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TL Mafia Idea Factory - Page 48

Forum Index > TL Mafia
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Rels
Profile Joined August 2008
France13467 Posts
November 20 2015 19:34 GMT
#941
But yeah, that's why I was saying even 9 players might be too easy for scum. Mafiascum wki recommends 6 players
raynpelikoneet
Profile Joined April 2007
Finland43268 Posts
November 20 2015 19:37 GMT
#942
On November 21 2015 04:32 Rels wrote:
No I mean, everybody didn't shut up just because it might be the best strategy :p and the game was super entertaining

Yeah i didn't mean it can't be entertaining to people, i was talking about myself.

When i play mafia (or almost whatever game) i play to win -- which makes me think about the best possible strategy and execute it. For example in all roled games in mafia, i don't play them since i find it boring the best strategy is always to massclaim at the start of the game unless there is a mechanic that punishes it (like soup etc.). That's why don't play those games, or if i do, i almost always claim and argue for massclaim -- and get frustrated because people won't do that...

But mmm.. sure, if people find the game fun why not host it. I wasn't arguing about that.
table for two on a tv tray
sicklucker
Profile Blog Joined July 2011
Canada16987 Posts
November 21 2015 00:39 GMT
#943
On November 21 2015 04:34 Rels wrote:
But yeah, that's why I was saying even 9 players might be too easy for scum. Mafiascum wki recommends 6 players


we have enough town sided games ahum
sicklucker
Profile Blog Joined July 2011
Canada16987 Posts
November 21 2015 00:40 GMT
#944
On November 18 2015 17:31 Rels wrote:
yo folks
I discoverd this setup on mafia scum and it seems super interesting in addition to leading to a short game:
http://wiki.mafiascum.net/index.php?title=Assassin_in_the_Palace

1 Assassin
1 King
X Guards (X=4 is believed to be most balanced)

The guards knows the identity of the king.

So it's 5v1. Every 24 hours, someone is lynched. No night phase. Any time he wants, even after his lynch, the assassin can kill someone. If he kills the king (or if the king is lynched), he wins immediately; if he kills a guard, the king / guards win immediately.

Anyone played that before ? Is it balanced / interesting ? Tempting to host something like that to try it.


we played this on voice i was da king !
Rels
Profile Joined August 2008
France13467 Posts
November 21 2015 11:28 GMT
#945
On November 21 2015 09:40 sicklucker wrote:
Show nested quote +
On November 18 2015 17:31 Rels wrote:
yo folks
I discoverd this setup on mafia scum and it seems super interesting in addition to leading to a short game:
http://wiki.mafiascum.net/index.php?title=Assassin_in_the_Palace

1 Assassin
1 King
X Guards (X=4 is believed to be most balanced)

The guards knows the identity of the king.

So it's 5v1. Every 24 hours, someone is lynched. No night phase. Any time he wants, even after his lynch, the assassin can kill someone. If he kills the king (or if the king is lynched), he wins immediately; if he kills a guard, the king / guards win immediately.

Anyone played that before ? Is it balanced / interesting ? Tempting to host something like that to try it.


we played this on voice i was da king !

How did it go ?
Artanis[Xp]
Profile Blog Joined December 2005
Netherlands12968 Posts
November 29 2015 16:03 GMT
#946
You can't play assassin in the palace without Cephiro.

He is the OTK.
Rels
Profile Joined August 2008
France13467 Posts
Last Edited: 2015-11-30 09:18:40
November 30 2015 09:14 GMT
#947
Yo folks. I had this idea of a 3 party setup and I came up with this. Is it balanced ? /discuss

Game setup

5 Townie
1 Wanderer
1 Tracker
1 Occult Detective
1 Silver Bullet Hunter
1 Dracula
1 Vampire
1 Werewolf




Town

Win condition: Win when Dracula is dead AND the Werewolf is dead. Lose when one of the other parties completes its win condition.

Townie: You don't have any special ability. You must vote each day to lynch someone.

Wanderer: You have the following abilities:
Unaware: You're not aware that you are a Wanderer. You receive a Townie role PM.
Wander: Each night, you visit another player selected at random.

