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Posted: Sat Apr 08, 2006 3:21 pm
by PBuG
Tamuz wrote:Uhh... has there never been an Ender's game mafia. I tried looking for one, but couldn't find one.
Wow, we need one!
Wow, we REALLY need one. Actually, I think we need and Ender mafia, using things from all four books (Ender's Game, Speaker for the Dead, Xenocide, Children of the Mind)
Posted: Sat Apr 08, 2006 3:34 pm
by Glork
PBuG wrote:I'm currently developing a Kingdom Hearts Mini Mafia.
I currently both love and hate you for doing so. (I was thinking of doing a Mini based on KH as well. But I'll certainly join yours if I have the availability!!)
Posted: Sun Apr 09, 2006 10:41 am
by PBuG
Glork wrote:PBuG wrote:I'm currently developing a Kingdom Hearts Mini Mafia.
I currently both love and hate you for doing so. (I was thinking of doing a Mini based on KH as well. But I'll certainly join yours if I have the availability!!)
Mine is going to have lots of flashy technical stuff that you wouldn't expect from your normal mini
Posted: Thu Apr 13, 2006 2:36 am
by DrippingGoofball
I hope I am posting this in the right place.
I have an idea for a "Dream Team" Mafia where self-selected Mafia teams would have to submit applications detailing a plan of action. A "jury of peers" consisting of myself (ah just kidding) or (rather) a few people would review the plans, and select the best mafia team/strategy to be the "Dream Team" Mafia.
No slacker scum, no scum "winging it."
Uber-devious scum. La scum de la scum.
Other than that, it should run with standard Townie roles.
Posted: Thu Apr 13, 2006 3:11 am
by Shamrock
PBuG wrote:Wow, we REALLY need one. Actually, I think we need and Ender mafia, using things from all four books (Ender's Game, Speaker for the Dead, Xenocide, Children of the Mind)
I've been actually working on developing an idea for a mafia game about the Lusitania trilogy, including different rules and mechanics based on the different races...
Posted: Wed Apr 19, 2006 3:27 pm
by Infested-jerk
Paranoia Theme
A bit on the setting:
Paranoia is set in a Utopia (a disjointed one!) where the computer runs everything. People are born as clones to help the FC (Friend Computer) fight the COmie Mutant threat.
Mafia: Mutant Comies
Townspeople: Civilans
Cop: Intsec
Vigilante: Trouble Shooter
Doc: medbot
Protector: Armed Forces
Posted: Thu Apr 20, 2006 4:11 am
by PBuG
Shamrock wrote:PBuG wrote:Wow, we REALLY need one. Actually, I think we need and Ender mafia, using things from all four books (Ender's Game, Speaker for the Dead, Xenocide, Children of the Mind)
I've been actually working on developing an idea for a mafia game about the Lusitania trilogy, including different rules and mechanics based on the different races...
I LOVE YOU WITH A FIERY PASSION.
Err, I mean, that would be freaking awesome!
Posted: Thu Apr 20, 2006 5:09 am
by Mr. Flay
Infested-jerk wrote:Paranoia Theme
A bit on the setting:
Paranoia is set in a Utopia (a disjointed one!) where the computer runs everything. People are born as clones to help the FC (Friend Computer) fight the COmie Mutant threat.
Mafia: Mutant Comies
Townspeople: Civilans
Cop: Intsec
Vigilante: Trouble Shooter
Doc: medbot
Protector: Armed Forces
I love Paranoia. Wouldn't a medbot, thematically, be 'proven' by the fact that they're not human? Why not make 'em HPD&MC instead? Or just ditch the regular doc and leave the Armed Forces person/people as your protective roles.
On the Vigilante, aren't all players usually Troubleshooters? Maybe they're R&D, or another AF just to screw up claims...
Posted: Fri Apr 21, 2006 6:38 am
by Alexander
Check out this idea: SK mafia (no roles other than Townie and Serial Killer):
Variation #1: 11 townies, 1 SK. Lynched roles are not revealed. Whenever the SK is lynched, one of the players who voted for him takes over his role. Obviously the game can only end with an SK win, the only question is: Who will it be?
Variation #2: 10 townies, 2 SKs. If an SK is targeted for a nightkill by another SK, they will (instead of dying) form a 2-player mafia.
Variation #3: 9 townies, 3 SKs. If a townie is targeted for a kill by multiple SKs, he will survive (they cancel each other out). SKs can kill other SKs normally.
Variation #4: 8 townies, 4 SKs. All townies have 1-shot nightkill immunity. SKs can kill other SKs normally.
Posted: Fri Apr 21, 2006 6:50 am
by Thok
Alexander wrote:Check out this idea: SK mafia (no roles other than Townie and Serial Killer):
Variation #1: 11 townies, 1 SK. Lynched roles are not revealed. Whenever the SK is lynched, one of the players who voted for him takes over his role. Obviously the game can only end with an SK win, the only question is: Who will it be?
Interesting idea but the randomness isn't a good idea. (I'd hate to be a townie who lynched the SK in a three person endgame, and then lost the coinflip to become the new SK.) Perhaps have the old SK pick his sucessor?
