Page 40 of 197
Posted: Wed Jul 12, 2006 4:47 am
by Max
Or evwerybody sends a name and a number
theirs goes to a pre-set box and the number is to select your role
Posted: Wed Jul 12, 2006 4:59 am
by viper0933
No, you don't choose a name.
Posted: Wed Jul 12, 2006 5:38 am
by Max
*chouch not UPick*
Posted: Wed Jul 12, 2006 6:43 am
by viper0933
It would be pretty broken if you chose something that wasn't even close to your role..
Posted: Wed Jul 12, 2006 8:42 am
by Kelly Chen
viper0933 wrote:What about a twisted UPick game?
There's a number of places (numbers), and when people sign up, they choose a number, and the role behind that number is what they get.
Sound fun? Dumb? Idiotic? Anything?!
This is how my games already work, except that random.org picks the number.
Posted: Wed Jul 12, 2006 9:53 am
by viper0933
...
So it's useless? =/
Posted: Wed Jul 12, 2006 10:22 pm
by VisMaior
So, how about "muslim fundamentalist mafia" ?
Posted: Thu Jul 13, 2006 2:10 am
by Primate
VisMaior wrote:So, how about "muslim fundamentalist mafia" ?
A game where everyones a Kamikaze maybe?
Sounds fun. Needs more town than normal though, I'd imagine.
Posted: Thu Jul 13, 2006 4:02 am
by Max
I'ld play that but town members choose a player to take with them rather than the hammering vote. That would make it a higher chance of hitting scum
Posted: Thu Jul 13, 2006 9:02 am
by Primate
Max wrote:I'ld play that but town members choose a player to take with them rather than the hammering vote. That would make it a higher chance of hitting scum
Naw, I think the fun would be seeing who is reluctant to hammer. If you do it your way, the roles seem to turn into something a bit too similar to vigs to make it as different as it could be.
Posted: Tue Jul 18, 2006 5:38 am
by bluemonick
Hey, anyone that has a slot open to moderate a theme game, will you post here and Ill tell you my idea. (You not obligated to host it). I currently cannot Moderate, and I am just looking for someone to host my cool idea.
Post here and Ill PM you some details, or if enough ppl post, Ill just post it here.
Posted: Fri Aug 04, 2006 4:31 am
by al_kohaulec
What would you guys think about a
You Make the Role Mafia?
I would probably set it up as a mini, but if there seems to be a lot of interest, I might make it a full game.
Basically, probably done beforehand, I gotta figure this part out though, players will vote on different role mechanics and flavor for different roles until the players have created a full game of playable roles. I'll have to set up all the different options for them to choose from.
I thought about making this an open setup, since they are voting on it and all. But I'm thinking maybe I'll keep it closed, and the voting will just give an idea of what roles there will be. To keep it closed, I'll have players privately PM votes. This will create a lot more work for me pre-game, but I think it would be more fun.
Thoughts?
Posted: Fri Aug 04, 2006 5:25 am
by rajrhcpfreak
im planning a No Night Mafia.
basis of the game is that there is no night.
voteing happens like normal but 'night choices' are made during the day and once a week during a certian time frame.
this will follow my freaktowns in my newest production of raj's realtime games.
im predicting this will be a very large game. maybe the largest ever finished on this site. im currently trying to work on the game mechanics and discussing it with inhim and roland.
'no night mafia' sounds like its already been done. if so what is the link so i can make it better, and is there any other games with a mechanic like this? please post links.
edit: far south mafia
http://greylabyrinth.com/discussion/vie ... outh+mafia
Posted: Fri Aug 04, 2006 7:59 am
by rolandofthewhite
rajrhcpfreak wrote:im planning a No Night Mafia.
basis of the game is that there is no night.
voteing happens like normal but 'night choices' are made during the day and once a week during a certian time frame.
this will follow my freaktowns in my newest production of raj's realtime games.
im predicting this will be a very large game. maybe the largest ever finished on this site. im currently trying to work on the game mechanics and discussing it with inhim and roland.