Tracker: You have the following ability:
Track: Each night, you can target another player. At dawn, you will learn the player(s) visited by that target, if any.

Occult Detective: You have the following abilities:
Occult protection: Each night, you can target a player. If a vampire tries to convert the target, the conversion will fail. You will learn the name of the vampire that tried to convert. You can protect yourself.
1-shot occult vision: Once per game, at night, you can target another player. At dawn, you will learn if that target is part of the Vampire team or not.

Silver Bullet Hunter: You have the following abilities:
1 silver bullet: Once per game, at night, you can target another player. If that player is the Werefolf or a Vampire, he will die at dawn. If that player is Dracula or a town member, he won't die, but your shot will still be used.
1 defensive vest: Once per game, if you are attacked by the Werewolf, you won't die but the vest will break. You will die if you are attacked a second time. You will be notified if your vest breaks.

Vampire

Win condition: Win when half or more of the living players are vampires AND the Werewolf is dead. Lose when one of the other parties completes its win condition.

Faction ability - Conversion: Each night, the Vampire team must chose one of its members to visit a non-vampire target. At dawn, the target will become a Vampire; he will keep his previous abilities, gain the factional abilities of the vampire, change his win condition to the Vampire team's one, and flip as Vampire. If the target is protected from the conversion, the protector will learn the name of the vampire that tried it.

Faction ability - Talk: The vampire team can discuss in a dedicated QT.

Dracula: You have the following abilities:
Untrackable: If the tracker targets you, he won't get a result.
Faction Leader: If you die, every member of the Vampire team will die.

Vampire: You have the following abilities:
Converted: If you were converted, you will keep all your previous abilities, if any. You can use your abilities and convert at the same time. Whatever your previous role was, you will flip as Vampire.
Loyal: If Dracula dies, you die.

Werewolf

Win condition: Win when the Werewolf is still alive AND there are only 0 or 1 other remaining living player. Lose when one of the other parties completes its win condition.

Werewolf: You have the following abilities:
Savage kill: Each night, you must target a player. At dawn, that player will die.
Occult defense: If a vampire tries to convert you, the conversion will fail. You will learn the name of the person that tried to convert you.




Notes:
  • The conversion will happen before any other action. For example:
    • If a person is converted and checked by the Detective the same night, the Detective will get a positive result.
    • If a person is converted and killed the same night, he will flip as "Vampire" whatever his previous role was. Nobody will know his previous role, not even the vampire team.
    • If a person is converted and Dracula is killed the same night, that person will die and flip as Vampire.

  • Dead Vampires cannot talk in the Vampire QT.
  • The Werewolf will win anytime there are only 0 or 1 other remaining player and he's still alive; even if the other remaing player is the Silver Bullet Hunter, and even if the Hunter has not used his bullet / vest.
  • The Werewolf and the Hunter KP resolves at the same time. For example:
    • They will kill each other if they target each other and the Hunter has no more vest.
    • If the Hunter and the Werewolf both target a vampire, the Hunter's silver bullet will be wasted.

  • A Wanderer will flip as Wanderer. A converted Wanderer will flip as Vampire.
Artanis[Xp]
Profile Blog Joined December 2005
Netherlands12968 Posts
November 30 2015 10:36 GMT
#948
The problem with that game is the same as most 3rd party games; a lot of it comes down to luck. Dracula needs to tiptoe the line between being townread enough to not get lynched but not being townie enough for the werewolf to want to kill him (presuming the werewolf wants to kill town at that moment). Furthermore, a SK-like character usually punishes those who are playing well/winning; if no scum players are being lynched, the werewolf will try to shoot scum. If they are, then the werewolf will aim for town/people that are onto him. There's also the issue for Dracula that it's hard to really identify a 3rd party over a normal town player.

