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Ok I just assumed you were being more open as far as restrictive rules since
'...'no using of the word 'fuck' for d2' are acceptable commandments.
Here's some rules I would feel might fit but make the game pretty ugh - "Everyone with a vote on them today will be lynched." - "Everyone voting for the lynched person are lynched." - "Everyone who votes Amiko will be lynched." - "Everyone voting on their own team at the end of the day will be lynched."
Maybe these rules seem gamebreaking. What if we replace "Everyone" with "One person chosen at random" - then maybe it doesn't seem gamebreaking There might be some number in between which is or isn't gamebreaking, but what number that is sort of depends on the day. If this makes two extra people killed D1, it's might be gamebreaking in a different way than if it makes two extra people killed D5.
Anyway I am only highlighting some concerns I think the idea is still neat.
Here's one way it could be run as a test-case --- I might have the elected mayor pick between 1-3 laws which I provide as host. Only the mayor is informed of the laws* and the new law is announced the following day. That way mafia could choose a law that's bad for town and lie and say that the other laws available for choice were also bad for town. Some days might have more town-favored laws, others mafia-favored laws, others might have both.
For better or worse, this gives the players something to talk about each day (what law the mayor chose).
Another advantage is that then, if mafia players lie about other potential laws, I can steal their law ideas for use in a later game :D
* - Maybe some role could let a player see the laws available for choice, but the elected mayor would be informed.
There's some neat role ideas it give me too- <> "Consultant" (town/mafia): Can discuss the available laws with the mayor in a QT to argue that one law another should be adopted. <> "Community Organizer" (town) role who can make the laws publicly disclosed before the mayor is elected. <> "Private Interest" (town/mafia) role who can eliminate one of the laws available for choice Or things like that ^^
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On July 27 2014 04:58 The_Templar wrote:Show nested quote +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.
^_^ you just answered my "is it A or B" with a yes so I'm still a little confused on this part
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your Country52796 Posts
On July 27 2014 05:11 Amiko wrote:Show nested quote +On July 27 2014 04:58 The_Templar wrote: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. ^_^ you just answered my "is it A or B" with a yes so I'm still a little confused on this part The mafia groups are not allied with each other.
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@The_Templar Gotcha! I think this is a pretty neat setup! It may be tough to play as town during the day, though... It seems like it should be harder for town to scumhunt because mafia players should be acting "towny" by attempting to scumhunt and eliminate mafia from other teams. But to be fair, maybe it would be somewhat easier for town because mafia will also be scumhunting and trying to kill other mafia.
I believe there was a game run previously which had two mafia "families" but I did not read it. If anyone remembers that game and links to it, it might have some feedback on your suggestion
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On July 27 2014 04:09 Amiko wrote:Xatalos - ResistanceI 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=39There was a good thread discussing the game mechanics some here http://www.teamliquid.net/forum/mafia/440676-resistance-mathI'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.
Yeah, the Plot Cards are a bit random. Fun, but random. Maybe the randomness could be reduced by setting a "balanced" rotation of Plot Cards that will distributed during the game? Like one Overheard Conversation during the second Mission round but never elsewhere, etc.?
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Bus Driver Mafia
Everyone is a bus driver. They occupy a location corresponding to their numbered location in the player list. At night they PM the host to bus two integers, e.g. "Swap 8 and 12", or can bus nobody at all. This ability will have a cooldown, say 3 days. Bussing oneself is not allowed.
The order of bussing is chronological. So if Players A, B, C and D occupy positions 1, 2, 3 and 4, respectively, and two actions come in for switching 2 and 3 at 1:30 and switching 3 and 4 at 1:45, players B and C will be switched, making player B occupy 3 and C occupy 2. Then the next order is processed, so B and D will be switched, leaving the final order A-C-D-B.
Roles will include standard stuff (roleblock player, denies that player's bus; check #, will give you the alignment/role but not the target player name) and direct-to-player roles (i.e. Heal (Target), will heal the target regardless of where he is).
