Mr. Flay wrote:It also could work because the Goons will drop some tells regarding the GF (think AITP).
Weird, but possible.
This is what I was thinking (also the whole goons are trying to stay alive thing is useful to remember.)
I'm valuing the godfather as roughly 1/2 a normal mafia member, and the town is fairly weak (remove the masons and the cop and the setup is pure vanilla which seems to favor scum.)
It's designed to be a weird setup.
I replaced into Chess Mafia for 6 months, and all I got was a win and this lousy sig.
I think it's very interesting and I would probably play it if it was run.
jdodge1019: hasjghsalghsakljghs is from vermont
jdodge1019: vermont is made of liberal freaks and cows
jdodge1019: he's not a liberal
jdodge1019: thus he is a cow
Thok wrote:I don't know whether this idea works or not, and it probably needs tweaking.
Quagmire's Revenge
2 Mafia Goons
1 Cop
7 Vanilla townies
2 Amnesiac Masons: One is the mafia Godfather (investigation immune), one is a protown mason, neither knows which is which. Mafia knows who the Godfather is, but can't talk to him at night. Masons know that each other is a mason, and can talk at night (but don't know their roles.)
It's probably necessary for the theme to work that the Amnesiac Godfather can't submit a night kill. I don't know if you want to be an amnesiac mason.
Edit: it occurs to me that masons need to stop being amnesiac once the goons die for the game to be playable. So that's going to be added in.
Hmm....what about a Goon being neighbors (unconfirmed masons) with a townie, and the cop is a "Talk Cop" who only learns if a player can talk to others at night.
If GF is not a neighbor, he replaces a townie. Death does not reveal if a Townie or the GF could night talk.
ADD: This probably steers it right out of Normal, but throw in the townies voting for the investigation target, votes for the cop ignored. Everyone does something at night!
Behold the power of my nameing skills! Heh heh. I'll see if I can think of a good way for this setup to work aswell.
When I joined this site, I was a software tester for mobile business applications and the song PokerFace was not yet written by Lady Gaga
Now I test lottery and gambling software as my job. It's funny how my life has turned out. Somewhere a Time Traveler is laughing madly
Ok I am no balance expert so feel free to shoot some holes in this as much as you want.
2 Mafia Goons
1 Cops
5 Vanilla townies with...
4 (2 sets of)
Anominous Amnesiac Neighbors
: Set 1 has GF and a townie, set 2 has two townies in it. They don't know who is who. They relay pms to each other through the mod or post under aliases on quick topic. I admit regulating this could be a bitch for the mod but since none of them knows they are the GF until all the mafia dies I doubt they'll be willing to use their real names anyway since they'd esentially be shooting themselves in the foot. Not sure if the mafia should be told who is involved in the neighbor group or not but the existance of multiple neighbors and them not knowing who each other is should regulate things somewhat. They can't claim and out each other for the win because they don't know who each other is 100% and they don't know if any of them are really scum. And having to figure out who your partner is can add to the fun while things will still come down to who is scum. Comments?
When I joined this site, I was a software tester for mobile business applications and the song PokerFace was not yet written by Lady Gaga
Now I test lottery and gambling software as my job. It's funny how my life has turned out. Somewhere a Time Traveler is laughing madly
Does the mafia know which one is the GF? Or does the kill against him fail?
"It's not a logical inconsistency. B can't be correct because then C would be, but it doesn't go the other way - there's nothing wrong with C being correct. Aside from Twomz saying otherwise." --Mith
...Not sure if the mafia should be told who is involved in the neighbor group or not but...
Mafia knowing who GF is, is debatable in my setup. Probably better they do know. The kill against him should probably fail otherwise I think.
The mafia knowing or finding out who the GF is can also add to the fun of the game because now the scum may need to change game plans. And having an aITP like element involved in the game would also be cool considering how scum connections are looked at both ways based on how and when players would need to distance and buddy up because alignments can change.
Last edited by PokerFace on Thu Jul 10, 2008 5:51 pm, edited 1 time in total.
When I joined this site, I was a software tester for mobile business applications and the song PokerFace was not yet written by Lady Gaga
Now I test lottery and gambling software as my job. It's funny how my life has turned out. Somewhere a Time Traveler is laughing madly
Question in MD came up of how to make a six player game. This seemed like it might be interesting:
Six or Half a Dozen wrote:2 maf
4 town
The mafia do not know eachother and each have a NK. But one of the two will auto kill their partner no matter who they target for NK. This effect is erased if one of the two mafia dies by either lynch or accidental crosskill.
