Page 37 of 197

Posted: Sun May 14, 2006 12:40 am
by Machiavellian-Mafia
I have this idea for a setup for the roles of a 30-player game:

(1,2,3,4). 4 players in scum group #1 consisting of:
A. godfather who sends in kills & always innocent to cops
B. recruiter who can recruit up to 2 other goons.
C. roleblocker who can block any townie or other scum's night abilities each night.
D. role delayer who can delay the effect of a player's role by one night. Example: if role delayer chooses the cop, the cop will not get his investigation until 1 night after.

(5,6). 2 players in scum group #2 with abilities of:
A. Each night they can brainwash a townie or another scum, learn about their abilities and their night choice, and override their night choice if they want to and choose a different target for their night choice.
B. Both scum is always innocent to cops if they brainwash someone pro-town. They will be guilty if they brainwashes someone in the other scum group.

(7). 1 pro-town vigilante

(8). 1 pro-town one-shot day vigilante

(9). 1 roleblocker

(10). 1 cop

(11). 1 doctor

(12). 1 back-up cop

(13). 1 back-up doctor

(14,15,16). 3 players in Mason group #1

(17,18,19). 3 players in Mason group #2

(20). 1 pro-town super agent who uses cop, doc, roleblocker, and vig roles each once, then can use any of the four roles for the rest of the game as long as the real player with that role is alive. Also if this player is lynched during the day, the first person that voted for the player is automatically lynched by the town as well.

(21). 1 psychologist who can investigate both the vigilante and 1-shot day vig.

(22,23,24,25,26,27,28,29). 8 regular vanilla townies

(30). 1 serial killer who is un-night-killable and can only kill townies.

Posted: Sun May 14, 2006 5:02 am
by Kelly Chen
Is it open setup?
Machiavellian-Mafia wrote:I have this idea for a setup for the roles of a 30-player game:

(1,2,3,4). 4 players in scum group #1 consisting of:
A. godfather who sends in kills & always innocent to cops
B. recruiter who can recruit up to 2 other goons.
C. roleblocker who can block any townie or other scum's night abilities each night.
D. role delayer who can delay the effect of a player's role by one night. Example: if role delayer chooses the cop, the cop will not get his investigation until 1 night after.
The recruiter is the most powerful thing you've given any of the scum. Without him I'd say there aren't enough bad guys in this setup.
(5,6). 2 players in scum group #2 with abilities of:
A. Each night they can brainwash a townie or another scum, learn about their abilities and their night choice, and override their night choice if they want to and choose a different target for their night choice.
B. Both scum is always innocent to cops if they brainwash someone pro-town. They will be guilty if they brainwashes someone in the other scum group.
This ability runs the risk of slowing down every night phase. After they send their move you have to tell them the result, and then wait for them to decide what they want to do with it.

If they use this ability well, they'll always be investigation-immune. But I still think this faction is much weaker than the first one.
(14,15,16). 3 players in Mason group #1

(17,18,19). 3 players in Mason group #2
I think this is way too many masons. This is six players who have basically no fear of being lynched. The scum will have to kill all of them.
(20). 1 pro-town super agent who uses cop, doc, roleblocker, and vig roles each once, then can use any of the four roles for the rest of the game as long as the real player with that role is alive. Also if this player is lynched during the day, the first person that voted for the player is automatically lynched by the town as well.
Well, if the town knows that this role exists, there is no danger of him being lynched.

This guy is pretty powerful, since if he gets a guilty result, he doesn't even have to reveal it. He can just vig him. He can also trade protection with the doctor and both roles will be unnightkillable.
(21). 1 psychologist who can investigate both the vigilante and 1-shot day vig.
I don't understand what this role does. He just locates those roles?
(22,23,24,25,26,27,28,29). 8 regular vanilla townies
This isn't too bad, but I think the town will still tend to disbelieve townie claims (because it's a likely scum claim).
(30). 1 serial killer who is un-night-killable and can only kill townies.
If he can only kill townies, is his win condition unusual? I don't understand why this role is so weak.