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On July 27 2014 05:10 Amiko wrote:Ok I just assumed you were being more open as far as restrictive rules since Here's some rules I would feel might fit but make the game pretty ugh - "Everyone with a vote on them today will be lynched." - "Everyone voting for the lynched person are lynched." - "Everyone who votes Amiko will be lynched." - "Everyone voting on their own team at the end of the day will be lynched." Maybe these rules seem gamebreaking. What if we replace "Everyone" with "One person chosen at random" - then maybe it doesn't seem gamebreaking There might be some number in between which is or isn't gamebreaking, but what number that is sort of depends on the day. If this makes two extra people killed D1, it's might be gamebreaking in a different way than if it makes two extra people killed D5.
Anyway I am only highlighting some concerns I think the idea is still neat. Here's one way it could be run as a test-case --- I might have the elected mayor pick between 1-3 laws which I provide as host. Only the mayor is informed of the laws * and the new law is announced the following day. That way mafia could choose a law that's bad for town and lie and say that the other laws available for choice were also bad for town. Some days might have more town-favored laws, others mafia-favored laws, others might have both. For better or worse, this gives the players something to talk about each day (what law the mayor chose). Another advantage is that then, if mafia players lie about other potential laws, I can steal their law ideas for use in a later game :D * - Maybe some role could let a player see the laws available for choice, but the elected mayor would be informed.There's some neat role ideas it give me too- <> "Consultant" (town/mafia): Can discuss the available laws with the mayor in a QT to argue that one law another should be adopted. <> "Community Organizer" (town) role who can make the laws publicly disclosed before the mayor is elected. <> "Private Interest" (town/mafia) role who can eliminate one of the laws available for choice Or things like that ^^
Those rules changes wincon. They can potentially cause town be unable to lynch mafia, so they will definitely be banned. Also, I want to give them the freedom of making up rules so that they can speculate if the rules are town or scum favoured, and then vote accordingly. It doesn't help scum to keep putting up town favoured rules just to not get any FoS, while it will expose them if any scum rules were passed on. Scum rules that don't change wincon includes "all players must post an analysis post before voting on d2" or "no players can have more than 5 votes on him d2" which are acceptable.
The rules will only kick into effect during the day stated. They can set rules in advance, but cannot set a rule that lasts more than 1 day.
Also, roles that 'forwards' the mayor's lawmaking decisions can also be included. For example, a "wire tapper" can listen in to the new mayor's pm's, and I'll forward all his rule making process in his pm to me to the wire tapper.
I might run the game with half the features as a test first, before running the full game.
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the sad thing is that i'd probably sign up for it.
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On July 27 2014 03:58 Amiko wrote:GlowingbearI 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- 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. Show nested quote +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?
Oh, just saw someone replied to my idea! I'm sorry I'm late lol.
1) the point of keeping it secret is to making it harder for town to put things together. There is no reason for mafia to lie, and they shouldn't. The fun point of this mechanic is that as people know there is always a townie between the two mafia, this will improve the gameplay analysis. Like "yeah, X is acting mafia, but these guys right beside them are totally town. Am I doing this wrong?". The point of secrecy is only to make things harder for town, but it could be public on day1 post, anyway.
2) No, the town player isn't self aware, unless you want to make the game a little more complex. But if you want, you'll have to put another townies who thinks they are between mafia, but aren't. Because if not, the mafia target only needs to claim he is the target and mafia auto-loses. The point here is that mafia may get much more aggressive than usual and a day1 mislynch is extremely dangerous. Town will play more cautiously and mafia may play more intensively! When a townie pushes hard, others will think "what does this guy want? I may be lynching the bomb!".
Again, the secrecy of the places people are sitting is not crucial. It just requires town make the circle by themselves, which will give some work.