Basically, the setup has a lot of the same gripes that most 3rd-party games have with the additional frustration (at least, to most players) of changing alignments. I think the game has a fun concept from a theoretical perspective and probably would be fun to observe, but not to play.
Rels
Profile Joined August 2008
France13467 Posts
November 30 2015 10:49 GMT
#949
On November 30 2015 19:36 Artanis[Xp] wrote:
The problem with that game is the same as most 3rd party games; a lot of it comes down to luck. Dracula needs to tiptoe the line between being townread enough to not get lynched but not being townie enough for the werewolf to want to kill him (presuming the werewolf wants to kill town at that moment). Furthermore, a SK-like character usually punishes those who are playing well/winning; if no scum players are being lynched, the werewolf will try to shoot scum. If they are, then the werewolf will aim for town/people that are onto him. There's also the issue for Dracula that it's hard to really identify a 3rd party over a normal town player.

Basically, the setup has a lot of the same gripes that most 3rd-party games have with the additional frustration (at least, to most players) of changing alignments. I think the game has a fun concept from a theoretical perspective and probably would be fun to observe, but not to play.

So you think a SK is always a bad idea in a game ?
Artanis[Xp]
Profile Blog Joined December 2005
Netherlands12968 Posts
November 30 2015 11:27 GMT
#950
On November 30 2015 19:49 Rels wrote:
Show nested quote +
On November 30 2015 19:36 Artanis[Xp] wrote:
The problem with that game is the same as most 3rd party games; a lot of it comes down to luck. Dracula needs to tiptoe the line between being townread enough to not get lynched but not being townie enough for the werewolf to want to kill him (presuming the werewolf wants to kill town at that moment). Furthermore, a SK-like character usually punishes those who are playing well/winning; if no scum players are being lynched, the werewolf will try to shoot scum. If they are, then the werewolf will aim for town/people that are onto him. There's also the issue for Dracula that it's hard to really identify a 3rd party over a normal town player.

Basically, the setup has a lot of the same gripes that most 3rd-party games have with the additional frustration (at least, to most players) of changing alignments. I think the game has a fun concept from a theoretical perspective and probably would be fun to observe, but not to play.

So you think a SK is always a bad idea in a game ?

In non-themed games, yes.
justanothertownie
Profile Joined July 2013
16317 Posts
November 30 2015 12:31 GMT
#951
On November 30 2015 19:49 Rels wrote:
Show nested quote +
On November 30 2015 19:36 Artanis[Xp] wrote:
The problem with that game is the same as most 3rd party games; a lot of it comes down to luck. Dracula needs to tiptoe the line between being townread enough to not get lynched but not being townie enough for the werewolf to want to kill him (presuming the werewolf wants to kill town at that moment). Furthermore, a SK-like character usually punishes those who are playing well/winning; if no scum players are being lynched, the werewolf will try to shoot scum. If they are, then the werewolf will aim for town/people that are onto him. There's also the issue for Dracula that it's hard to really identify a 3rd party over a normal town player.

Basically, the setup has a lot of the same gripes that most 3rd-party games have with the additional frustration (at least, to most players) of changing alignments. I think the game has a fun concept from a theoretical perspective and probably would be fun to observe, but not to play.

So you think a SK is always a bad idea in a game ?

Exactly.
Rels
Profile Joined August 2008
France13467 Posts
November 30 2015 12:54 GMT
#952
Mm. In theory it sounds like a great idea though. Maybe it's frustrating to play against.

Now what is the problem with conversion, if you are aware it s happening ? Trying to see whose attitude has changed sounds interesting, at least in theory.
justanothertownie
Profile Joined July 2013
16317 Posts
November 30 2015 13:09 GMT
#953
On November 30 2015 21:54 Rels wrote:
Mm. In theory it sounds like a great idea though. Maybe it's frustrating to play against.

Now what is the problem with conversion, if you are aware it s happening ? Trying to see whose attitude has changed sounds interesting, at least in theory.

It's frustrating to play and frustating to play against. In essence it is just frustrating.

