TL Mafia Idea Factory - Page 41
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kushm4sta
United States8878 Posts
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kushm4sta
United States8878 Posts
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[UoN]Sentinel
United States11320 Posts
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kitaman27
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United States9244 Posts
On July 25 2014 07:22 kushm4sta wrote: Words taken from rayn's 49 archived games on the site. Rayn town wordcloud: FTFY ![]() | ||
kushm4sta
United States8878 Posts
holyflare: + Show Spoiler + town: ![]() scum: ![]() | ||
HaruRH
Singapore2780 Posts
24hours mayor voting/24hours day/24hours night When a mayor is voted, he can execute a commandment (a new rule in the game). The commandment can be literally anything as long as it doesn't change wincon for anyone. For eg: 'd3 will be a double lynch''no using of the word 'fuck' for d2' are acceptable commandments. Also, there are 2-4 factions in the game (including town). Each faction have a wincon and can form a giant faction (faction 1+2 can combine into a new faction) at the expense of losing some powerroles. For eg, when faction 1 (1 godfather, 1 rb 1 goon) and faction 2 (1 godfather, 1 rolecop, 1 goob) combines, only 1 godfather can remain( faction leader). Everyone else becomes a goon. There are also benefits to being voted for mayor. Theres 1/2 player for each faction that gain additional abilities for being voted mayor, such as being able to copcheck someone additionally at night, being able to rolecheck at night etc. As expected, this game must be large. What do you all think? | ||
Xatalos
Finland9675 Posts
Here are the rules I had tentatively planned for the game (almost straight from the board game rules): - 10 players: 6 Resistance Operatives (Resistance), 4 Imperial Spies (Empire) - 3 successful Missions result in a Resistance victory and 3 failed missions result in an Empire victory - Mission 1 (3 team members), Mission 2 (4 team members), Mission 3 (4 team members), Mission 4 (5 team members - 2 Fails are required for the mission to fail), Mission 5 (5 team members) - 5 failed team proposals in a row result in an Empire victory - Each player takes turns on being the Leader and selecting a team for the current Mission - 6 votes are required for a successful team proposal - If the proposal fails, then a new Leader will be assigned (next in order) - Votes are anonymously sent to the hosts, but they will be revealed once the voting is over - Once the Mission begins, each team member must PM the hosts simply ”Success” or ”Fail” - Resistance Operatives can only choose ”Success” whereas Imperial Spies can choose ”Success” or ”Fail” - After all the PMs have been received, the number of ”Success” and ”Fail” actions will be revealed as well as if the Mission was successful or failed - Each first new Leader of a Mission round will receive 3 Plot Cards which can be freely distributed to other players (these cards will be randomly selected and revealed to the whole thread, and their distribution must also be openly done in the Action Thread) - Plot Cards will be openly used in the Action Thread and they have the following possible powers (they must be used either instantly or at another time - depending on the card description): -> Take Responsibility: you must take any Plot Card from another player (instant) -> Overheard Conversation: you must check the role of the player to your left OR right (based on Leader order) (instant) -> Establish Confidence: the current Leader’s alignment will be revealed to a player of his choice (instant) -> In the Spotlight: you can choose another player who must publicly submit his next Mission choice (Success/Fail) (use after a Mission team has been selected) >- No Confidence: you can cancel an approved vote and force the next Leader to be selected (use after a Mission team has been selected) -> Open Up: your (non-Leader) alignment will be immediately revealed to a player of your choice (instant) -> Keeping a Close Eye on You: you can check any one player’s previous Mission choice (Success/Fail) (use after a Mission has been completed) -> Opinion Maker: you must vote first (before any anonymous votes) & publicly for the rest of the game (the holder of the Plot Card permanently has this effect) -> Strong Leader: you can instantly become the Leader (use before the current Mission team has been accepted/rejected) The setup is balanced for the board game, but I think it might be a bit too town-favored in a forum environment, so some adjustments could be needed. In any case, those are pretty much the rules for the board game, and it was a lot of fun. So if someone has the time/enthusiasm to host, use it freely. | ||
kushm4sta
United States8878 Posts
xatalos = they had a resistance game already. my impression was it took forever and it sucked and no one liked it. | ||
HaruRH
Singapore2780 Posts
On July 27 2014 03:19 kushm4sta wrote: haru - no just no xatalos = they had a resistance game already. my impression was it took forever and it sucked and no one liked it. If kush says no, it sounds fun already :D Jk, it is already balanced afaik. | ||
Amiko
United States1725 Posts
