
TL Mafia Idea Factory - Page 11
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Mr. Wiggles
Canada5894 Posts
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Meapak_Ziphh
United States6786 Posts
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Forumite
Sweden3280 Posts
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OriginalName
Canada1140 Posts
On August 29 2011 22:53 Forumite wrote: When was the last time we did a Kingmaker Mafia game? I think that would be interesting to try, because of how the play change with more power in the hands of one player, and how being a convincing talker give more power, both to influence the Kingmaker and the King. I was actually thinking of hosting one later when the queue dies down abit. | ||
redFF
United States3910 Posts
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Forumite
Sweden3280 Posts
On August 30 2011 00:54 OriginalName wrote: I was actually thinking of hosting one later when the queue dies down abit. Awesome! Looking forward to it. | ||
DoctorHelvetica
United States15034 Posts
Quarantine Mafia The Quarantine game is based on numerous stories based on mass infections/disease. In this game, the town is not fighting a mafia but rather a deadly disease that they must quarantine or cure! The game starts with a Virus Origin carrier. The player infected with the virus will die in in two days. The player is part of the Infected faction and must spread it to another player. That player must spread it to another player and so on so forth. Also interacting with a player who is infected will infect you. The goal of the town is to quarantine or cure the virus. During the day the town will vote on a player to "Quarantine" which is effectively, a kill or lynch, and they will be sent away to the quarantine zone. I'd also have doctors with shots that will cure the virus if a player has it thus saving them from their death and bringing them back to the town alignment. | ||
Mr. Wiggles
Canada5894 Posts
Coach(Collaboration) Mafia A mini, where players sign up either as a coach, or as a player. Coaches may give preference for alignment. Then, when the game starts, every player is randomly assigned to a different coach. This isn't really a set-up only for newer players and veteran coaches, but more to give people a chance to collaborate closely with another player in the context of a game, and to let people who may not have enough time to post actively, but who could still read and discuss the game, discuss it with another player, and still in some way contribute to the game. Basically, each player in the mini has a "coach", or "collaborator". These two are allowed to discuss the game as much as they want, with neither being given extra information. Only the player is allowed to post in the game, and all decisions are his to make. The coach is just there to give advice and discuss with the other player. Normal set-up besides that. | ||
Forumite
Sweden3280 Posts
Basically instead of voting to kill and nightkills, it center around who you trust. In order a leader is selected, who in turn bring in a number of other players on a plan, and then everyone agree wether or not they want to send that team. Any scum who get along has the chance to scuttle the mission, and the objective of Town is to succeed on as many missions as possible, so they need to make sure no scum come along. There is a big pro to this, noone die, everyone is in the game until the end. | ||
Radfield
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Canada2720 Posts
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Palmar
Iceland22633 Posts
On September 19 2011 11:57 Mr. Wiggles wrote: Mini: Coach(Collaboration) Mafia A mini, where players sign up either as a coach, or as a player. Coaches may give preference for alignment. Then, when the game starts, every player is randomly assigned to a different coach. This isn't really a set-up only for newer players and veteran coaches, but more to give people a chance to collaborate closely with another player in the context of a game, and to let people who may not have enough time to post actively, but who could still read and discuss the game, discuss it with another player, and still in some way contribute to the game. Basically, each player in the mini has a "coach", or "collaborator". These two are allowed to discuss the game as much as they want, with neither being given extra information. Only the player is allowed to post in the game, and all decisions are his to make. The coach is just there to give advice and discuss with the other player. Normal set-up besides that. isn't this really close to team melee? I'm actually considering hosting a team melee game once I'm done with texas hold'em. | ||
Forumite
Sweden3280 Posts
On August 24 2011 12:25 Meapak_Ziphh wrote: inactive vigilante. May kill any player who has less than five posts in the previous day cycle. Multi-shot. Bye bye lurkers. I´ve thought about this too. Some kind judge role, Town-aligned, who can weed out lurkers if he feels like it, or save someone if he thinks he´s a Townie. | ||
Kenpachi
United States9908 Posts
Idea: Town votes for 1 person during the day to survive. instead of lynching, the day will end with a person "winning the game." Mafia's goal is to get a number of their team to survive to win, however, those who survive leave the game permanently. This idea can be used w/ lynches to balance Town's KP vs the Mafia. | ||