'no night mafia' sounds like its already been done. if so what is the link so i can make it better, and is there any other games with a mechanic like this? please post links.
That's called Deep South Mafia. There's an entry about it in the Mafia article on Wikipedia, methinks.
Posted: Sat Aug 05, 2006 5:17 am
by Kelly Chen
rajrhcpfreak wrote:im planning a No Night Mafia.
im predicting this will be a very large game. maybe the largest ever finished on this site. im currently trying to work on the game mechanics and discussing it with inhim and roland.
By "large" you mean tons of players?
'no night mafia' sounds like its already been done. if so what is the link so i can make it better, and is there any other games with a mechanic like this? please post links.
There's
No Exit, but it was vanilla, with no nightkills or abilities. Roles were revealed on every third lynch.
It seems like turning night abilities into day abilities is pretty straightforward, except for abilities that cancel or affect other abilities. If you're a day doctor, do you have to race against the scum to submit your protection of the cop? Or do the night effects only take effect at lynch? I'd probably do the latter.
Posted: Sat Aug 05, 2006 5:22 am
by Max
Kelly Chen wrote:rajrhcpfreak wrote:im planning a No Night Mafia.
im predicting this will be a very large game. maybe the largest ever finished on this site. im currently trying to work on the game mechanics and discussing it with inhim and roland.
By "large" you mean tons of players?
'no night mafia' sounds like its already been done. if so what is the link so i can make it better, and is there any other games with a mechanic like this? please post links.
There's
No Exit, but it was vanilla, with no nightkills or abilities. Roles were revealed on every third lynch.
It seems like turning night abilities into day abilities is pretty straightforward, except for abilities that cancel or affect other abilities. If you're a day doctor, do you have to race against the scum to submit your protection of the cop? Or do the night effects only take effect at lynch? I'd probably do the latter.
If I did a day only mafia I'ld make it so during each day mafia get 1 kill but at the begining of the day the doc protects someone from kills
I'ld also make it so that all abilities become a day ability
Like a
day-vig
day-cop
and so on
Posted: Sat Aug 05, 2006 5:30 am
by Fiasco
raj:
Yosarian2, Lloyd and I had plans to run a mini like that (the town could lynch as many people as they wanted, but choices could be made only e.g. once per week). Not sure whether it's still going to happen (queue changes, not much time). In any case I think you should run a game like that; it could be a lot of fun.
http://www.mafiascum.net/forum/viewtopi ... 7&start=25
I think what we planned to do was divide each block into two phases, with night talk happening only in the first phase, docs/blockers working from the moment they sent in their choices, and cops/vigs/scumkills being delayed until at least the start of the second phase. This may be a good idea to use, if it makes sense to you.
Posted: Mon Aug 07, 2006 4:01 am
by rajrhcpfreak
yes thats exactly waht i was thinking Fiasco.
what i plan is that the doc/roleblockers have sun-tuesday to send in thier choice.
investigative roles can check anytime.
a couple other roles would be forced to make thier choice during the week based on flavor.
mafia/SK can kill anytime, but mafia can only talk to eachother during the weekend. so the godfather or the highest ranking mafia member would choose the kill and when and who.
there is a chance that a mafia kill can beat the doc protection if the mafia is quick about it.
and the town can lynch as many people they feel, but day choices are only allowed once a week.
and since this game would take a long time i want to make it where werewolves kill on full moons (or the day before/after)
and yes kelly, i want it huge. i want every role that is possible in a town. i would like to see it 40-45 people.
but right before i make the game i will make a topic to see how mant people would be intrested.
i hope your mini game runs. then i can see how well your game works out.
Posted: Mon Aug 07, 2006 9:41 am
by Kelly Chen
You should have a vig who can submit a list of targets. Everyone down to and including the first actual scum on this list is killed. He should be required to submit a list every night.
That should help cut down the players after you start.