Only because of the recruiter, I think the first scum group might have a chance against this town (because they could recruit people who have already claimed believably). Otherwise I think the town will dominate in this setup.

Posted: Sun May 14, 2006 5:25 am
by viper0933
Since this was reviewed and was ok'ed, I will delete this to make a closed game.

Posted: Sun May 14, 2006 7:37 am
by Mr. Flay
Fuldu wrote:
indentureddjinn wrote:post about what you think of this...

Riddle Mafia:

Like a normal mafia game, except every day the players are given a riddle that may give a clue to someone's role.
I considered a rule similar to this as part of a Trifia game, but realized that maintaining balance then relied on my ability to properly judge the relative difficulties of the various possible "riddles." If, for example, your riddle cluing the cop turns out to be substantially easier than the rest of them, that shifts the balance of power in favor of the scum. If you think you can get all the riddles to be of nearly comparable difficulty, then this could be fun and interesting, but I decided that I didn't want to be in a position where the game was broken because I wrote one riddle badly.
Reservoir Dogs had a "Soothsayer"-type role who could ask the mod a question, and get an answer in the form of a song. It was fun and not too overpowered (I don't think) to run it this way, since the mod was in charge of the
answers
, not the
questions
.

Posted: Sun May 14, 2006 7:41 am
by indentureddjinn
I'm more shooting for fun and riddle-making then balance. Balance can be adjusted after a few test games.

Posted: Sun May 14, 2006 7:47 am
by Mr. Flay
viper0933 wrote:Since this was reviewed and was ok'ed, I will delete this to make a closed game.
Of course, you'd have to delete Kelly's comments, your response to Kelly's comments, etc... that's why actual theme/setup reviews for games that will take place here tend to happen by PM. Many of the players posting games in this thread are either making them Open Setup, or planning to run them elsewhere, and just getting them reviewed here...

Posted: Wed May 17, 2006 11:44 am
by viper0933
What about a 100% mafia game? There are 3 teams of 4 mafia, with each of these.
1 Godfather
1 Doctor
1 Cop
1 Grunt

This would be played as a mini (12 players).

Posted: Wed May 17, 2006 12:27 pm
by Fuldu
viper0933 wrote:What about a 100% mafia game? There are 3 teams of 4 mafia, with each of these.
1 Godfather
1 Doctor
1 Cop
1 Grunt

This would be played as a mini (12 players).
You might want to look at the post-game discussion of Rock Paper Scissors Mafia to get a sense of some of the pitfalls that an all-mafia game can face.

Also, these discussions are really more appropriate to the Set Up Review thread. This thread is more to get a sense of whether anyone is interested in playing the game you're proposing, not whether the game you're proposing would actually work. For example, if I was trying to gauge the level of interest in a follow-up to Trifia called Pub Trifia, I'd post that here. If I was looking for someone to comment on the balance or mechanisms of the game, I'd post it in Set Up Review.

Posted: Wed May 17, 2006 12:29 pm
by Fiasco
I doubt the day game would be interesting. Also, what use would the cops be?

Posted: Wed May 17, 2006 1:08 pm
by viper0933
Cops: find out which team the target belongs to. I have given up on this.

What about a Starcraft mafia instead?

Posted: Fri May 19, 2006 3:06 am
by Twomz
There have been starcraft mafia's before (read, more than one) but I don't know where they are...

Posted: Mon May 22, 2006 4:15 am
by Max
Quick on the draw mafia:

2 mafia

2 mafia

2 mafia

1 cop/doc

has the power of cop and doc may only use one each night

5 town

Right heres a slight twist if a day lasts longer han 5 RT days we go to quick on the draw:

During day if it lasts more than 5 Real Time days everyone posts Draw then last person to draw dies.
As 3 mafia town are dwn a bit apart from for the DRAW Everyone mafia member sends in the choices but When I post draw first mafia to post that mafia selects who dies i.e the mafia they selected.

it would really only work if the members were around the same Time Zone

Posted: Mon May 22, 2006 11:57 am
by viper0933
What about a game of mafia where there is NO voting, but after a set deadline, the thread is locked and everyone votes. And once there's a majority/someone (x) has more votes than the second person (y), and the # of people is less than x-y.

