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On July 12 2013 14:11 TanGeng wrote: Do we ever do "No Flips" games with post mortem blues roles?
I also have an idea of doing some "Gang Land" type setups with territories and gang roles.
Its been done, but not in a while.
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No flips games are fun in their own way.
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How about a game where there is no town, no scum. Just traitors. They all lose, only people in the obs qt can win it they figure out there is no town and no scum.
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On July 13 2013 09:09 gonzaw wrote: How about a game where there is no town, no scum. Just traitors. They all lose, only people in the obs qt can win it they figure out there is no town and no scum.
Sounds like bastard mafia :D
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"Timeshare" Roles
In my IRL games, I try my best to keep things interesting for vanilla townies. Recently, I've been testing a system where 2+ players timeshare a role, with the night-phase active ability rotating between them. E.g. players A and B timeshare cop, on night 1 player A gets to investigate, on night 2 player B gets to investigate, etc. If one of the players dies, his or her turn simply gets passed on to the next member. When all but one member of the pool are dead, the remaining one gets the role full-time. Timeshared players are not aware of each others' identities.
This elevates the power level of the town, obviously. I quite like that it gives the town overall more information, but gives less information to each individual player, creating more dialogue and opportunities for deception. It also complicates claims, because when the N townies and a scum claim a shared role, none of the townies actually know who the mafia is, except of course in the corner case of N=1.
Players have generally reacted positively to it, and it's created some fun scenarios (mostly involving counterclaims that don't just default to "okay, we'll lynch them both"). It's yet to cause any major problems beyond a little bit more work for the narrator, and it would be much easier to handle online. Anyone see any potential for abuse that I've missed so far?
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Here is the most entertaining setup with the fewest roles: 10 players, hidden setup (no one knows how many of what role, what roles there are, etc.).
2 cops, 3 VT, 4 miller, 1 godfather.
After surviving the first day (because there's like 10% chance of death, so small), the godfather would have such a huge advantage. the cops would accuse millers, and never find a real scum. The longer the cops survive, the more confusing the game.
Alternate setup: 2 cops, 4 VT, 4 miller, 1 godfather, 1 goon.
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Make the millers self aware and one of the cops a random cop
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On July 14 2013 00:41 MidnightGladius wrote: "Timeshare" Roles
In my IRL games, I try my best to keep things interesting for vanilla townies. Recently, I've been testing a system where 2+ players timeshare a role, with the night-phase active ability rotating between them. E.g. players A and B timeshare cop, on night 1 player A gets to investigate, on night 2 player B gets to investigate, etc. If one of the players dies, his or her turn simply gets passed on to the next member. When all but one member of the pool are dead, the remaining one gets the role full-time. Timeshared players are not aware of each others' identities.
This elevates the power level of the town, obviously. I quite like that it gives the town overall more information, but gives less information to each individual player, creating more dialogue and opportunities for deception. It also complicates claims, because when the N townies and a scum claim a shared role, none of the townies actually know who the mafia is, except of course in the corner case of N=1.
Players have generally reacted positively to it, and it's created some fun scenarios (mostly involving counterclaims that don't just default to "okay, we'll lynch them both"). It's yet to cause any major problems beyond a little bit more work for the narrator, and it would be much easier to handle online. Anyone see any potential for abuse that I've missed so far? This idea was sort of explored in the recent Roulette mafia. I think it was actually a pretty interesting game.
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Team Fortress 2 Mafia
8 RED players 3 BLU spies
One of each class other than the spy is on the red team.
Scout - BONKs a target, giving a 20% chance to roleblock (Scout is notified if roleblock goes through). This can be used every night. Once during the game he may drink Crit-a-Cola which will increase the chance to 100% for the night.
Soldier - Has two rockets. He may rocket jump and not be targeted by any actions for that night.
Pyro - Has enough fuel in his flamethrower to check four players. It will return the player's class. The pyro is a shitty player (of the W+M1 variety nonetheless), however, so he won't know if they're really that class or a disguised spy. Spies will be notified if they have been checked.