VisceraEyes
United States21170 Posts
The catch: scum aren't allowed to speak with each other during the night-phase and don't know any of the other scum outside their circle - they're only allowed to speak with other scum members within their respective circle in PMs and are made aware of teammates inside their circle. There's guaranteed to be scum in every circle - it's the responsibility of town members to determine who not to trust inside their circle. There's only one lynch though, and it's decided in the thread - want to remove the scum from your circle? Better prove he's more important than the suspected scum in their circle! It's mod-intensive, but it could train players to use PMs more effectively. Not enough players really know how powerful PMs can be, myself included. I seem to always be on the receiving-end of ass-rapery where PMs are concerned. | ||
FourFace
701 Posts
Diablo has set free Baal and Mephisto and the prime evils are corrupting the city of Travincal as we speak. Each night they can turn/corrupt 1 council member who will thus join the mafia faction. Other than that each night Baal can edit/erase a whole forum page and Mephisto can plant a reply on any town member who is then obliged to post that and thus seed hate and deceit, and Diablo terrorizes by .. well .. killing someone. Then there are the Council Members who are initially town but can be turned, no power just voting. There are the Hero roles from LOD who can only be killed but not turned. And there is Deckard Caine who cannot be turned and who gambles each day who got turned, if he gets it right and identifies the corrupted council member the night action of Mephisto is revealed. Hero powers: Druid - DT; Barb - Veteran; Assasin - Vigilante; Palladin - Medic ; Sorceress - can restore a turned council member (with sexy persuasion) and i just realized there's an inconsistency.. so turned council members don't get access to scumQT and roles, they have a separate QT where they communicate anonymously; Necromancer - can interrogate every dead townie once, appears scum to DT check; Amazon - can .. I really can't think of anything that an amazon could do in this context. Maybe have visions of the prime evils.. getting clues about their identity idn. No pm, no clues, full flips on, you may not claim anything regarding your role I suggest about 12 council members for this setup. | ||
MidnightGladius
China1214 Posts
From Robert Jordan's Wheel of Time: Aes Sedai Mafia: Players are dealt a face-down role card and a face-up One Power card, ranging from 5-10 (We use a 52-card deck with 2-4s as innocents, and face cards as mafia/power roles. In this setup, there are no vanilla innocent roles, so it serves to reduce One Power variance). During the day, players vote to Shield a player. If the combined One Power of players voting to Shield a player exceeds the combined One Power of players voting against, then that player is Shielded for the night and cannot act during the night. If the combined One Power of players voting to Shield that player is more than double that of the combined One Power of players voting against, then that player is Stilled and Executed, revealing his or her role. During the night, actions are processed as in normal games. The list of roles is as follows: Black Ajah: Serve the Shadow. Sow seeds of chaos, and tear the White Tower to the ground. Each night, you may collectively Shield one player, and that player cannot act during the night. That player will be informed that he or she was Shielded. Alternatively, once per game during the night, you may collectively kill one player, and the player you kill does not flip. You win when you outnumber the other players. Blue Ajah: Your extensive spy networks allow you to investigate other players' backgrounds. Each night, you may check another player's role. However, if you check a Black Ajah who is stronger in the One Power than you, you will die, and you will not reveal your role. Yellow Ajah: Your skills with Healing allow you to mend any wound short of death. Each night, you may protect another player from a Black Ajah attack. However, if you protect a Black Ajah who is stronger in the One Power than you, you will die, and you will not reveal your role. Gray Ajah: Your many years of successful negotiations allow you to placate even Aes Sedai. Each night, you may negotiate with another player, making them unwilling to vote during the next day. However, if you negotiate with a Black Ajah who is stronger in the One Power than you, you will die, and you will not reveal your role. Green Ajah: Your training has prepared you to fight the Shadow. Once per game at night, starting from Night 2, you may confront another player to reveal both of your roles. However, if you confront a Black Ajah who is stronger in the One Power than you, you will die, and you will not reveal your role. Brown Ajah: Your knowledge of objects of the One Power gives you the ability to aid your fellow players. Once per game at night, starting from Night 2, you may give another player an angrael, doubling their One Power for the rest of the game. If that player is Stilled or dies, the angrael is returned to the White Tower. Red Ajah: Your philosophies make you appear as guilty to Blue Ajah checks, but you cannot kill that player, even if you are stronger in the One Power. Furthermore, your paranoia and experience hunting male channelers allow you to survive a Black Ajah attack. White Ajah: Your philosophies and "logical reasoning" allow you to see the merits of the Shadow's ways. With some convincing, you would join the Black Ajah. If you are first visited by the Black Ajah, they will recruit you instead of killing you. However, if you are first visited by a non-Black player, then you can no longer be recruited. There are 3 Black Ajah, and one each of the other 7 roles. | ||