Posted: Mon Aug 07, 2006 9:49 am
by al_kohaulec
News Reporter
It is day one here in Murkyville with 23 of our 45 citizens all found dead, gunned down by a machine gun apparently. One victim was found to be a serial killer, but the other 22 were all innocent civilians, many of which were from the local police department or the local hospital.
Some Guy
Oh, my bad guys, that was me. I killed 23 people last night, but hey! I got scum, and I'll guarantee you I'll kill scum every night, no matter how many townies I have to mutiliate.
Posted: Mon Aug 07, 2006 10:04 am
by rajrhcpfreak
lol
dont worry about it taking long. with atleast 2 mafia groups, SK, and werewolf(s) along with the normal protown killers will make the game go quickly.
Posted: Mon Aug 07, 2006 10:10 am
by al_kohaulec
only 4 deaths? I like Kelly's plan better.
4+ deaths probably would be enough to speed it along. One of the most difficult parts, however, is getting a majority of the town, when there's so many, to actually lynch based on little to no information.
Posted: Mon Aug 07, 2006 10:33 am
by rajrhcpfreak
there should be more than 4 kills.
and my games always begins at night. so roughly subtract 5 from the starting number.
Posted: Mon Aug 07, 2006 11:26 am
by Gleeman
4/5 deaths is plenty to get the game going quickly, i forgets me how many deaths happened each ngiht on lotr mafia, but it had 45 players and i dont think it went beyond day 7, or 8 at the most.
Posted: Mon Aug 07, 2006 7:00 pm
by Yaw
Kelly Chen wrote:rajrhcpfreak wrote:im planning a No Night Mafia.
im predicting this will be a very large game. maybe the largest ever finished on this site. im currently trying to work on the game mechanics and discussing it with inhim and roland.
By "large" you mean tons of players?
'no night mafia' sounds like its already been done. if so what is the link so i can make it better, and is there any other games with a mechanic like this? please post links.
There's
No Exit, but it was vanilla, with no nightkills or abilities. Roles were revealed on every third lynch.
It seems like turning night abilities into day abilities is pretty straightforward, except for abilities that cancel or affect other abilities. If you're a day doctor, do you have to race against the scum to submit your protection of the cop? Or do the night effects only take effect at lynch? I'd probably do the latter.
I should probably chime in a bit.
No Exit was actually based on two ideas. One was PolarBoy's
Broad Daylight Mutation. (The linked thread also has an example ScumChat game.) PolarBoy had a "blood on their hands" mechanic to prevent strings of quick lynchings, particularly after townies are lynched. No Exit's solution was the "information every 3 days" mechanic -- I figured that if a bunch of lynching information was given all at once, it prevents strings of quick lynches because people will either be operating cautiously on limited information, or have to go back to analyze when given a glut of it. (It was also more flavourful in terms of the play itself.)
The second idea was based on the observation that in most mafia games (even theme games), the role takes precedence when claiming over the flavour associated with it. That is, scum are far more likely to trip up in claiming a character that isn't scummy but fits with the game, than in claiming a mechanic like doctor, because players naturally put an emphasis on the mechanic. So I tried to go in the exact opposite direction -- No Exit was a game with no role mechanics, but tons of role flavour and characterization.
Both central ideas would be enough to inspire many games on their own. I'm quite interested to see what Roland and Raj come up with for a nightless mafia. The key seems to be coming up with a good way to separate one day's activities from the last in a manner that discourages repeated quick lynching strategies. (The No Exit solution is probably not the best one for this.)
I'd be even more interested to see what people can come up with in the more unexplored area of flavour-based, minimal-mechanic mafia. Overall, I was pleased with the way the role PMs worked with the game setups to let the scum in on what was going on in the game, and thought it provided a point of interest in that players could discuss freely what was in their PMs. (The lack of a modquoting rule was admittedly a horrible mistake, because it brought spelling and grammar into the equation, but that's the only thing that went wrong on this end of things.) In a way, it was like a Mountainous Mafia game crossed with an RPG. I'd say there's more room for innovation in this vein than the nightless one.