Hey everyone, my first game as a mod is approaching the top of the mini normal queue and I'd like to get it reviewed to make sure everything runs smoothly. If you'd be willing to donate some of your time, please send me a PM.
Thanks in advance!
Many thanks to SpyreX, mykonian, and MichelSableheart for the reviews. Also thanks to Adel for putting in a good word for me!
Last edited by AlmasterGM on Tue Mar 02, 2010 6:25 am, edited 1 time in total.
Adel wrote:AlmasterGM sent me a very polite and professional PM asking for a review. Unfortunetly I don't have the time to do a review anymore.
I hope someone else helps him out!
AlmasterGM wrote:Hey everyone, my first game as a mod is approaching the top of the mini normal queue and I'd like to get it reviewed to make sure everything runs smoothly. If you'd be willing to donate some of your time, please send me a PM.
Thanks in advance!
If I still have any good karma left, I would like to use it to get him a good review.
Obviously I can't (and won't) mod this for a few months at the very least, but I've drafted a setup about which I would really appreciate hearing somebody's opinions on plausibility and balancing.
It's semi-open (partially based on random--my hope is that it could be played repeatedly), intended for large theme with a possibility of playing as a mini theme. Don't be surprised if it seems badly broken at first, but I hope that simply changing numbers and percentages can get that completely sorted out.
thanks mykonian
Last edited by bouncy.bouncy on Wed Mar 03, 2010 10:19 am, edited 1 time in total.
I think its time for me to run Star Control II, Part II.
Which means I'm probably going to need a couple reviewers/brainstormers - this isn't a finished product so there's going to be a lot of back and forth.
Budja wrote:Looking for a second reviewer and/or backup-mod for
Rapture Mafia
.
Large theme game based on the setting of Bioshock with a point-based purchasing system for powers using "ADAM".
Pretty much complete but needs to be checked for any issues that may have being missed.
Still need this ^.
Willing to cross-review for anyone if you like.
Thanks you Jahudo and Percy.
Last edited by Budja on Fri Mar 12, 2010 11:40 am, edited 1 time in total.
- Each player only has to play one day of the game, and one night. Then their children take over. It will be small numbers of roles but a large number of players. Want someone to look over this as it will probably be my next game.
and
Godmother Mafia
- Basically normal but with a town variation of the godfather, Still in the early days of planning
I could use someone to check over my upcoming mini-theme game's setup. The concept is (Almost) No Rules Mafia where many of the bog standard rules are taken away. For example, quoting the PM, talking about the game in public in MS, impersonating the mod, using fake accounts, talking in code, etc. is allowed although some with restrictions.
I anticipate a pretty good likelihood of a semi-breaking strategy occurring (giving one side a big leg up), but I think I've managed to mitigate the full-out breaking strategies.
Anyway, I could use a second set of eyes on the role setup itself. Let me know if you'd be willing.
Also, if this intrigues you, the game is full of pre-ins, but I'd love to put you on the queue to replace.
No, the set-up you run will be determined by the list-mod (currently Farside22). This means you will be running a set-up that has been guaranteed to be balanced
Nobody Special wrote:(Please don't laugh at the Newbie.)
In just under a month, I can Mod. I'm going to go into the Open games queue (primarily as it looks the least intimidating as far as set-up).
Question: If I'm running a standard, open-set-up game, does it need to be reviewed?
You may be thinking of the Mini Normal Queue, where you can come up with your own setup (within limits). Open Queue allows you to gain experience with the day-to-day work of modding without having to know how to design a setup from start to finish.
This has probably been suggested many times before, but anyway:
I'm wondering if it'd been an idea with about 3 mafia and let's say 5-6 townies. The mafia don't know each other, but can send PMs to the mod (possibly ONLY with "Kill: Person") which get redirected, filtered and paraphrased via the mod to the other scum buddies, in a way in which they can kill a person.