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GMarshal
United States22154 Posts
have everyone claim, instantly you have a minimum of 4 confirmed townies. | ||
MidnightGladius
China1214 Posts
EDIT: I would like to avoid a strict "no claiming" rule, but it would fit with flavor if no other solutions are available. The other solution would be to randomly deal a combination of 7 roles, with or without some fixed, and turn it into a semi-open setup instead, but that would be much less epic. An alternative would be to have 2 names per non-Black role that could belong to 2 roles each, distribute them at random, and then give the Black players knowledge of all unused names. Players could claim names but not roles, which would solve the problem at the cost of flavor. Would that be more artificial, or less, than a strict no-claim rule? | ||
gonzaw
Uruguay4911 Posts
For instance, make the setting of the game in a mansion/castle owned by a rich guy isolated in the middle of the mountains. Have each player be a "guest" for a party there. Then the host is brutally murdered, and the guests have to find who between them is the real killer. The kicker here, is that I think it should be done like those "whodunit?" classic tales (Sherlock Holmes, Mrs Marple, etc). Each guest (player) will have a certain personality, profesion and traits, and a hidden agenda or secret he doesn't want to be known. The 1st ones are mentioned to all (and the player that represents said guest as well), but the 2nd one isn't mentioned at all. For example: "Arthur Burns: Lawyer and charismatic, ... [more backstory]. He's secretly an alcoholic, and every night he will wake up, go to the bar and get wasted". 1 or more of these guests are the actual murderers; and each night they decide who to kill (and who is the one sent to do it). If the situation allows it, then that guest is murderer, and in the Day post, the whole scene of the crime is detailed in it; as well as how each guest reacts to it, etc. Obviously at the day phase the guests vote who to execute. Then, as soon as the day starts, each guest is given an alibi for their previous night. This alibi may be true or not. If it's false, it means said guest was doing his "secret agenda" last night, and decided to lie about his alibi (of course the actual player doesn't know this). Scum may receive an alibi of their own, or create them themselves if they wish for it. Each day, players analyse each Day post, and all the clues it entails, and compare alibis, to try to see which guest is lying. However, even if they figure out a guest is lying or not, they have to figure out if it's because said guest is the murderer, or if it's because said guest had a "secret agenda" that night; in which case normal scumhunting methods should be applied. The murderers at night can also choose who sends their kill, since each murderer has a different modus operandi, and leaves different clues at each crime scene regarding his fake persona. There could also be specific roles with specific powers too. What I thought about the DTs, it's that instead of finding out if someone is a "murderer" or a "guest", they can find out what is the "secret agenda" of each guest. Murderers could be given the choice of which "secret agenda" to post for, or maybe they just don't have one (and the previous role can figure out if they are murderers by checking them). Maybe the "secret agenda" only applies to VTs though (since other "blues" do other things at night). Also there could be a role that can search the crime scene and gather even more clues (like a watcher or sorts), or one that follows another guest for certain parts of the night (excluding the crime scene itself). Again, all these roles should gather more information about guests to determine if their alibis are true or not. On March 09 2012 14:05 FourFace wrote: Diablo2 LOD Mafia Diablo has set free Baal and Mephisto and the prime evils are corrupting the city of Travincal as we speak. Each night they can turn/corrupt 1 council member who will thus join the mafia faction. Other than that each night Baal can edit/erase a whole forum page and Mephisto can plant a reply on any town member who is then obliged to post that and thus seed hate and deceit, and Diablo terrorizes by .. well .. killing someone. Then there are the Council Members who are initially town but can be turned, no power just voting. There are the Hero roles from LOD who can only be killed but not turned. And there is Deckard Caine who cannot be turned and who gambles each day who got turned, if he gets it right and identifies the corrupted council member the night action of Mephisto is revealed. Hero powers: Druid - DT; Barb - Veteran; Assasin - Vigilante; Palladin - Medic ; Sorceress - can restore a turned council member (with sexy persuasion) and i just realized there's an inconsistency.. so turned council members don't get access to scumQT and