And to the other point: Sure, in theory. In reality you don't know peoples alignments so it is hard to detect any "change" in their behaviour. In a game of mafia you find scum by looking at what someone does over the course of the whole game and rarely by what he does in a specific instance. You are making this impossible. Or the other way round you have put in effort and got a few pretty strong townreads. In a normal game you are in ok shape to poe generally. In this one you can't trust them at all.
Rels
Profile Joined August 2008
France13467 Posts
November 30 2015 13:13 GMT
#954
On November 30 2015 22:09 justanothertownie wrote:
Show nested quote +
On November 30 2015 21:54 Rels wrote:
Mm. In theory it sounds like a great idea though. Maybe it's frustrating to play against.

Now what is the problem with conversion, if you are aware it s happening ? Trying to see whose attitude has changed sounds interesting, at least in theory.

It's frustrating to play and frustating to play against. In essence it is just frustrating.

And to the other point: Sure, in theory. In reality you don't know peoples alignments so it is hard to detect any "change" in their behaviour. In a game of mafia you find scum by looking at what someone does over the course of the whole game and rarely by what he does in a specific instance. You are making this impossible. Or the other way round you have put in effort and got a few pretty strong townreads. In a normal game you are in ok shape to poe generally. In this one you can't trust them at all.

Yep, but townies are also aware they just have to kill the leader to win. So the person they are looking for should be displaying these cues all game. On one hand, the game is harder 'cause you can't trust anyone just because they were obvious townies the day before; on the other hand, you just have to kill one person to win.
Rels
Profile Joined August 2008
France13467 Posts
November 30 2015 13:24 GMT
#955
I can see how the werewolf is a frustrating role in this setup (and in most setup), as it creates a disadvantage to the winning side. What would you think of this exact setup without the Werewolf (and maybe with one less townie) ? I think the disadvantage caused by the conversion is balanced out by the fact that if Dracula dies, town wins. So vampires have to protect Dracula. So they can over defend him and lose.
justanothertownie
Profile Joined July 2013
16317 Posts
November 30 2015 13:27 GMT
#956
On November 30 2015 22:13 Rels wrote:
Show nested quote +
On November 30 2015 22:09 justanothertownie wrote:
On November 30 2015 21:54 Rels wrote:
Mm. In theory it sounds like a great idea though. Maybe it's frustrating to play against.

Now what is the problem with conversion, if you are aware it s happening ? Trying to see whose attitude has changed sounds interesting, at least in theory.

It's frustrating to play and frustating to play against. In essence it is just frustrating.

And to the other point: Sure, in theory. In reality you don't know peoples alignments so it is hard to detect any "change" in their behaviour. In a game of mafia you find scum by looking at what someone does over the course of the whole game and rarely by what he does in a specific instance. You are making this impossible. Or the other way round you have put in effort and got a few pretty strong townreads. In a normal game you are in ok shape to poe generally. In this one you can't trust them at all.

Yep, but townies are also aware they just have to kill the leader to win. So the person they are looking for should be displaying these cues all game. On one hand, the game is harder 'cause you can't trust anyone just because they were obvious townies the day before; on the other hand, you just have to kill one person to win.

Which basically makes the game dependent on that one persons play and otherwise pretty random in general.
darthfoley
Profile Blog Joined February 2011
United States8001 Posts
November 30 2015 16:57 GMT
#957
Has anyone done rival Mafia gangs? I play irl with a group of friends, and we were thinking about a 16 person game with 4 mafia, divided into 2 gangs of Mafia.

Not sure if the Mafia should know who the other gang is, or the winning scenarios for the Mafia. I'm just trying to spice Mafia up a bit, because our 8-12 man games have gotten pretty stale. I'll look through this thread for some other cool ideas
watch the wall collide with my fist, mostly over problems that i know i should fix
kitaman27 *
Profile Blog Joined April 2009
United States9244 Posts
Last Edited: 2015-11-30 17:30:44
November 30 2015 17:30 GMT
#958
Here are a few multi-scum faction games that come to mind. Most of them are highly themed though. I think they are interesting since it allows the mafia team to act townie while pushing their objective to hunt the other team at the same time. You also have to walk a fine line by convincing town to lynch the other faction without drawing a night hit to yourself.