Posted: Fri Apr 21, 2006 7:12 am
by Alexander
Thok wrote:Alexander wrote:Check out this idea: SK mafia (no roles other than Townie and Serial Killer):
Variation #1: 11 townies, 1 SK. Lynched roles are not revealed. Whenever the SK is lynched, one of the players who voted for him takes over his role. Obviously the game can only end with an SK win, the only question is: Who will it be?
Interesting idea but the randomness isn't a good idea. (I'd hate to be a townie who lynched the SK in a three person endgame, and then lost the coinflip to become the new SK.) Perhaps have the old SK pick his sucessor?
But if the old SK picks its successor, there is nothing prevening from the old SK actually posting his choice in-thread when he's about to be lynched (since he already knows he can't win the game, might as well screw someone else over). What I thought was that there is actually a rule (the assignment of the new SK is not random), however the rule is not known to the players.
Sample rule: On even days, the first person to vote the SK becomes SK. On odd days, the last person to vote the SK becomes SK. (players are not aware of this, they only know there is some kind of rule)
Posted: Fri Apr 21, 2006 7:28 am
by Fiasco
In practice, how is that different from random?
Posted: Fri Apr 21, 2006 7:35 am
by Alexander
Grrr. I guess you're right. If the game doesn't last long enough for the townies to figure out the rule, it is for practical purposes random. So, how about:
The old SK picks his successor. Posting in twilight is strictly forbidden
(to prevent the old SK from screwing the new one). There, much better.
Posted: Fri Apr 21, 2006 8:02 am
by Alexander
Alexander wrote:Check out this idea: SK mafia (no roles other than Townie and Serial Killer):
Variation #1: 11 townies, 1 SK. Lynched roles are not revealed. Whenever the SK is lynched, one of the players who voted for him takes over his role. Obviously the game can only end with an SK win, the only question is: Who will it be?
Variation #2: 10 townies, 2 SKs. If an SK is targeted for a nightkill by another SK, they will (instead of dying) form a 2-player mafia.
Variation #3: 9 townies, 3 SKs. If a townie is targeted for a kill by multiple SKs, he will survive (they cancel each other out). SKs can kill other SKs normally.
Variation #4: 8 townies, 4 SKs. All townies have 1-shot nightkill immunity. SKs can kill other SKs normally.
Oh, and I forgot the most important thing: neither townies nor SKs know which of the 4 variations is used. They will only be told in their PM "you're a townie" or "you're a serial killer", and will have to figure out the rest during play.
Posted: Fri Apr 21, 2006 12:22 pm
by PBuG
Ooh, I like that.
Posted: Sun Apr 23, 2006 3:26 pm
by Lostprophet
This is actually sort of similar to the SK mafia, but I was thinking of a Mafia game based on the wonderous Stratego.
A helpful linky:
http://en.wikipedia.org/wiki/Stratego
Now, this set-up would differ heavily from normal Mafia. Each player would get assigned one of the ranks (I'm not sure how many players there would be, but 40 seems a little excessive), with there being fewer of the higher numbers and more of the mid-range numbers. A few of the players would be bombs, there would probably only be one spy, etc. etc.
Now, here's how gameplay would work: There would be only one or maybe two nightkills (again, depending on player numbers), and it would rotate in some order (random or just number rank). The nightkill is strictly optional, for this reason: The nightkill only goes through if the player performing the nightkill has a lower rank than them. Otherwise, as in Stratego, the player attempting the nightkill dies. Only the players performing the nightkill would know who was doing the killing, though of course players would know that the kill rotated.
There would, in addition, be another rotation: That of the flag. A person with the flag would never have the nightkill, and vice versa. The flag would also hold with it a certain number of nightkill immunities, for the following reason: If a player carrying the flag dies, then the game is over and the player that performed that kill wins. When a player has the flag, any nightkill submitted on them will work, regardless of the actual rank of that player. If there are still immunities left in the flag, then nothing happens and the rotation commences. Otherwise, the game is over.
What I'm worried about is the day part of the game. Obviously players are trying to lynch higher numbers than themselves, but really, any lynch is fine, because it narrows the pool of players and gives them a greater chance of winning. Does there need to be some sense of team? Obviously the gme has two sides, but I worry about having two large groups that know who their teammates are working to lynch each other; in fact it seems impossible. Group teams together by rank? That could work a little better... but there'd be a lot of teams. Actually, that idea seems workable: The lower ranks would have slightly larger groups, allowing them to lynch higher numbers, but they wouldn't necessarily know how high.
Obviously, as anyone who got this far knows, the idea needs a little work. I haven't even really scraped the surface of how additional roles would work. But does this idea seem fun to anyone? Any suggestions? I think if I were going to run it with rank-teams, then the kill would rotate among the teams, not the individuals, just for clarification on that point.