I haven't played too many one-day games except one game of one night ultimate werewolf which was pretty fun. So, I'm curious about these ideas! Here's a few quick thoughts- On July 17 2014 23:02 GlowingBear wrote: Mad Necromancers Minimafia} This sounds interesting, but I'm not sure about the player-adjacency thing- Since the game is only 1 day, I would expect everyone to instantly claim the players next to them. Is there an reason for mafia to ever lie about who is to their left or right? It seems like this would make an instant CC (giving town a 50/50 vote) so I'm not sure there is any point for the adjacency to be secret. On July 17 2014 23:02 GlowingBear wrote: 2nd mechanic) Normal game but if mafia gets to lynch the townie in between them, they instantly win. Everybody gets to know who is beside them. This could have a lot of permutations which might work - like, does the target town player know he/she is the mafia target? | ||
Amiko
United States1725 Posts
On July 26 2014 19:34 HaruRH wrote: Mayor Commandments I think commandments would be difficult to manage - I know mods sometimes have trouble working with 'inventions' which are similarly open ended. It can't be too weak or too powerful, and it can be hard to tell how powerful an invention is. It might be interesting if some roles (town or mafia, though mafia should have it for sure) can choose to ignore commandments, or can provide the ability to ignore commandments to others. | ||
HaruRH
Singapore2780 Posts
On July 27 2014 04:00 Amiko wrote: HaruRH I think commandments would be difficult to manage - I know mods sometimes have trouble working with 'inventions' which are similarly open ended. It can't be too weak or too powerful, and it can be hard to tell how powerful an invention is. It might be interesting if some roles (town or mafia, though mafia should have it for sure) can choose to ignore commandments, or can provide the ability to ignore commandments to others. Definitely. I have some role plans that will make the game quite fun for town, but difficult for me and the co-host to manage, but isn't mafia all about fun for players? | ||
HaruRH
Singapore2780 Posts
On July 27 2014 04:00 Amiko wrote: HaruRH I think commandments would be difficult to manage - I know mods sometimes have trouble working with 'inventions' which are similarly open ended. It can't be too weak or too powerful, and it can be hard to tell how powerful an invention is. It might be interesting if some roles (town or mafia, though mafia should have it for sure) can choose to ignore commandments, or can provide the ability to ignore commandments to others. Also, the commandments will be pretty restricted, as it can only be used on 1 day of your specifications. As in, you can choose to make it effective only on d3 when you're in d1, etc. So that it will be quite fun. And not about a race to mayor. | ||
Amiko
United States1725 Posts
I remember reading the Resistance game, I think Koshi was really smart in it! Though they lost. I remember town seemed kinda bitter after the game and they discussed it some here http://www.teamliquid.net/forum/mafia/297525-resistance-i-london-calling?page=39 There was a good thread discussing the game mechanics some here http://www.teamliquid.net/forum/mafia/440676-resistance-math I've played Resistance now and then, if it gets hosted I would encourage the hosts to make 'Overheard Conversation' cards very limited or rare in the "deck" because these cards have a much greater effect on the game than most and sometimes the game can be solved with only two or three being drawn by town. 'Keeping a Close Eye on You' is similar, but not as bad because the rules provide that only one player may check a single player's mission card on a round. | ||
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The_Templar
your Country52797 Posts
Three groups of rotating mafia members. None of the groups know who is on the other two. Every day, the mafia rotates between the three groups. For example, say Haru and I are Mafia Group 1, Teemu and kush are Mafia Group 2, and GlowingBear and rayn are Mafia Group 3. On day 1, Mafia Group 1 is mafia, meaning Haru and I are mafia. Teemu, kush, bear, and rayn are town-aligned on that day. (They can not kill or use any other night actions) On day 2, Teemu and Kush become mafia and Haru and I become town. On day 3, Bear and Rayn become mafia and Teemu and Kush become town. On day 4, Haru and I are mafia again, exactly as day 1. These groups are not numbered in the game. The town does not know which group a revealed mafia (lynched or killed) belongs to. If someone who is part of a mafia group is lynched when they are town, they flip as mafia. If everyone from a group is killed, they are skipped in the rotation. On the last example, for instance, Haru was lynched on day 3 and I was lynched on day 5. Then, on day 7, instead of Haru and me being mafia, we are skipped and Teemu and Kush become mafia. Town wins when everyone from the mafia rotation is lynched. Mafia wins if all opposing groups are lynched and they have a majority over town (or nothing can stop it from happening). Thoughts? | ||
Amiko
United States1725 Posts
