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I was thinking of doing something along the lines of Draft Mafia.
It would be a 15 man game that would function as a 13 man game. During the first 48 hours players would vote for 2 captains: captain 1 and captain 2. At the end of that phase captains would be effectively removed from posting in the game, both elected captains would be informed if they are mafia captain or the town captain and submit their top 5 picks to the mods in a 1-5 list. Teams would then be formed with those 2 lists, if there are duplicate names they would first be resolved by numbering (i.e. if ritoky is 1 on mafia list and 3 on town list -> is mafia) and then subsequently by coin flip and then alternating (ritoky is 1 on mafia and 1 on town, coin flip -> mafia; koshi is 2 on mafia and 2 on town -> automatically town and next tiebreaker is automatically mafia). Once the teams are drafted captains will be removed from the game, sent to the obs qt, and the remaining 13 players will play m13.
I would like any suggestions/comments people have about potentially refining this idea. Particularly how to insert blue roles and mafia PRs into the game and if the election phase should be lowered to 24 hours instead of 48?
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5 mafia in a 13 player game? :o
The idea sounds interesting, though.
I've been trying to work through a couple of draft-based game ideas myself, but I can't quite work out all of the details
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no 15 player game -> 2 captains elected 13 players remain -> captains submit list of 5 -> 3 mafia drafted from list of 5, not 5 mafia.
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Oh, you didn't say the 3 mafia drafted part in the first post!
As far as blue roles, you could give blues to the highest picked town or something? 1) It gives mafia an incentive to try to fight over the "top pick" caliber players 2) It means town captain has to make a choice; draft "top pick" caliber players early to give them blue roles or keep mafia from drafting them, or try to give the blue roles to people who are less likely to be NK'd early in the game.
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m13 implies 10 town 3 mafia as a standard setup sorry if that wasn't clear.
i was thinking about weighting pick # into PRs for town side, cuz it puts this question of protecting "strong picks" as town but having them shot early as your PRs or passing on "strong picks" to make sure ur PRs stay alive. but i wasn't fully sold on it
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Thinking about it again, I'm not really sure it works. It gives mafia free reign to pick all of the 'strong picks' while town going for them is a choice with consequences.
I dunno :\
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Well, this more or less guarantees that all the really bad players are town and the game will revolve around that. If that kind of WIFOM game is your intention - fair enough.
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Also if you are sending the captains to the obs qt anyways you might aswell let them hand out the roles as they see fit. This at least gives their role a little more influence on the game.
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On January 30 2016 09:10 justanothertownie wrote: Well, this more or less guarantees that all the really bad players are town and the game will revolve around that. If that kind of WIFOM game is your intention - fair enough.
depending on picks i can see this as a potential problem, where some people WIFOM to a very narrow lynch pool. another potential problem i foresaw was people electing captains who they think are "bad players" to just get them out of the game.
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kitaman27
United States9244 Posts
On January 30 2016 09:27 ritoky wrote: another potential problem i foresaw was people electing captains who they think are "bad players" to just get them out of the game.
This is clearly not a "problem"
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what if i made it so that the captains got to pick the opposing team's PRs? so mafia captain would pick who the town PRs are and town captain would pick the mafia PR? just a thought that popped into my head.
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On January 30 2016 10:11 ritoky wrote: what if i made it so that the captains got to pick the opposing team's PRs? so mafia captain would pick who the town PRs are and town captain would pick the mafia PR? just a thought that popped into my head.
What are the potential constraints here? Are you limiting, say, the number of roleblockers, inv/prot roles or....is this a free for all?
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On January 30 2016 16:33 Half the Sky wrote:Show nested quote +On January 30 2016 10:11 ritoky wrote: what if i made it so that the captains got to pick the opposing team's PRs? so mafia captain would pick who the town PRs are and town captain would pick the mafia PR? just a thought that popped into my head. What are the potential constraints here? Are you limiting, say, the number of roleblockers, inv/prot roles or....is this a free for all?
i think i would do something like person assigning town PRs gets to give town 1 cop or vigi and 1 vet or jk; person assignin mafia PRs gets to choose between rb or OP godfather. (op gf = turns up green & immune to NK). if i elected to go with town captain assigning town roles idk if i would allow them to give out vigi tho, it might create an anointed town hero thing.
i think the game would function well like this: 15 player signup 48 (or 24 still undecided) hr election phase where 2 captains are elected as captain 1 and captain 2. captains are removed from the thread and sent to Obs QT after carrying out drafting responsibilities. once elected 2 captains RNG'd: 1 becomes mafia captain other becomes town captain. both captains submit a list of 5 players they want to be drafted to their side. tiebreakers are resolved where necessary until there is a team of 3 mafia and 10 town. (as i described earlier) mafia captain assigns 2 roles to 2 town players (1 must be cop or vigi, 1 must be vet or jk); town captain assigns role to 1 mafia member (rb or opgf). *subject to potential change* day 1 begins 13 players remain -> functions from here as a standard mafia game.
that said i am very tempted to make the roles given out closed and do something a little funny with them, but i feel like simplicity is better for iteration 1 of this to see if the idea works.