Then I post the results (without who voted for who) and that person is lynched?

Is it awesome, great, good, average, bad, stupid, the pits?

Posted: Mon May 22, 2006 12:00 pm
by Norinel
Probably worth looking at Secret Ballot Mafia, a mini run with a similar mechanic.

Posted: Mon May 22, 2006 12:07 pm
by viper0933
Arr... nvm then :(

EDIT: I have an idea! :D

What about a mafia game where the mafia don't know who their partner is, BUT, EVERYONE knows whether another is pro or anti-town.

EX: A is town, B is cop, C is doctor, D is mafia.

A knows C is pro-town
B knows A is pro-town
C knows D is anti-town
D knows B is pro-town

And the SK is called "anti-town".

The mafia chooses their top 3 kills, and the first majority is a kill.

Is that one better? *hopes*

Posted: Mon May 22, 2006 1:42 pm
by Kelly Chen
Regarding Max and viper's recent ideas:
In general it's going to hurt the town to replace the voting system with something more secret or more random.
viper0933 wrote:What about a mafia game where the mafia don't know who their partner is, BUT, EVERYONE knows whether another is pro or anti-town.
I think this is promising, but I wouldn't allow a pro-town player to know another player was anti-town unless there were some very good reason why that pro-town player shouldn't come out with his knowledge.

I think it would be interesting if every pro-town player knew another pro-town player (determined at random, so there could be duplicates) was innocent. I'm sure this helps the town, but since the scum can easily fake the same knowledge, the main effect should be that scum will have to nightkill the townies they claim to know are innocent. The biggest problem I see is that the scum will have to confirm each other, or else no one else will. But if they confirm each other, it will be obvious that they're connected for some reason.
The mafia chooses their top 3 kills, and the first majority is a kill.
I don't understand this.

Posted: Mon May 22, 2006 2:56 pm
by Infested-jerk
Viper, lay off the starcraft that MY GAME. (Please note if your replace the jerk from my name, and repalce it with terran you get the name of a SC unit)


My idea would be paranoia mafia (not modeled after the Roleplaying game)

Key points:
1: Mafia does not know who each other are. Votes are all counted, whoever gets most gets killed (doesn't need more than 50% votes, it means if everybody gets 1 vote but one guy gets two, the guy with 2 dies)
2: When a player dies or is lynched, their role is NOT revealed
3: No Cop, mafia cop or any other role that can positively identify an identity
4: Jester role has to be included
5: No death notices, players will have to find out when a person stops posting (for night kills, obviously, a lynch is seen by everyone) (This could cause problems with chronic lurkers) (*coughubertimmycough*)


Oh another idea:

Infefestation Mafia:
One guy is the Infestion plague (takes place of mafia), each night he chooses one person to infect, making them an infection carrier. The mafia goal is to infect everybody, while the town's goal is to kill the original plague starter:
1: One guy is Main Plauge, InfectIon guy, ect.
2: Each night the MMG (main mafia guy) chooses a guy to infect
3: The person infected at night is informed that he has now switched sides
4: Game ends were the MMG gets killed, not someone he infected.
5: MMG has the same rules as the Godfather when investigated by a cop
6: No doctors in this game

Posted: Mon May 22, 2006 3:07 pm
by viper0933
^I already gave up on it. > : (

@Kelly Chen: "Top 3" means the top 3 they'd like to kill

Posted: Mon May 22, 2006 3:21 pm
by Fuldu
The infection mafia idea is basically just a cult, but the mechanism you've described doesn't really give town anything to work with. It's just going to be a matter of whether they get lucky enough to lynch the leader before he gets a large enough group to push his agenda.

Posted: Mon May 22, 2006 3:49 pm
by Mr. Flay
viper0933 wrote:What about a game of mafia where there is NO voting, but after a set deadline, the thread is locked and everyone votes. And once there's a majority/someone (x) has more votes than the second person (y), and the # of people is less than x-y.

Then I post the results (without who voted for who) and that person is lynched?