Demoman - Can stickybomb a player OR blow up all stickybombs each night. Players will be notified if they have been stickybombed.
Heavy - Absorbs one KP from any source. Has one sandvich which may replenish this ability, but only if a KP has been absorbed (so two KP will always kill the heavy)
Engineer - Can build a teleporter which will transport any player and swap him with the engineer (bus driver) any night. He can scrap the teleporter for a sentry good for one KP, but this will take away his teleporting ability since he will not have the metal needed to rebuild it. A nightphase is needed to dismantle and rebuild.
Medic - Saves people. He is notified if he has saved someone. If that person is saved, they are UBERCHARGED, so they cannot be BONKed by the scout, their actions evaded by the soldier, or dead-ringed by spies.
Sniper - Has two bullets. He must type in thread to dayvig, which will have a 100% chance of going through. Or he may nightvig, which will be done with night actions, and have a 50% chance of going through because the sniper is wearing sunglasses at night.
Spies - have an arsenal of abilities.
- Disguising Kit - each night, each spy PM's the host which class they would like to masquerade as.
- Dead Ringer - this can be activated twice, the spy will survive the KP that night. The KP'ing player will get a random message from the following: Scout roleblock, Soldier evade, Heavy absorb, Medic save. Only absorbs one KP since the spy needs an avenue of escape.
- Sapper - each spy gets one sapper. If an Engineer is targeted, his teleporter will be destroyed. He can still build a sentry the following night.
- Knife - one regular KP each night. PM the host with the agent and the target each night.
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I thought about a TF2 setup a while back, it looked kinda similar 
Question: Why can't town just massclaim and win? That was the problem with all the ideas I had.
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I had an idea for "Draw Your Mafia" where people would basically get to write in what would happen to them for that night. It would be stupidly hard to balance and stupidly hard to make dayposts for.
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On July 24 2013 12:35 Aquanim wrote:I thought about a TF2 setup a while back, it looked kinda similar  Question: Why can't town just massclaim and win? That was the problem with all the ideas I had.
Make it no-flips? This will force people to either rely on the Pyro or falsely claim they are him.
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Union Mafia
This is a nonstandard setup. Rather than most players being town, instead, most players are similar to 3P survivors. There are three alignments: the Manger who is known to everyone, and cannot be fired; the Workers who play are only loyal to themselves, much like 3p survivors except composing most of the players; and a few Union Members who are also workers, but win as a team, trying to convert regular workers into Union Affiliates.
Voting Process: Everyone except the manager votes each day using the performance review method. This works by submitting a positive or negative review. Like this: "##Review Blazinghand: Positive" or "##Review Aquanim: Negative". Each player must always give reviews every day, cannot take back reviews, cannot review someone twice in one day, and must give the same number of positive and negative reviews each day. At the end of the day, whoever has the worst score (Positive reviews minus negative reviews) will be fired.
Win Conditions: Workers win if they haven't been fired at the end of the game. The manger wins and the game ends if he fires all the union members. The union wins and the game ends if the union members + affiliates are more than half of the workforce.
Powers:
Manger: He does not get reviewed, cannot be fired, and every night he chooses someone to get fired. He can also choose to pardon the lowest scoring worker after performance reviews, as well as choose between any of the lowest scoring candidates if there is a tie (but only one is fired, max).
Workers: Workers could have a variety of special powers, or not depending on the exact setup. I'm worried that it would be unfair to give some of them powers but not others, as they don't have a team to fall back on.
Union Members: The union members have no special powers individually, but they all know who each other are, have a QT together, and can Unionize one person every night.
Union affiliates: These are normal workers who have been unionized by the union members. Their wincondition remains the same, be alive at the end of the game. They receive a PM when they are converted to union affiliates. Every morning, the number of union affiliates is told to the entire town.