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I don't think that will work very well. You have certain problems with: - People being elected as captains. If i joined that game i would like to play instead of being a captain, and people could "deny" my chances of actually playing the game by electing me as a captain (although this could be resolved with 2 ppl signing up as captains, and 13 ppl signing up as players) - The "out-of-game" information / assumptions are so high in this game. Obviously captains can try to "wifom" this but if they are gonna play towards their wincondition and actually try to win the game for their team why would you ever, as mafia captain, elect a person who is almost 100% of the time lynched on D1 as mafia, into your mafia team? This brings me to: - Regardless of the captains did or did not wifom their picks this results in people making (reasonable) conclusions about people's alignments. For example if marv was in the game i would never ever even entertain the possibility of him being mafia on D1 -- because the argument of "why would mafia captain take him into their team over let's say XYZ" is just way too strong (and if he was mafia it would be obvious to -- if not me -- to other players who know him anyways, most likely). And this brings me to: - If i was in the game, and marv was in the game, and i got elected as mafia by the mafia captain i had already played against my wincon earlier, because i would totally not want marv to be removed from the game (as if he is town he will most likely figure out i am mafia on D1 -- and i actually HAD a chance of "removing him from the game"). Except that i didn't know i was playing against my wincon. Which feels kinda dumb for me.
idk, if people are interested in this, sure run it. If all people were "equally good / bad as playing scum than they are as playing town (or equally easy/hard to figure out)" it could work, it would even be fun. Unfortunately that is not the case.
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Hey guys, it's been a while. But I just had an idea about a three team asymmetric mafia-like game:
So, there are three even-sized teams of players. Each player has an ability. Their ability is the same as every other teammates ability. One team is the killers. Their ability is they can visit someone to kill each night. The next team is the healers. Their ability is they can visit someone to heal them each night. The last team's ability is the investigators. Their ability is they can visit someone each night to discover their ability (and hence team).
Players are not told who is on their team. They must use logic and intuition to figure that out.
At the end of each day, there's voting and a lynch. It's hidden plurality voting. The votes are not shown until after they are all cast, then it shows who voted for whom. Whoever gets the most votes is lynched, or if there's a tie, both are lynched.
At the end of the night, remaining players players are told who visited them, but not if they were healed or attacked.
When players die, it is not revealed what team they were on. So lying about your role in the late game is a viable strategy.
The game ends when only players from a single team are alive, or all players are dead (it went to 1v1 and they lynched each other).
I think healers would have a slight disadvantage if they can't heal themselves, but a slight advantage if they can heal themselves. So they can heal themselves only one night throughout the game.
Thoughts?
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Since people don't like to read flavour anymore, plus cops mostly being considered a boring/poor role, Tina and I thought of the idea of having cop checks as hints in the flavour for dayposts somehow. This would make it both more interesting for town in figuring out the check as well as give mafia a better chance of fakeclaiming and/or nking the cop or intentionally creating doubt over the check. Could create for a cool game imo
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Idea for flavor-prioritized setup : Organ Mafia
Warning: macabre
A clandestine facility invites people from all over Liquidia, otherwise in top shape, to skip the waiting list on the organ transplant they're in dire need of. They claim to have discovered a safe, scientific method for preventing rejection.
A group of 15 people, each with unique organ specificity requirements, wind up playing forum mafia for the desired organs.
Apart from the roles, which get randomized, they receive posting restrictions that reflect upon an in-game implementation of the organs they desire, mimicking its function in the body.
Heart: has to post rhythmically / may not post at irregular, or rather irregularly changing intervals: May not cease to post for a long time, or pick up pace of posting unless gradually eased into that rhythm.
Lung: length of posts should increase gradually, and then decrease to a one-liner. Rinse repeat.
Liver: can regenerate on its own so nobody needs a liver transplant, dummy!
Kidney: may not post original content, just filter out posts they think are suspicious by paraphrasing them, accentuating their respective scumminess using first-person, sarcastic satire, other than to make FoS cases (adrenaline release).
Pancreas: digestive organ, hence has to give a news digest regarding reads thrice a dayphase. (the person is broke af and can't afford insulin).
... aahhhh..
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^ Who the fuck are you, bro? Thanks for the sitout, but no thanks, I can't be the boss of the underworld without having the most bans. Respect is everything, see? Myeh
Anyway, I got this idea for a haunted Halloween voice forum mafia game. Vocal input is recorded and then embedded into a post as usual (.ogg in audio tag), but players need to speak backwards.
To figure out how the things they want to say sound like when played backwards they need to record, reverse, and mimic it. ... I've tried this now, and it seems next to impo§ible. So nvm. Maybe once we invent and become fluent in a language which makes this easy, elegant and practical, as opposed to english which is horrible at it.
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United Kingdom30774 Posts
I don't actually hate your posting restriction thing :D
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On November 02 2016 19:52 N0 wrote: Idea for flavor-prioritized setup : Organ Mafia
Warning: macabre
A clandestine facility invites people from all over Liquidia, otherwise in top shape, to skip the waiting list on the organ transplant they're in dire need of. They claim to have discovered a safe, scientific method for preventing rejection.
A group of 15 people, each with unique organ specificity requirements, wind up playing forum mafia for the desired organs.
Apart from the roles, which get randomized, they receive posting restrictions that reflect upon an in-game implementation of the organs they desire, mimicking its function in the body.
Heart: has to post rhythmically / may not post at irregular, or rather irregularly changing intervals: May not cease to post for a long time, or pick up pace of posting unless gradually eased into that rhythm.
Lung: length of posts should increase gradually, and then decrease to a one-liner. Rinse repeat.
Liver: can regenerate on its own so nobody needs a liver transplant, dummy!
Kidney: may not post original content, just filter out posts they think are suspicious by paraphrasing them, accentuating their respective scumminess using first-person, sarcastic satire, other than to make FoS cases (adrenaline release).
Pancreas: digestive organ, hence has to give a news digest regarding reads thrice a dayphase. (the person is broke af and can't afford insulin).
... aahhhh..
Lol. Heart. Poor guy. Either posts 3 times a day or less, or doesn't work or sleep...
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