The interesting bits here, are of course:
1. Scum don't know if they're on the BW of a scum buddy.
2. Pro-town players can't look for teams, only individuals.
Seems terribly unbalanced 3-6 is super rough on town; it also on the mafia side can all come down to how the mod filters and paraphrases the messages. Mods shouldn't be influential on the game IMO.
Routine day with a dirt cheap brush
Then a week goes by and it goes untouched
Then two, then three, then a month
Then the rest of your life, you beat yourself up
Same problem as the all-SK games; looking for an individual anti-town member is HARD, without the buddying/bussing clues to look for. It tends to end up reducing to "Who would want to NK Joe?" and that's not really enough to work with. I fear it would be really random/tedious.
You might want to play with the numbers a bit more. The ratio doesn't really need to be much different from the numbers for a mountainous setup. But here's a way to resolve NK's without mod subjectivity or randomness:
One member of the mafia should be the 'godfather'. Before the game begins, (or each night) the godfather sends the mod an ordering of all the players. Each living mafia member sends in a "kill consent list" each night. The kill can only be made against a person who is on the lists of all mafia members. The mafia members aren't shown each others' lists. If on any given night, more than one player is on every mafia member's consent list, the earliest of those players on the ordering will be the one killed. If no player is on the kill consent list of every mafia member, there is no night kill.
The obvious strategy is for every mafia member to list all the other players besides themself, but then the mafia can't strategically choose their targets, for instance to eliminate town PR's or clearly innocent players.
Or let one of the mafia members decide the kill, but have it fail when they target a buddy.
But about those interesting bits: would this setup enhance or detract from the fun? I think most people on the site would say that looking for connections between people, etc. are what makes the game worth playing.
Just because a majority of a group of people decide it's okay doesn't mean it's not murder. - Cobblerfone
Mr. Flay wrote:Same problem as the all-SK games; looking for an individual anti-town member is HARD, without the buddying/bussing clues to look for. It tends to end up reducing to "Who would want to NK Joe?" and that's not really enough to work with. I fear it would be really random/tedious.
I've actually had more luck finding individuals than finding buddies. But my sample size is relatively small. And the individuals were part of informed groups, so the fact that they had buddies may have helped.
Just because a majority of a group of people decide it's okay doesn't mean it's not murder. - Cobblerfone
DarkLightA wrote:This has probably been suggested many times before, but anyway:
I'm wondering if it'd been an idea with about 3 mafia and let's say 5-6 townies. The mafia don't know each other, but can send PMs to the mod (possibly ONLY with "Kill: Person") which get redirected, filtered and paraphrased via the mod to the other scum buddies, in a way in which they can kill a person.
The interesting bits here, are of course:
1. Scum don't know if they're on the BW of a scum buddy.
2. Pro-town players can't look for teams, only individuals.
Would this work, or wouldn't it? Opinions?
-"DLA"
I think I've seen something similar suggested before, and no doubt the response would have been 'it isn't mafia, because it doesn't have an informed minority.' It feels quite shallow as a concept, though, and makes it more about how well you can survive. Attempting to signal you're mafia discretely seems like another layer, but when you don't know who the others are, you don't know if you're conveying this to a townie or a fellow mafia. It then becomes a risky tactic, potentially drawing suspicion to yourself, which goes against the whole survival thing.
(12 player mini theme based on Forgotten Realms series by R. A. Salvatore)
This is still in the initial stages, so there will be a lot of back and forth.
Please PM me if interested.
Edit: Thanks mykonian. If more people are interested, please PM.
How many people long for that "past, simpler, and better world," I wonder,
without ever recognizing the truth that perhaps it was they who were simpler and better,
and not the world about them?
Looking for review for a 12 mini theme based off of The Road. Knowledge of the book or movie would be preferred but beggars can't be choosers. I've wanted to do this ever since I found out I could mod a game. I have to mod an open first but I want to get a jump start on perfecting this one. Basically, its not happening for a long time, but I'd like to get it out there and start working on it now.
thank you in advance =)
EDIT: I have a rough setup drawn out already but need help with balance and such. Certain roles might need adjusted, etc.