roles, they have a separate QT where they communicate anonymously; Necromancer - can interrogate every dead townie once, appears scum to DT check; Amazon - can .. I really can't think of anything that an amazon could do in this context. Maybe have visions of the prime evils.. getting clues about their identity idn. No pm, no clues, full flips on, you may not claim anything regarding your role I suggest about 12 council members for this setup. What a timing, me and Ceph were talking about having a Diablo game here some days back :D I don't know if the "blues" should be the Classes, or should be the supporting characters from the games or the lore. For instance: Archangels, Horadrims, Notable characters from the towns of the games, etc (each one with it's flavour name). The setup is closed so each of those can have different. Just like themed games though, make each player a different character from the games, and depending on said character's importance in Diablo lore make them blue/VT/etc. Also, if you want to make it more complete, maybe you should include the Lesser Evils as well (if not as scum, well at least as traitors, or backup to scum)., and maybe other notable monsters. I don't think Mephisto's and Baal's powers would be implemented here. It just seems unnatural to have a power mess with the format of the game by erasing pages and stuff. | ||
Mementoss
Canada2595 Posts
Townies: Link: Can pick 2 of the following abilities/items: Fairy in a Bottle - Gives an extra live Bow and Silver Arrow - can target anyone in game during a night cycle to kill, if hits Ganon kills him regardless of how many lives, cannot be blocked. One time use. Boomerang - Stuns player from using any night actions. Can be used every night. Lens of Truth - Role check can be used once a night, cannot be blocked, always shows true role. Orcarino of Time - Play the song of time and allow the Day Phase to last 24 more hours. One time use only. Hookshot - Can be used three times during the night phase, if you successfully hit someone with a role, you steal there role. If you miss nothing happens. If you miss three times the hookshot breaks and is useless. You automatically need to take the first role you hit/only can take one role/item/ability. Mirror Shield - Reflects any ability put onto them and uses on the original user. Breaks after one use. Princess Zelda Red Potion ---> Medic role Alternatively: Transform into Sheik can decide before the end of night two to switch from Town to Mafia. This is irreversable and your win condition is the same as the team you decide. Navi: Hey Listen! - Can send 1 person during the night phase PM's. The person recieveing the PMs cannot reply. Can pick a different 1 person each night. Old Man: Its Careful to go alone, Take This! - Has a giants knife to give away, that allows a hit at anytime by the player that recieves it. Old man cannot use the sword himself, can give it away at any time, or can keep it, in which it will never be used. Midna Can choose to find out a guarenteed name of a mafia at random on night 1(will never give ganon). Or be able to check once a night, whoever they would like, (can be blocked or give wrong results) Vanilla Townie Character Ideas: Maru, Saria, Error, Darunia, Naru, Etc. other NPCs. Scum: Ganon : Reads green if being checked unless by lens of truth. Has 2 lives, unless hit by silver arrow. Dark Link : Returns Link if role checked. Blind : Returns vanilla town if checked at night, returns mafia if checked during day. reference here. Like-Like : One time ability to steal a persons role, but cannot use for himself. Aganhiem: One time ability to bounce back whatever action is put onto them, back to the player that put it on her. Goons Octorok, Dodongo, Moblins. I would like to hear some feedback maybe some other Zelda flavoured roles. I'm sure I have missed some good obvious ones that would work! Additionally I think it would be really cool to have a sort of Majora's Mask flavoured mafia. Abilities and roles have something to do with a mask/ timer mechanic. ![]() Majora's Mask Mafia: Have anywhere's from 8-12 people (depending on how powerful the mask abilities are) where the goal of the game is to kill the guy with the Majora's Mask on. Win condition for majoras mask guy is to survive 3 day/night cycles. Win condition for everyone else is to kill the guy with Majoras Mask before the moon crashes on them and kills them. Every player has a mask which gives them some sort of role or flavour. Obviously with only 1 guy on the other team the roles cannot be that powerful. The more powerful the roles the more people that will need to be in the game to balance it. Could be exciting as everyone feels unique with there different mask flavour ability/ the race against time would be interesting. Can vote to kill someone at the end of every day cycle. Majora can decide to kill someone at night or not depending on what helps him. More people harder to find him/ take out key people/key masks. The only thing I was wondering about would be how to make night 3 not redundant. Maybe allow a vote on night three that only goes through if its heavy majority (75% or like majority +1/2). Or just have some night kill roles available that only can be used on final night. I'm not sure about what different masks would do yet, but it sounds like a fun concept. ![]() | ||
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