu Oct 21, 2010 5:06 pm
by Mr. Flay
You guys should look up
Tree Stump Mafia - the
Tree Stump is basically a dead confirmed town role that can talk. I don't remember what the general consensus is on its power, but since your version isn't self-confirmed, that should help.
Posted: Mon Nov 01, 2010 12:50 pm
by Super Smash Bros. Fan
@Mr. Flay: There was also a Smashboards games that hosted a variation of it and I was in it. It was pretty crazy.
Posted: Mon Nov 01, 2010 1:03 pm
by Andrius
@ Max: I'd play it. I love strategy games too, so. <3
Posted: Sat Nov 06, 2010 12:34 am
by RedCoyote
Max, those all sound like a lot of fun, especially Economic War. Please PM me if you plan on running any of those.
Posted: Sat Nov 06, 2010 5:11 am
by Max
I'm going through the finishing touches now. I'll PM you when it happens.
Posted: Sun Nov 14, 2010 7:39 am
by Kitoari
I'm going to be running Lucid Dreamers as an actual setup. It's the worst and best idea ever at the same time.
Thoughts?
Posted: Sun Nov 14, 2010 7:43 am
by Plum
Make sure you make it clear which actions are actually eligible. Expect a Town with more time and lucidity on its hands to try to work out a breaking strategy; have your answers and your limits firmly set ahead of time.
And PM me before it starts and if I have time I'll be so /in
Posted: Sun Nov 14, 2010 8:50 am
by Kitoari
Plum wrote:Make sure you make it clear which actions are actually eligible. Expect a Town with more time and lucidity on its hands to try to work out a breaking strategy; have your answers and your limits firmly set ahead of time.
It's not vanilla LD - I'm not THAT insane. Basically, actions have to be "crafted" before you can use them, and you can't craft in the same night as you act. This makes it harder to coordinate breaking strategies (on both sides).
As for what is/isn't allowed, I'm definitely putting down these:
- No global actions
- No alignment changing actions
- No "I win" actions
Posted: Mon Nov 15, 2010 2:52 pm
by jimfinn
MegaLarge Open DeathFest - 32 players
Fully Open Set-up, some odd restrictions on roles, no reveal at all on death (the death notice will have some flavor and then say: Player XXXX is now dead)
Mafia A - 4 goons - may sacrifice kill to have mod declare any player was protected in the daybreak post
Mafia B - 4 Goons - may sacrifice kill to have mod declare any player was protected in the daybreak post
1 Vig with kill every night - kills not distinguished from mafia kills in any way
2 players on 1 Investigative Squad - 2 cops who see each others' results, but don't know who each other are (Format - Player XXXX is innocent/guilty, player YYYY is innocent/guilty)
2 Doctors - forbidden from protecting same player on consecutive nights, may self-protect, don't know anything about other doctor's targets. all successful protects are announced at daybreak.
1 Town Roleblocker - Blocks an entire faction's kill if targets a mafia member, may not choose same target on consecutive nights, mafia will be told they were blocked, but not by who and the mafia target will not be announced in thread
18 VT
Posted: Tue Nov 16, 2010 8:31 am
by ReaperCharlie
Just wanted to poke my head in to complain about what a pain large theme games are to create.
Especially when there is no pre-existing flavor. AARRRGGGGHHHHH!!!! *shakes fist*
Posted: Sun Nov 28, 2010 1:03 pm
by Andrius
ReaperCharlie wrote:Just wanted to poke my head in to complain about what a pain large theme games are to create.
Especially when there is no pre-existing flavor. AARRRGGGGHHHHH!!!! *shakes fist*
While large games are complex, I feel that overly complex games IN GENERAL are hard to create, let alone balance after the fact. lol
Posted: Mon Nov 29, 2010 12:56 pm
by jmj3000
So, I was thinking of running a series of games based on important or well known moments in history of places. I haven't picked many moments yet, but the theme would be that point in history, and the roles the people and places that were involved. This idea ties into another game I am planning, based on the book "Midnight in the garden of good and evil". Thoughts?
Posted: Wed Dec 01, 2010 4:07 pm
by quadz08
Kitoari wrote:I'm going to be running Lucid Dreamers as an actual setup. It's the worst and best idea ever at the same time.
Thoughts?
OHMYGOD. I just read a couple of them. I am so /in. This will make for a COMPLETELY ridiculous game.
Posted: Thu Dec 02, 2010 12:37 pm
by mallowgeno
I need someone to check my setup I will be running in the near-future. Please PM me if you're interested in criticizing my setup!
Posted: Sat Dec 04, 2010 5:46 pm
by Untrod Tripod
How excited would people be about Muzzy mafia as a mini theme?
aw yeah
Posted: Sun Dec 05, 2010 2:44 am
by mallowgeno
jmj3000 wrote:So, I was thinking of running a series of games based on important or well known moments in history of places. I haven't picked many moments yet, but the theme would be that point in history, and the roles the people and places that were involved. This idea ties into another game I am planning, based on the book "Midnight in the garden of good and evil". Thoughts?
I'd play it
Posted: Sun Dec 05, 2010 6:30 am
by SaintKerrigan
jmj3000 wrote:So, I was thinking of running a series of games based on important or well known moments in history of places. I haven't picked many moments yet, but the theme would be that point in history, and the roles the people and places that were involved. This idea ties into another game I am planning, based on the book "Midnight in the garden of good and evil". Thoughts?
So, Assassin's Creed Mafia?
Posted: Sun Dec 05, 2010 8:19 am
by jmj3000
SaintKerrigan wrote:jmj3000 wrote:So, I was thinking of running a series of games based on important or well known moments in history of places. I haven't picked many moments yet, but the theme would be that point in history, and the roles the people and places that were involved. This idea ties into another game I am planning, based on the book "Midnight in the garden of good and evil". Thoughts?
So, Assassin's Creed Mafia?
Maybe
Posted: Wed Dec 08, 2010 10:07 pm
by AGar
Two ideas:
Boondock Saints Mafia (Debating on whether or not I would strictly limit to the first movie or include flavor from All Saints Day - I'd need to watch All Saints Day about 300 more times thought) This would be a large theme. I've got some layout for this already.
24 Mafia. I know one has been run onsite before, but it was a more unique theme with mechanics involved. I'd definitely go more flavor heavy on this one. Torn on large theme or mini theme.
For a bit of background, I've seen Boondock Saints about... a thousand times. I can quote most every line in the movie and was able to convince my ethics professor last fall to let us watch the movie in class and use it as a basis for our final paper. I know the first movie inside and out. As for 24, I've seen every episode, read up on a lot of the other canon about the series and generally know it quite well. I am a fiend for 24.
Posted: Thu Dec 09, 2010 1:53 am
by Mr. Flay
I would either play or (more likely) co-mod Boondock Saints. I've got 3/4 of a setup kicking around somewhere already...
Posted: Thu Dec 09, 2010 7:51 pm
by RichardGHP
How would you guys take to a game with a '1337 5p43k' mass-post-restriction?