PokerFace wrote:Ok I am no balance expert so feel free to shoot some holes in this as much as you want.
2 Mafia Goons
1 Cops
5 Vanilla townies with...
4 (2 sets of)
Anominous Amnesiac Neighbors
: Set 1 has GF and a townie, set 2 has two 2 townies in it. They don't know who is who. They relay pms to each other through the mod or post under aliases on quick topic. I admit regulating this could be a bitch for the mod but since none of them knows they are the GF until all the mafia dies I doubt they'll be willing to use their real names anyway since they'd esentially be shooting themselves in the foot. Not sure if the mafia should be told who is involved in the neighbor group or not but the existance of multiple neighbors and them not knowing who each other is should regulate things somewhat. They can't claim and out each other for the win because they don't know who each other is 100% and they don't know if any of them are really scum. And having to figure out who your partner is can add to the fun while things will still come down to who is scum. Comments?
Another negotiable element would be 2 sets versus 4 members of one. I don't know which would work better, but I still think the animous idea would be rather useful in solving a few things especially with number of masons factoring into that.
When I joined this site, I was a software tester for mobile business applications and the song PokerFace was not yet written by Lady Gaga
Now I test lottery and gambling software as my job. It's funny how my life has turned out. Somewhere a Time Traveler is laughing madly
shaft.ed wrote:Question in MD came up of how to make a six player game. This seemed like it might be interesting:
Six or Half a Dozen wrote:2 maf
4 town
The mafia do not know eachother and each have a NK. But one of the two will auto kill their partner no matter who they target for NK. This effect is erased if one of the two mafia dies by either lynch or accidental crosskill.
Do the town have any reason to lynch on D1?
Elapsam semel occasionem non ipse potest Iuppiter reprehendere
I have a doubt regarding Jester Mafia (1 Jester,2 Mafia,9 townies) ..
If Mafia are lynched day 1 and 2 and jester is not killed by then - does this mean he gets a auto victory since town will have to lynch him? Or do i end the game there saying town wins because mafia are dead?
ooba wrote:I have a doubt regarding Jester Mafia (1 Jester,2 Mafia,9 townies) ..
If Mafia are lynched day 1 and 2 and jester is not killed by then - does this mean he gets a auto victory since town will have to lynch him? Or do i end the game there saying town wins because mafia are dead?
Town wins, jester loses.
edit: And ensure the win conditions are explicit that this happens, eg town win condition is "You win when all Mafia are dead", jester win condition is "You win when you are lynched, and lose if you are nightkilled or all Mafia are dead and you are still alive".
[i]The hungry maw of Twilight snaps, but shall not have its fill,
Until one man hangs by his neck, by half this curs'd town's will[/i]
ooba wrote:I have a doubt regarding Jester Mafia (1 Jester,2 Mafia,9 townies) ..
If Mafia are lynched day 1 and 2 and jester is not killed by then - does this mean he gets a auto victory since town will have to lynch him? Or do i end the game there saying town wins because mafia are dead?
Town wins, jester loses.
edit: And ensure the win conditions are explicit that this happens, eg town win condition is "You win when all Mafia are dead", jester win condition is "You win when you are lynched, and lose if you are nightkilled or all Mafia are dead and you are still alive".
Lover Multiball and Baby Too Much Scum are going in now, to be followed by runs of the ever-popular Polygamists Mafia and Assassins in the Palace. Then we'll give those last two setups a rest for a while.
"When playing a game, the goal is to win, but it is the goal that is important, not the winning." -
Open set up, but players do not know night actions, only alignments. Each night the player sends a PM with a target to the Mod.
Players:
Role-switcher A
Role-switcher B
Role-switcher C
Vigilante
Serial Killer
Doctor
Role-Blocker
Nexus
Hider
Mafia Role-Blocker
Mafia Doctor
Impotent Mafia (Night ability does nothing)
Order of resolution of night actions:
1. Nexus
2. Role-Blockers
3. Role-Switchers
4. Hider
5. Doctors
6. Kills
I would recommend a day start, it's swingy (and dethy) enough without an extra night. Only people looking for a fun, and short, game should play.
(11:26:07 PM) thesheamuffin: I'm counting gurgi because I would probably make out with him if I were drunk enough