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On August 07 2014 20:10 GlowingBear wrote:Show nested quote +On July 27 2014 03:58 Amiko wrote:GlowingbearI 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? Oh, just saw someone replied to my idea! I'm sorry I'm late lol. 1) the point of keeping it secret is to making it harder for town to put things together. There is no reason for mafia to lie, and they shouldn't. The fun point of this mechanic is that as people know there is always a townie between the two mafia, this will improve the gameplay analysis. Like "yeah, X is acting mafia, but these guys right beside them are totally town. Am I doing this wrong?". The point of secrecy is only to make things harder for town, but it could be public on day1 post, anyway. 2) No, the town player isn't self aware, unless you want to make the game a little more complex. But if you want, you'll have to put another townies who thinks they are between mafia, but aren't. Because if not, the mafia target only needs to claim he is the target and mafia auto-loses. The point here is that mafia may get much more aggressive than usual and a day1 mislynch is extremely dangerous. Town will play more cautiously and mafia may play more intensively! When a townie pushes hard, others will think "what does this guy want? I may be lynching the bomb!". Again, the secrecy of the places people are sitting is not crucial. It just requires town make the circle by themselves, which will give some work.
We can always modify it. Let's set up a private chat and we can pool our ideas to create the worst mafia game in history
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On August 07 2014 20:40 HaruRH wrote:Show nested quote +On August 07 2014 20:10 GlowingBear wrote:On July 27 2014 03:58 Amiko wrote:GlowingbearI 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? Oh, just saw someone replied to my idea! I'm sorry I'm late lol. 1) the point of keeping it secret is to making it harder for town to put things together. There is no reason for mafia to lie, and they shouldn't. The fun point of this mechanic is that as people know there is always a townie between the two mafia, this will improve the gameplay analysis. Like "yeah, X is acting mafia, but these guys right beside them are totally town. Am I doing this wrong?". The point of secrecy is only to make things harder for town, but it could be public on day1 post, anyway. 2) No, the town player isn't self aware, unless you want to make the game a little more complex. But if you want, you'll have to put another townies who thinks they are between mafia, but aren't. Because if not, the mafia target only needs to claim he is the target and mafia auto-loses. The point here is that mafia may get much more aggressive than usual and a day1 mislynch is extremely dangerous. Town will play more cautiously and mafia may play more intensively! When a townie pushes hard, others will think "what does this guy want? I may be lynching the bomb!". Again, the secrecy of the places people are sitting is not crucial. It just requires town make the circle by themselves, which will give some work. We can always modify it. Let's set up a private chat and we can pool our ideas to create the worst mafia game in history
I've pm'd you and Amiko, let's have some fun!
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On July 27 2014 09:11 [UoN]Sentinel wrote: Bus Driver Mafia
Everyone is a bus driver. They occupy a location corresponding to their numbered location in the player list. At night they PM the host to bus two integers, e.g. "Swap 8 and 12", or can bus nobody at all. This ability will have a cooldown, say 3 days. Bussing oneself is not allowed.
The order of bussing is chronological. So if Players A, B, C and D occupy positions 1, 2, 3 and 4, respectively, and two actions come in for switching 2 and 3 at 1:30 and switching 3 and 4 at 1:45, players B and C will be switched, making player B occupy 3 and C occupy 2. Then the next order is processed, so B and D will be switched, leaving the final order A-C-D-B.
Roles will include standard stuff (roleblock player, denies that player's bus; check #, will give you the alignment/role but not the target player name) and direct-to-player roles (i.e. Heal (Target), will heal the target regardless of where he is).
This game sounds fun! But also maybe confusing? When I read everyone was a bus driver my first instinct was that it might be a fun logic puzzle when people massclaim (sort of like one night ultimate werewolf)
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Has anybody ever ran a "Secret Ballot" aka PM vote game?
Most of the power roles would likely revolve around revealing and playing with votes since otherwise scum's ability to lie about their votes and last-minute swap and group-vote seems strong but you'd equally have to balance against town attempting to enforce an in-thread vote claiming system.
It's possible it would never end up balanced, and I'm far too lazy to actually host that, but it sounds pretty fun iunno.
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Blazinghand
United States25550 Posts
On August 14 2014 06:37 Sn0_Man wrote: Has anybody ever ran a "Secret Ballot" aka PM vote game?