With these type of setups, it is important to make sure you have sorted out the win conditions ahead of time. A lot of the time you run into a kingmaker type scenario or a tiebreaker to determine which faction wins at endgame. For instance, how is 2 mafia v 2 mafia v 1 town handled? How about 1v1v1? Some games will allow one of the mafia factions to win with town. Others will skip the day cycle when certain conditions are met.

TL Mafia XVIII
Haunted Mafia
Insane Mafia 2
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I'm better than dirt. Well, most kinds of dirt. I mean not that fancy store bought dirt. That stuffs loaded with nutrients. I... I can't compete with that stuff.
Keirathi
Profile Joined May 2012
United States4679 Posts
November 30 2015 20:29 GMT
#959
@Rels: it sounds interesting to me in theory. One main issue I see with it is that worst case scenario, game ends night 2 which is kind of unfun if you're town, and especially if you're SK because that means you've played at least decently well but still had 0 chance of winning.

So the problem with conversion mechanics is they really have to start out EXTREMELY underpowered or they just snowball super quickly. Each conversion not only means that town loses people, but mafia also gets stronger. AKA it double dips towards wincons.

So, first off, I think it probably needs to start with at LEAST 3 more townies. That will balance out some of the conversion stuff. Secondly, if there's a day or two of conversions, it becomes extremely hard for town to make any headway in the game with more mafia helping to deflect off of the Dracula since killing any individual Vampire isn't very meaningful because they'll likely be replaced during the night.

An idea to maybe kind of help could be something like whoever does the conversion at night becomes the converted player's 'Master'. Anytime someone's master dies, they also die. So for example, PlayerA is Dracula and B is normal Vampire. B converts playerC during the night, so B becomes Cs master. Now anytime B is killed, C will die too. It gives town a way to deal with the swingy-ness of conversions besides just killing dracula, although admittedly it does make it a bit more swingy in the other direction.

TL;DR I think it could be fun as a big game (20'ish people? maybe even more), but in a small game I think it would be too swingy to be enjoyable for any of the factions (town loses fast, mafia loses on a lucky shot, SK loses despite playing well).
My dear friend if I have gone pants on head, you have gone socks on ears!!! -ShiaoPi
Rels
Profile Joined August 2008
France13467 Posts
November 30 2015 22:21 GMT
#960
On December 01 2015 05:29 Keirathi wrote:
@Rels: it sounds interesting to me in theory. One main issue I see with it is that worst case scenario, game ends night 2 which is kind of unfun if you're town, and especially if you're SK because that means you've played at least decently well but still had 0 chance of winning.

So the problem with conversion mechanics is they really have to start out EXTREMELY underpowered or they just snowball super quickly. Each conversion not only means that town loses people, but mafia also gets stronger. AKA it double dips towards wincons.

So, first off, I think it probably needs to start with at LEAST 3 more townies. That will balance out some of the conversion stuff. Secondly, if there's a day or two of conversions, it becomes extremely hard for town to make any headway in the game with more mafia helping to deflect off of the Dracula since killing any individual Vampire isn't very meaningful because they'll likely be replaced during the night.

An idea to maybe kind of help could be something like whoever does the conversion at night becomes the converted player's 'Master'. Anytime someone's master dies, they also die. So for example, PlayerA is Dracula and B is normal Vampire. B converts playerC during the night, so B becomes Cs master. Now anytime B is killed, C will die too. It gives town a way to deal with the swingy-ness of conversions besides just killing dracula, although admittedly it does make it a bit more swingy in the other direction.

TL;DR I think it could be fun as a big game (20'ish people? maybe even more), but in a small game I think it would be too swingy to be enjoyable for any of the factions (town loses fast, mafia loses on a lucky shot, SK loses despite playing well).

Thanks for the advice.
Your idea of the "master" chain is perfect. It would mean new vampires are harder to detect, but also pretty useless to kill. I like this mechanic. (=
I like "swingy" setup, so it's kinda normal this one is like that p: maybe it is too swingy for a mini.
Finally, I see what you mean by adding more townies to balance the setup. I thought given the strenght of the blue roles (that are not balanced by anything except the wanderer), the setup couldn't have too many townies. But you're right, a conversion is much more powerful than a kill.
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