Posted: Mon Apr 24, 2006 7:08 pm
by inHimshallibe
Give the lowest rank the player list of assigned roles... >.>
Posted: Tue Apr 25, 2006 9:15 am
by Twomz
@ Alex: Historical Figures mafia was mildly SKy... the mafia were actually a group of townies, and the town was a bunch of SKs. The mafia "won" by either surviving til day 5 or if there was a night/day cycle with no kills. The "town" was really a bunch of crazies in an insane asylum, and the "mafia" were the doctors. The power went out, and they had to wait for backup... they distracted us w/ a box w/ Time Machine written on the side of it. (we could "travel through time and space to different eras")
I used to play stratego... i was pretty good at it. I'd think there'd be one of the top ranked people that would run around and pwn everyone...
Posted: Tue Apr 25, 2006 6:31 pm
by Mastermind of Sin
DrippingGoofball wrote:I hope I am posting this in the right place.
I have an idea for a "Dream Team" Mafia where self-selected Mafia teams would have to submit applications detailing a plan of action. A "jury of peers" consisting of myself (ah just kidding) or (rather) a few people would review the plans, and select the best mafia team/strategy to be the "Dream Team" Mafia.
No slacker scum, no scum "winging it."
Uber-devious scum. La scum de la scum.
Other than that, it should run with standard Townie roles.
So, wouldn't the town just keep lynching the most experienced players, since they are the most likely ones to come up with a really good plan?
Posted: Wed Apr 26, 2006 7:27 am
by Infested-jerk
Maybe Mr. Flay, but then again, Intsec could be cop.... I'll have to check into it on a paranoia website
Posted: Sat Apr 29, 2006 7:13 am
by kirbyphreak
Im thinkin of modding a mini theme: Unanimous Mafia! Everyone must decide to vote for the same person, so if there are 10 left, it is 9 to lynch. Right now, I think 1 mafia, 11 town, maybe give the town 2 docs and some other roles? I dont want cops in becuase if one gets lucky, its game over. Does anyone have any ideas on how to make this better before I get started?
Posted: Sat Apr 29, 2006 9:54 am
by Fuldu
kirbyphreak wrote:Im thinkin of modding a mini theme: Unanimous Mafia! Everyone must decide to vote for the same person, so if there are 10 left, it is 9 to lynch. Right now, I think 1 mafia, 11 town, maybe give the town 2 docs and some other roles? I dont want cops in becuase if one gets lucky, its game over. Does anyone have any ideas on how to make this better before I get started?
Okay, the problem I see with this is that there's not any way (that I can see) that the town can improve on random lynching. Voting patterns aren't really going to mean anything in a game with no groups, and, as you noted, information roles break the game. No one should be willing to vote for themself and everyone should be willing to vote for anyone else, so there aren't going to be any cues as to who the scum is. The only thing there might be to work with is the question of who scum chose to kill each night, and that's a very WIFOM approach.
Posted: Sat Apr 29, 2006 10:37 am
by DrippingGoofball
Mastermind of Sin wrote:DrippingGoofball wrote:I hope I am posting this in the right place.
I have an idea for a "Dream Team" Mafia where self-selected Mafia teams would have to submit applications detailing a plan of action. A "jury of peers" consisting of myself (ah just kidding) or (rather) a few people would review the plans, and select the best mafia team/strategy to be the "Dream Team" Mafia.
No slacker scum, no scum "winging it."
Uber-devious scum. La scum de la scum.
Other than that, it should run with standard Townie roles.
So, wouldn't the town just keep lynching the most experienced players, since they are the most likely ones to come up with a really good plan?
I thought of that. Part of the strategy would be for the Dream Team to pick players that no one would think would want to band together. Besides, the Town wouldn't want to sacrifice its most experienced players...
Posted: Sat Apr 29, 2006 10:46 am
by Seol
DrippingGoofball wrote:Mastermind of Sin wrote:DrippingGoofball wrote:I hope I am posting this in the right place.
I have an idea for a "Dream Team" Mafia where self-selected Mafia teams would have to submit applications detailing a plan of action. A "jury of peers" consisting of myself (ah just kidding) or (rather) a few people would review the plans, and select the best mafia team/strategy to be the "Dream Team" Mafia.
No slacker scum, no scum "winging it."
Uber-devious scum. La scum de la scum.
Other than that, it should run with standard Townie roles.
So, wouldn't the town just keep lynching the most experienced players, since they are the most likely ones to come up with a really good plan?
I thought of that. Part of the strategy would be for the Dream Team to pick players that no one would think would want to band together. Besides, the Town wouldn't want to sacrifice its most experienced players...
Interesting -
My bro's running something similar at Misetings when his turn in the queue comes up. Two team captains - one town, one anti-town, take it in turns to pick players for roles. Any roles. The scum team captain can use his first pick to put the biggest retard imaginable as a vigilante or put the best analyst in the scum. The town team captain (myself) can put the cracks-like-an-eggshell, transparent-as-Sue-Richards as the Mafia godfather. It runs both ways. Only goes as far as the picks, though.
Posted: Sat Apr 29, 2006 11:16 am
by Fiasco
Won't people just be lynched in order of stupidity?