Is it awesome, great, good, average, bad, stupid, the pits?
Unknown Role was somwhat like this (Themed Mini, in Little Italy). It wasn't the only factor, but not knowing who voted for whom gave us very little to talk about during the day.

Posted: Tue May 23, 2006 10:00 am
by Kelly Chen
Infested-jerk wrote:My idea would be paranoia mafia (not modeled after the Roleplaying game)

Key points:
1: Mafia does not know who each other are. Votes are all counted, whoever gets most gets killed (doesn't need more than 50% votes, it means if everybody gets 1 vote but one guy gets two, the guy with 2 dies)
2: When a player dies or is lynched, their role is NOT revealed
3: No Cop, mafia cop or any other role that can positively identify an identity
4: Jester role has to be included
5: No death notices, players will have to find out when a person stops posting (for night kills, obviously, a lynch is seen by everyone) (This could cause problems with chronic lurkers) (*coughubertimmycough*)
I have to say, this would be a terrible game. The town would never have
anything
to talk about, except maybe accusations of craplogic, and wondering whether so-and-so is a lurker or actually dead.

I missed the part of viper's idea where he said the mafia don't know who each other are. I think that is bad for discussion. The town is trying to lynch people who seem to have a mafia agenda. How can they do that when the mafia aren't sure what the agenda is? They could actually vote to nightkill one of their own.

You couldn't even blame people for bad lynches, since you wouldn't even know if they
were
bad lynches.

If you want even less to talk about, you could make the voting secret.
Oh another idea:

Infefestation Mafia:
One guy is the Infestion plague (takes place of mafia), each night he chooses one person to infect, making them an infection carrier. The mafia goal is to infect everybody, while the town's goal is to kill the original plague starter:
1: One guy is Main Plauge, InfectIon guy, ect.
2: Each night the MMG (main mafia guy) chooses a guy to infect
3: The person infected at night is informed that he has now switched sides
4: Game ends were the MMG gets killed, not someone he infected.
5: MMG has the same rules as the Godfather when investigated by a cop
6: No doctors in this game
Infected people know who are on their team, right? I think that might work. But the town would be most interested in lynching an innocent result, which is kind of odd. Since the result can change, I'd probably put a number of cops in this game.

Posted: Thu May 25, 2006 8:45 am
by Max
I have played this game in real life

How many SKs? It's simple 4 SKs who can kill on different nights but:

1. It may be 3 SKs 1can kill both nights but the others alternate
2. It may be 5 SKs and each night 2 are randomly selected
3. It may be 4 SKs and 2 kill each night
4. It may be 1 SKswho gets 2 kills a night
5. It may be 2 SKs both kill once a night
6. we are all SKs (2 people kill a night)



Now noone knows the set-up of the game
But the towns team is:

This is for all but WE ARE ALL SKs

0 or 2 masons
1 normal cop
0-1 insane cop
1 Doc
1 Healer
4 millers

Rest are town Oh I forgot:

1 Flying Pumpkin which fires lisers out of it's ****

O.K now 24 players Itis extreme but fun especially with 4 millers

Posted: Thu May 25, 2006 12:08 pm
by Kelly Chen
If everyone is an SK then this will become clear pretty quickly when you only have a 1/12 shot of having your nightkill go through. Also, the game becomes a popularity contest at that point.

Posted: Fri May 26, 2006 4:48 am
by Max
No that's the fun you could be a part of the 5 SKs group and you could get very unlucky
If you play only 1 SK it's very fun I played it today at school and The SK won by making a fake Cop claim and the insane cop was already dead so they were much more likely to have no counter claim.

Posted: Fri May 26, 2006 6:20 am
by Max
I've come up with this one

3 town

aim is to lynch all mafia and 2 city and 1 village

4 city

aim is to lynch all mafia and 2 town 1 village

2 village

aim is to lynch all mafia and 1 town 1 city

3 mafia

kill all people

2 cops

kill all mafia and kill phycic

2 docs

kill all mafia and kill phycics

1 phycic (knows everyones roles)

be surviving with docs, cops and mafia dead



Of course I have tried this game It's fun and It'll be easier to run on mafia scum when they have PMs