On July 27 2014 04:05 HaruRH wrote: Definitely. I have some role plans that will make the game quite fun for town, but difficult for me and the co-host to manage, but isn't mafia all about fun for players? That's true! But my concern isn't that it would be a lot of work for the hosts, but that it could be not fun for players. Of course, a gamebreaking rule (Mafia must make a post saying 'I am mafia'; Players may not lie; etc) makes the game no fun because it lets the game be solved effortlessly. But even rules that aren't gamebreaking can be troublesome because they restrict playstyles. Even a rule like "You may not make more than 5 posts each cycle" -- this rule would not break the game, but can really hamper the way a player enjoys playing the game. The other thing I'd be concerned about is that I just generally don't like host discretion that much. If town is far ahead, the host may be more inclined to make choices in a way that benefit mafia, or vice versa.\ And, it's just tough to make a balance call like that ![]() | ||
Amiko
United States1725 Posts
On July 27 2014 04:18 The_Templar wrote: Rotation mafia: (large game) Three groups of rotating mafia members. None of the groups know who is on the other two. Every day, the mafia rotates between the three groups. For example, say Haru and I are Mafia Group 1, Teemu and kush are Mafia Group 2, and GlowingBear and rayn are Mafia Group 3. On day 1, Mafia Group 1 is mafia, meaning Haru and I are mafia. Teemu, kush, bear, and rayn are town-aligned on that day. (They can not kill or use any other night actions) On day 2, Teemu and Kush become mafia and Haru and I become town. On day 3, Bear and Rayn become mafia and Teemu and Kush become town. On day 4, Haru and I are mafia again, exactly as day 1. These groups are not numbered in the game. The town does not know which group a revealed mafia (lynched or killed) belongs to. If someone who is part of a mafia group is lynched when they are town, they flip as mafia. If everyone from a group is killed, they are skipped in the rotation. On the last example, for instance, Haru was lynched on day 3 and I was lynched on day 5. Then, on day 7, instead of Haru and me being mafia, we are skipped and Teemu and Kush become mafia. Town wins when everyone from the mafia rotation is lynched. Mafia wins if all opposing groups are lynched and they have a majority over town (or nothing can stop it from happening). Thoughts? A couple of clarifying questions- By "becoming town" would a better description be "inactive mafia"? Like, in your example, on D2 you and Haru become town - if you are lynched, you will still flip as mafia, right? And to clarify is it Mafia Group 1 vs Mafia Group 2 vs Mafia Group 3 vs Town? Or Mafia Group 1-3 vs Town? I was confused by the "all opposing groups" | ||
HaruRH
Singapore2780 Posts
On July 27 2014 04:27 Amiko wrote: That's true! But my concern isn't that it would be a lot of work for the hosts, but that it could be not fun for players. Of course, a gamebreaking rule (Mafia must make a post saying 'I am mafia'; Players may not lie; etc) makes the game no fun because it lets the game be solved effortlessly. But even rules that aren't gamebreaking can be troublesome because they restrict playstyles. Even a rule like "You may not make more than 5 posts each cycle" -- this rule would not break the game, but can really hamper the way a player enjoys playing the game. The other thing I'd be concerned about is that I just generally don't like host discretion that much. If town is far ahead, the host may be more inclined to make choices in a way that benefit mafia, or vice versa.\ And, it's just tough to make a balance call like that ![]() It will kill their wincon tho, so i will request them to pm me the commandment then ill issue the commandment. For eg, anything that restricts other players will be disallowed. 'all mafias cannot post pictures' 'all mafias cannot post for 1 day' 'all town cannot post for 1 day' are rejected. | ||
HaruRH
Singapore2780 Posts
On July 27 2014 04:27 Amiko wrote: That's true! But my concern isn't that it would be a lot of work for the hosts, but that it could be not fun for players. Of course, a gamebreaking rule (Mafia must make a post saying 'I am mafia'; Players may not lie; etc) makes the game no fun because it lets the game be solved effortlessly. But even rules that aren't gamebreaking can be troublesome because they restrict playstyles. Even a rule like "You may not make more than 5 posts each cycle" -- this rule would not break the game, but can really hamper the way a player enjoys playing the game. The other thing I'd be concerned about is that I just generally don't like host discretion that much. If town is far ahead, the host may be more inclined to make choices in a way that benefit mafia, or vice versa.\ And, it's just tough to make a balance call like that ![]() also, theres literally no discretion. only commandments that obviously stepped past the rules will be banned. Even if maf is winning and they got elected mayor, i can still pass on the '2 lynch for this day' commandment as long as 1) it doesn't break rules 2) it isn't used before. | ||
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The_Templar
your Country52797 Posts
On July 27 2014 04:31 Amiko wrote: A couple of clarifying questions- By "becoming town" would a better description be "inactive mafia"? Like, in your example, on D2 you and Haru become town - if you are lynched, you will still flip as mafia, right? Yes And to clarify is it "Mafia Group 1 vs Mafia Group 2 vs Mafia Group 3 vs Town? Or Mafia Group 1-3 vs Town? I was confused by the "all opposing groups Yes Sorry that I didn't clarify very well. | ||
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