I feel like this setup would lead to very entertaining games. Workers are incentivized to lie and rebel if they feel like the Union is going to win, but they still don't want to get on the manager's bad side. It creates a dog eat dog world where every worker is trying to get the game to end as soon as possible, but also trying to stay on the their manger's and their coworkers' good side. The manager can use threats to try to force the workers to behave (something I rarely see done in mafia) and needs great analyzing skills to find the union members. The Union members need to use teamwork in order to keep each other and the union affiliates alive, but must make it unapparent that they're working together.
The ratio I had in mind was 1 manager, 10 workers, 3 union. I'd like some advice as to whether this sounds balanced.
Also, a list of possible powers for workers and union members:
Traitor: Can choose to become a union affiliate any night.
Loyal: Will never become a union affiliate. The union is told this if they try to unionize him, and he is told that someone tried to convert him.
Investigator: Checks someone every night and is told whether they are {regular worker}, or {Union affiliate or Union Member}.
Informant: Gets a list of all the union affiliates (not members) every morning. He may not share the direct PM or phrasing, but he can claim that he got the list and read off the names.
Whisperer: Can send a single anonymous PM to any player through the host every night. He may put his name, or anyone elses name on the PM, but he may not open a channel for two way communication.
Couple: Two workers are masoned together with a QT, and win together if one of them is alive at the end.
Prank artist (I can't think of a proper name): Can set someone up to get fired one time during the night.
Fall Guy (I can't think of a proper name here either): Saves someone from possibly getting fired at night every night. Cannot save himself.
Mailman: Hands out the whisperer's power (single use) to someone every day. They know that he has given them the mail, and can only use it that night. The mailman know who, if anyone, the letter was sent to, but not the contents of the letter.
Corrupt Mailman: He looks like the mailman, but instead of the letter being delivered to it's intended recipient, the corrupt mailman reads it.
Role Cop: Get's someone's role PM every night.
Goody Two-Shoes: Gets a QT with the manager. The manager doesn't know if he's a union member or not.
Flippy-floppy: He flips between being a normal worker and being a union affiliate every night. He cannot control this, and the Union unionizing him has no effect on this.
There are plenty more possibilities, and some of these can apply to only regular workers, and some can apply to both workers and members. I might not have though through all these roles, and obviously they aren't perfectly balanced. My goal is to have a plethora of roles that can be claimed, but do not confirm the person as not union. Hopefully, nearly everyone except maybe some of the Union Members get an extra power. I don't think that everyone can get an even chance at winning, but I think everyone can get a decent chance at winning.
This is intended as an open setup, with roles revealed upon death and the number of union members known. If you've got any questions or suggestions, let me know.
+ Show Spoiler +I keep coming up with all these unique setup ideas. I'm just going to keep posting them here until I'm ready to host one or someone else wants to host one.
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On July 26 2013 07:14 jrkirby wrote: -snip-
This actually sounds pretty cool.
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Misc role ideas:
Armed Bodyguard: Protects someone each night. If mafia try to kill that person, mafia dies instead. If he defends mafia, he dies. This is a fairly powerful role, so keep that in mind if you add him to a game.
Gravedigger: In a no-flips game, he is a role-alignment cop combo, but can only check dead people. Can be either town or scum.
Medium: The dead in this game do not get the obs QT. Instead they get a Dead QT, and the medium gets access to this QT as well. Keep in mind, anyone can pretend to be anyone in this QT, the afterlife is a scary place. Also can be either town or scum.
Necromancer: Can raise dead every night, PM'ing the host and receiving User/Password to a new anonymous smurf account that may post in the thread. Smurf is named "Zombie" with some unique suffix. No reason why this couldn't be either alignment either.
Gambler: Can 1 time make a guess trying to find the entire scumteam. If successful, town automatically wins. Otherwise, he dies.
Werewolf: Town aligned, but kills a random person every night. Depending on the setup, he could be 3P, and could either be aware or unaware of his ability.
As you might be able to tell, I've been thinking up a Death themed setup, but haven't quite put it together. I've also had a gambling themed mafia on the back of my mind, where most of the town is like gambler above, but I haven't quite figured that out either.
