I was thinking about something that could be pretty cool a while ago and thought I would put this here for people to give their opinions on and give suggestions.
I'm thinking about designing an entire village of fictional people. This village would serve as the background of multiple mafia games.
Every person in this village is made public: name, alignment and role.
From all these people, I would then pick out a number of people and gather them in a mafia game. Nobody knows which people of this village are in the game.
Once a game finishes, the people who were killed are removed from the village and new people move in the village.
This could go on for a long time.
Anyway, you get the picture. Any thoughts on a game series like this?
"I think mafia is the only thing that makes me angrier than driving" - Cheetory6
In post 2, Majiffy wrote:I think a number of your ideas are conflicting, namely why would you reveal every person's role/name/alignment and then enforce anonymity?
It's not revealed which of the characters are actually in the game.
"I think mafia is the only thing that makes me angrier than driving" - Cheetory6
In post 1, Ether wrote:It just seems like a very broad semiopen where vanilla fakeclaims have a slight chance of getting countered. I'm not sure I get the point.
The point is that people can guess which roles might be in the game, based on who else is in it.
"I think mafia is the only thing that makes me angrier than driving" - Cheetory6
I believe the villagers are fictional; the players behind them don't know which villagers the others are playing.
But knowing which possible role-alignment combinations could exist in a game beforehand isn't that rare. Tacking names on has no impact except in cases where multiple people have the same role. And generally I think of counterclaims through failing to predict the mod as a bad thing.
It might be funny as flavor if the village consisted of, like, existing pop culture characters from lots of different settings that people already liked, maaaaaaybe. Making up 50 new characters and expecting players to care is probably not going to work as well as you'd think.
As I move my vote
Towards your wagon, town is taking note
It fills my head up and gets louder and
In post 5, Ether wrote:I believe the villagers are fictional; the players behind them don't know which villagers the others are playing.
But knowing which possible role-alignment combinations could exist in a game beforehand isn't that rare. Tacking names on has no impact except in cases where multiple people have the same role. And generally I think of counterclaims through failing to predict the mod as a bad thing.
It might be funny as flavor if the village consisted of, like, existing pop culture characters from lots of different settings that people already liked, maaaaaaybe. Making up 50 new characters and expecting players to care is probably not going to work as well as you'd think.
It has the potential to grow it's own mythos if the same VT keeps surviving or something. But if a mafia win means a full town wipe, the likelihood of that is quite low.
In post 5, Ether wrote:I believe the villagers are fictional; the players behind them don't know which villagers the others are playing.
But knowing which possible role-alignment combinations could exist in a game beforehand isn't that rare. Tacking names on has no impact except in cases where multiple people have the same role. And generally I think of counterclaims through failing to predict the mod as a bad thing.
It might be funny as flavor if the village consisted of, like, existing pop culture characters from lots of different settings that people already liked, maaaaaaybe. Making up 50 new characters and expecting players to care is probably not going to work as well as you'd think.
The pop culture mafia already exists in the form of You Could be Anybody Mafia.
I don't really get the point. Flavor is used to enhance the game of mafia. How is the game of mafia enhanced through this structure? If anything, I think it makes it less successful, because you get into a situation where scum claiming VTs can be counter-claimed unless you provide them with fake claims.
This seems like an overly complicated version of a semi-open, and I don't think it has any advantages over a more traditional semi-open setup or an open setup. Basically, all you're doing is providing a (large) list of roles that may be in the game.
this is actual a thing iwas planning on. i have this idea of making a series of games where the surviving "players" go further on in the story and the one who die do not and such
its acutaly a fun way to play the game cus we did this on my homestie and it worked quite well
In post 0, Radja wrote:I was thinking about something that could be pretty cool a while ago and thought I would put this here for people to give their opinions on and give suggestions.
I'm thinking about designing an entire village of fictional people. This village would serve as the background of multiple mafia games.
Every person in this village is made public: name, alignment and role.
From all these people, I would then pick out a number of people and gather them in a mafia game. Nobody knows which people of this village are in the game.
Once a game finishes, the people who were killed are removed from the village and new people move in the village.
This could go on for a long time.
Anyway, you get the picture. Any thoughts on a game series like this?
There have been a couple of "serial" games run on the site. I think I was even designing one with Drench one time that was set on an alien planet? The Gay Mafia games that UT & I run have similar "consistency" running throughout them. Mr. Flay ran the War in Heaven series, too, that featured consistent storytelling. I'm not sure anything has been done on such a mundane level, though.
While I think a few lynches may be affected by "legacy survival" in that certain roles or players are more highly desired and choices are based off of that, but I think in the end, most of the games will operate as a regular game. Some players may be more hesitant or intentionally act more scummy for survival purposes though, which will either balance things out or make things more frustrating. It brings up interesting questions to make it worth a try, but I'm unsure how long the novelty will last. Nightless games might work better for the situation to avoid the whole "act scummy to not get nightkilled" strategy.