Most of the power roles would likely revolve around revealing and playing with votes since otherwise scum's ability to lie about their votes and last-minute swap and group-vote seems strong but you'd equally have to balance against town attempting to enforce an in-thread vote claiming system.
It's possible it would never end up balanced, and I'm far too lazy to actually host that, but it sounds pretty fun iunno.
Purgatory Mafia had some of these mechanics, though the votecount was still visible, all votes were submitted via pm. At some point in the next 6 months I'll be running a game with a similar setup, [T] Purgatory II: Witchcraft III x British Empire III x GSL Mafia V: The Game of The Movie of The Crossover Fanfic: The Revenge of Zona Part 2 - Return to the Promised Land
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Zero Knowledge Mafia
This is a crazy idea that I think would be fun but it would be difficult to pull off. Here is how it would work:
First off, everyone will be posting using the same TL account named "Default Staging User." So, in a 7 player game the player list will look like this:
Player list 1. Default Staging User 2. Default Staging User 3. Default Staging User 4. Default Staging User 5. Default Staging User 6. Default Staging User 7. Default Staging User
To reiterate, all 7 players will be posting using the same TL account. In order to sign up, players will PM the host "/in" and receive log on credentials for the TL account "Default Staging User." This way, no one will know who is playing and no one will be able to tell who is posting what.
Voting will also be done through PM. Players will PM the host their vote using their primary TL account. They will vote for the spot on the player list they are voting for e.g. "##vote: 6. Default Staging User" or "##vote: Default Staging User 6." There will be no official vote counts posted in the thread.
When a player is removed from the game, their spot will be crossed out of the player list. Players will not be made aware of flips, they will only know which spots are still remaining in the game. For example, if "Default Staging User 6" has been lynched day 1, this is how the player list will look:
Player List 1. Default Staging User 2. Default Staging User 3. Default Staging User 4. Default Staging User 5. Default Staging User
6. Default Staging User 7. Default Staging User
The theory is that town will have to use creative methods to keep track of who is posting what, and who is voting who. Players could sign each post with an alias. Players could post in thread which spot they are voting. Mafia will be free to sabotage whatever conventions town attempts to use though.
So, this is pretty much a standard game, except one can only guess who is posting what or who is voting who.
Does that make sense? This is loosely based on Zero-knowledge proofs in cryptography.
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your Country52796 Posts
Couldn't everyone just sign their posts? Like, "I think 5 is mafia. -6"
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On September 15 2014 05:29 The_Templar wrote: Couldn't everyone just sign their posts? Like, "I think 5 is mafia. -6"
They could, but everyone could also falsely sign posts, including mafia.
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your Country52796 Posts
On September 15 2014 05:36 batsnacks wrote:Show nested quote +On September 15 2014 05:29 The_Templar wrote: Couldn't everyone just sign their posts? Like, "I think 5 is mafia. -6" They could, but everyone could also falsely sign posts, including mafia. Good point. They might also 'forget' to sign posts ^^. So a conversation might go like this. "I think 5 is mafia. -6" "I agree with 6" "Wait I didn't post that. -6" "Yes I did. -6" "Well I'm 3 and I think the false 6 is actually 2." etc
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I think this setup works best if there is a strict policy against 1 liners. Discipline is a huge problem with this setup in general though, because if someone is acting up, it's impossible to know who it is, even for the host/mods. The only way to enforce rules, if they are being broken, is to end the game immediately.
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The second problem would be how to layer out 7 people such that they dont all post at the same time. For eg, if 1 and 2 posts at the same time, i am sure something will happen to their accounts (posting simultaneously from 2 different locations might cause issues) How about sending messages through some channel that allows the mod to update all messages in periods of 1 hour or something else?
For eg: I send "player 1 is mafia" at 12.58 Templar sends "player 2 is mafia at 12.59
The mod will post a post using the "default user" acc with the log of the posts (which can't be seen by everyone until it is updated on the post) Player 1 is mafia :12.58 Player 2 is mafia :12.59
Or something like this.
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