Mutual Killing Mafia

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Mutual Killing Mafia

Post Post #0 (ISO) » Thu Jun 16, 2016 3:36 pm

Post by Radical Rat »

This thread is for the discussion of an experimental Mafia game partially based on the Dangan Ronpa videogame series.

Essentially, all players are the same role, and no true "Mafia" exists. Every night each player has the choice to Track, Watch,
or
Kill another player. If a player is killed, the remaining players have only the next day to find the killer. If the killer is successfully lynched, the game continues. If the wrong lynch is made, the killer wins alone. In the event that multiple kills are submitted in a single night, one will be selected at random to be successful.

I'm unsure how to make this game work in a night with no kills, but here are the ideas I've had so far:
- All surviving players win, which I worry will remove the motivation to kill
- The night will not end until a kill is submitted, which makes deadlines meaningless and could cause players to lose interest in the game.

Would people be interested in a game like this?
Are there any better ideas on how to handle a no kill night?
Should players be given normal roles plus the kill instead of one-role-fits-all thing?
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Post Post #1 (ISO) » Thu Jun 16, 2016 3:42 pm

Post by BBmolla »

Seems like killing increases your chance of victory ten fold.
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Post Post #2 (ISO) » Thu Jun 16, 2016 5:07 pm

Post by Magua »

You seem to be vastly overestimating the probability of a killer being lynched the next Day. Were this a 9-player game (that started N0), that would be only a 1/7 chance.

Submitting a kill seems to be an optimal strategy. Not only is it highly likely most people would submit a kill, but even if someone was successful in Tracking a killer or Watching a victim, it still remains /highly/ likely that most people will submit a kill the next Night as well.
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Post Post #3 (ISO) » Fri Jun 17, 2016 1:38 am

Post by Randomnamechange »

In post 0, Radical Rat wrote: discussion of an Mafia game ... Dangan Ronpa videogame series.
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Someone should do a Dangan Ronpa UPick
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Post Post #4 (ISO) » Fri Jun 17, 2016 6:24 am

Post by Radical Rat »

In post 2, Magua wrote:You seem to be vastly overestimating the probability of a killer being lynched the next Day. Were this a 9-player game (that started N0), that would be only a 1/7 chance.
Perhaps this could be solved by adding an investigation phase, where players can act as motion detectors, receiving results as if this were performed during the previous night, but no kills could be performed. All failed kills would still be trackable/watchable, and would still trigger the motion detectors.

Players would then have to choose between using their more precise investigation abilities at night, and risking being seen and suspected, or using the motion detection and risking getting the wrong player.
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Post Post #5 (ISO) » Fri Jun 17, 2016 6:27 am

Post by Randomnamechange »

It's starting to sound not a huge amount like mafia. Might be better to run a Mish Mash adaption of the game?
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Post Post #6 (ISO) » Sun Jun 19, 2016 1:43 am

Post by Smithereens »

The premise of danganronpa was the myriad clues that inextricably linked one specific suspect to the crime. If you take this out you don't really have danganronpa anymore. However with this mechanic in you don't really have mafia, so it's not likely that you could formulate a danganronpa mechanic in mafia. They are just too incompatible.
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Post Post #7 (ISO) » Tue Jun 28, 2016 8:14 pm

Post by Nosferatu »

In post 0, Radical Rat wrote:This thread is for the discussion of an experimental Mafia game partially based on the Dangan Ronpa videogame series.

Essentially, all players are the same role, and no true "Mafia" exists. Every night each player has the choice to Track, Watch,
or
Kill another player. If a player is killed, the remaining players have only the next day to find the killer. If the killer is successfully lynched, the game continues. If the wrong lynch is made, the killer wins alone. In the event that multiple kills are submitted in a single night, one will be selected at random to be successful.

I'm unsure how to make this game work in a night with no kills, but here are the ideas I've had so far:
- All surviving players win, which I worry will remove the motivation to kill
- The night will not end until a kill is submitted, which makes deadlines meaningless and could cause players to lose interest in the game.

Would people be interested in a game like this?
Are there any better ideas on how to handle a no kill night?
Should players be given normal roles plus the kill instead of one-role-fits-all thing?
in danganronpa tho, multiple kills in one day occurred.
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Post Post #8 (ISO) » Wed Jun 29, 2016 12:47 am

Post by Airforce »

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Post Post #9 (ISO) » Wed Jun 29, 2016 2:34 pm

Post by Accountant »

If you want to do a DR mafia, just have the townies be the students. Take the pool of all students from both games and assign them to the townies. Mafia members are Junko and Mukuro, given fake claims out of the unused student names so they can survive massclaims.

Some options:
- Night restrictions(compulsive) or post restrictions are "school rules". Breaking school rules is punishable by execution.
- Custom player flavor for each lynch.
- As the game goes on, some players unlock new abilities due to new facilities being unlocked. Example: after the third night kill, Monokuma unlocks floor 3, which has a pool. Since the players now have access to a pool, Aoi Asahina, as the Ultimate Swimmer, gains a night ability.
- Plurality lynch: at the end of the deadline, those with the most votes are lynched, and no hammering is possible. Since in the original games everyone has to vote, you could make having a vote on someone by deadline a school rule.
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You must not imagine that for beings like you and us there can be laughter. The low men laugh, and we envy them. But for us, the higher ones, there is no laughter, only an unending vigil, purely serious, stretching on into the night.
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