That would be frustrating toward the end - unless you had a smaller player list, something like 16, and had ten letters that were unused and therefore 'unlosable'. I like the idea of some sort of Scrabble based mafia.skitzer wrote:I have a setup called Lacking Letters Mafia. It has 26 players (naturally) and each role has a letter. As players were eliminated, the use of their letter would be forbidden.
Would this get too frustrating and unenjoyable?
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Hi, I'm looking for a couple of sets of eyes to help tweak/review a speedgame idea called '21'. The premise is the town gets 21 real life days to eliminate all the scum - if the town runs out of time, they fail and the game ends. Individual day phases won't have deadlines, so time management will be a key game mechanic for the town to deal with. The clock stops during night phases.
It will probably run with a modified BaM ruleset I assume - it's mainly the problem of potential flakers/lurkers I want to talk about with someone, and how much I should be factoring this into balance, or creating rules to minimise this.
EDIT: Seems I probably posted this in the wrong thread. It might as well stay here as an interest-gauge instead.- Hoopla
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What's the point in that zoraster? I mean, why would it be fun? The novelty is definitely in the form of altered gameplay, but I don't think it is an enhancement. I predict it would turn into something like Adel's Beta Hydra game which imposed more flexible posting restrictions on players than this, but still had dire consequences overall. Scum received an extra kill after a certain amount of posts had passed, which led to massive wall-posts with players trying to reference everything at once, which in turn led to lurking.
One post once a week (if they're available that day) is just ridiculous and won't be a fun concept, and I can guarentee players will lose interest and some will have to drop out, because I can't see this going anything less than 6 months.- Hoopla
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It's a nice thought experiment, if only that. The only possible way I could see something of that magnitude run would be to have a low threshhold for lynches, so a 'race' occurs, if you will. Something like 15 votes will get someone lynched, but after every, say, two/three lynches scum factions and PR's get another action. This way you don't need to hear from everyone, waiting for a lynch.- Hoopla
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Twistedspoon wrote:Minesweeper mafia
I was thinking about this idea for a while and was wondering if it would be possible to incorporate mineweeper into mafia.
For exaomple a minesweeper grid with player's names could be used and each lynch would be like clicking that square in the grid and the numbers that would come up would indicate the number of adjacent mafioso
would this work?
I like minesweeper, but I don't know how you could design it so it doesn't break down into a logic puzzle type game. The theme might have to be a bit more superficial, rather than having a deep minesweeper-like mechanic.- Hoopla
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Hoopla wrote:I like minesweeper, but I don't know how you could design it so it doesn't break down into a logic puzzle type game. The theme might have to be a bit more superficial, rather than having a deep minesweeper-like mechanic.
Maybe if you ran it like chess mafia and had two simultaneous ways for the town and scum to win. Have a minesweeper board in the opening post that players can "click" at any stage (or maybe like one click per hour) and have a time they need to beat. If town beat the puzzle before the best time, they win. If scum can lurk and prevent town from solving the puzzle before the clock runs out they win.
There's also an optional lynch available. If at any stage a player is lynched, the clock stops and goes to a nightphase where scum get a kill. If scum eliminate the town or vice versa before the time runs out or the board is solved, the game stops and a winner is declared.
Players blow up and die if they click a mine. The same player can't click twice in a row.Copyright © MafiaScum. All rights reserved.
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