Also, I really like the mailman and corrupt mailman from my union mafia setup above, and think they'd fit into a regular mafia quite well. Especially one where there's traitors.
Edit: 6 more ideas added:
Silencer: Every night, can choose one person, and revoke their privileges to vote. Can be both scum or town, but careful, this is really powerful power for scum.
Poisoner: Can shoot someone with a poison dart at night. They are doomed to die at the end of the next day, but they can vote first.
Day/Night Weaver: Two different roles. Can skip the Day/Night phase as a one shot ability. Generally scum would have a Night Weaver (who can skip the day) and town would have a Day Weaver (who can skip the night), but I can imagine cases where scum could use a Night Weaver.
Bounce Shield User (Can't think of a good name here): 1 shot ability to turn on a bounce shield for one night. Bounce shield has one target. If the Bounce Shield User gets hit by any KP the night he uses the ability, that KP is redirected to the target. (Multiple Users in a setup requires extreme creativity).
Sly Murderer: Extremely powerful 3P role. Sly Murderer cannot be lynched. If he is set to be lynched, his role PM will be revealed, telling everyone that he can only be killed by bullet. Sly Murderer gets 1 KP each night. A less powerful variant has no KP.
Group Cop: Splits the town into two groups in his check each night. He is told which group has more town aligned players.
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Sanya12364 Posts
Thinking of a Priest/Gods model
The gods are now at war and a small cabal of priests and patron gods plotting to overthrow the other gods.
Everyone is a priest and has patron gods. All priests are limited to 1 night action per night.
Enpowering: Priests may elect to meditate at shrine for 1 power point for themselves Priests may elect to visit and worship another priest's shrine. (This counts as a night action)
Priests receive 2 power points for every visitor to their shrine. Priests receive these power points before all other night actions resolve.
Priests may elect to cast spells - consuming a certain number of power points. Influence spells (double voting power for 1 day) (vote block 1 day) Double lynch spell Kill power spells. (pseudo vig) Investigator spells. (pseudo dt) Shield spells. (psuedo medic) Tracker spells. Roleblocking spells. (psuedo rb) (as night action)
Priest feedback: If priests do not have enough power points to cast their spell, they will cast a feedback spell that drains them of power points or kills them.
Scum action by default: 1 Night kill. (only one priest may use this, any one night)
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1) Can priests visit and cast spells at the same time? 2) Can they ever find out how many power points they have? 3) Approximately how many power points do these spells cost? 4) Do they know how many power points spells cost? 5) Can all priests cast all spells? 6) Does the town know if influence spells have been cast?
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Sanya12364 Posts
On August 01 2013 06:41 jrkirby wrote: Can priests visit and cast spells at the same time? Can they ever find out how many power points they have? Approximately how many power points do these spells cost? Do they know how many power points spells cost? Can all priests cast all spells? Does the town know if influence spells have been cast?
Visits/Casts/NKs are all night actions. Priests limited to one night action per night.
Priests will be PM'd their power points at end of night. Spells and power points will be part of role PM and will be specific to each priest.
Most simple spells will cost 1. The more powerful spells will cost up to 10.
All NK's, influence, or feedback deaths will be part of the Dawn (start of day/end of night) Post. No tracker, RB, medic, etc will be notified.
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You should have a denying spell that causes someone's shrine not to generate PP instead of roleblocking.
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Blazinghand
United States25550 Posts
On July 31 2013 06:21 jrkirby wrote: Armed Bodyguard: Protects someone each night. If mafia try to kill that person, mafia dies instead. If he defends mafia, he dies. This is a fairly powerful role, so keep that in mind if you add him to a game.
Very dangerous combined vigi/cop. He crumbs who he acts on each night, and if he dies and flips Armed Bodyguard, everyone looks to see who he was on. This stunt was pulled by someone in a game. I forget which.
Better in a no-flip setup imo
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