Mini-Game
Meant to put that in the title, but I'll put there first at least so everyone knows I'm not jumping the large game queue.
D&D Mafia
The theme is D&D. There are items, stats and HP. The specific items, stats and HP will be handled by the host, but the player will be given a basic idea of their character's stats and equipment. To try and make it more D&D-like, there are many actions that anyone may make on a given night; that being said, your role might not be very good at some actions.
Night-time activities:
The following activities can be performed by anyone, any night. Only one such activity may be performed.
Defend self: The default. This is assumed to be the action if no actions are stated. Everyone has 1 night where they can defend extra well, though extra well is unlikely to make any difference for most townies.
Defend others: Bodyguard. Since everyone can do it, this can allow many townies to occupy the same location, which can be very dangerous for untrained assassins! Fighter types and assassin-types can still take 2 untrained townies though, and WILL do so if able. Ie everyone hiding in the same house might be safety in numbers... or many townies dying from a single attack (so untrained people should use bodyguard with caution!). In scenarios Where A goes to defend B and B goes to defend C and C goes to defend D.... they all end up in one house. Defending someone on run-away will leave you fighting alone.
Watch: Watch others' homes. Works more or less the same as normal mafia. Thief-types will never be caught watching, and bard types will rarely be caught watching, but others run the risk of getting noticed and subsequently eluded or killed. Thieves also get bonus chance of eluding if they are the target of being watched, as do people who are "running-away" that night. *Changed since game start, though on Day 1; killers now _usually_ kill watchers/trackers that they notice, rather than _always_, and now sometimes _Elude_ as well. Otherwise eluding would prove town affiliation.
Track: Track allows you to follow others. You can see where they go at night, and whether they return home. Tracking a tracker can happen, and can get the tracker even more info then they would have expected (ie A tracks B, but B left that night to track C! So A learns B + C's movements. Not super likely, especially given chance to elude people, but possible).
Run-away: You don't care about putting up a fight or doing any damage to your attacker before you die. If there's any chance that running from the assassin means living another day, that's the option you're taking. This also makes you paranoid of others, and you can elude watch and track as well (sometimes). This stacks with thieves' normal ability to elude watch and track. Run-away works extra well if there is someone defending the runner (at least from the perspective of the runner!); again, this stacks with thief bonus. As a warning, run-away is not very effective generally.
Role-block: Untrained: Not very likely, but definitely not impossible.
Good-looking townie: Often works
Thief: Fairly dependable chance to role-block * This will be changed for any future games. Thieves are good at too many things.
Bard: Essentially guaranteed
Ignoring the cases where someone targeted you for assassination that night, role-blocking will only lead to your own death in extreme situations. Role-blocking a killer is usually perfectly safe (despite the fact this probably sounds like sarcasm, its not supposed to be).
Assassinate: Get out there and kill somebody! Your chance to assassinate is a mix of your hp, weapon(s) (if any), armour (if any), and whether you have any spells that make things go boom. Are you a retired soldier who thinks that the guy claiming to be a sheriff if working for the mob? Now's your chance to exact some vengeance!
Special Abilities everyone should be aware of:
Skulk Town: Fighters can skulk town, which is kind of like defend town. They get a chance to intercept anyone who triggered a "run-away." This can lead to early interceptions of mafia/killer types chasing victims... or to intercepting the sheriff investigating a paranoid citizen. Both end in combat.
Steal: Thieves, whether townie mafia or neutral, can rob houses and take people's items. These items can then be anonymously sold for gold (thieves pm host their intent to sell, and host posts the items for sale, so the thief is not revealed-- though it obviously DOES reveal that a thief EXISTS, but that is an inherent risk the thief may have to take). Items are then bid on by anyone. The selling of items aids the thief... but it won't be revealed here how.
Rob the dead: Not really a night action per se, as it requires no input on the player's part, but it is assumed that anytime someone assassinates someone, or has someone die in their
homes (on defense, say), they take their stuff. Rob from the dead and give to me!
*This will probably be changed in future games to "If they die in your house" exclusively. As far as I can tell, as it is stands, only a neutral thief would really consider stealing. A good thief wouldn't want to hurt town, but if he had a suspicion someone was mafia he would probably just kill them, and a mafia thief would just kill rather than steal, every night, and still get the items. I'll still let it play out this game though, and see what happens.
Meant to put that in the title, but I'll put there first at least so everyone knows I'm not jumping the large game queue.
D&D Mafia
The theme is D&D. There are items, stats and HP. The specific items, stats and HP will be handled by the host, but the player will be given a basic idea of their character's stats and equipment. To try and make it more D&D-like, there are many actions that anyone may make on a given night; that being said, your role might not be very good at some actions.
Night-time activities:
The following activities can be performed by anyone, any night. Only one such activity may be performed.
Defend self: The default. This is assumed to be the action if no actions are stated. Everyone has 1 night where they can defend extra well, though extra well is unlikely to make any difference for most townies.
Defend others: Bodyguard. Since everyone can do it, this can allow many townies to occupy the same location, which can be very dangerous for untrained assassins! Fighter types and assassin-types can still take 2 untrained townies though, and WILL do so if able. Ie everyone hiding in the same house might be safety in numbers... or many townies dying from a single attack (so untrained people should use bodyguard with caution!). In scenarios Where A goes to defend B and B goes to defend C and C goes to defend D.... they all end up in one house. Defending someone on run-away will leave you fighting alone.
Watch: Watch others' homes. Works more or less the same as normal mafia. Thief-types will never be caught watching, and bard types will rarely be caught watching, but others run the risk of getting noticed and subsequently eluded or killed. Thieves also get bonus chance of eluding if they are the target of being watched, as do people who are "running-away" that night. *Changed since game start, though on Day 1; killers now _usually_ kill watchers/trackers that they notice, rather than _always_, and now sometimes _Elude_ as well. Otherwise eluding would prove town affiliation.
Track: Track allows you to follow others. You can see where they go at night, and whether they return home. Tracking a tracker can happen, and can get the tracker even more info then they would have expected (ie A tracks B, but B left that night to track C! So A learns B + C's movements. Not super likely, especially given chance to elude people, but possible).
Run-away: You don't care about putting up a fight or doing any damage to your attacker before you die. If there's any chance that running from the assassin means living another day, that's the option you're taking. This also makes you paranoid of others, and you can elude watch and track as well (sometimes). This stacks with thieves' normal ability to elude watch and track. Run-away works extra well if there is someone defending the runner (at least from the perspective of the runner!); again, this stacks with thief bonus. As a warning, run-away is not very effective generally.
Role-block: Untrained: Not very likely, but definitely not impossible.
Good-looking townie: Often works
Thief: Fairly dependable chance to role-block * This will be changed for any future games. Thieves are good at too many things.
Bard: Essentially guaranteed
Ignoring the cases where someone targeted you for assassination that night, role-blocking will only lead to your own death in extreme situations. Role-blocking a killer is usually perfectly safe (despite the fact this probably sounds like sarcasm, its not supposed to be).
Assassinate: Get out there and kill somebody! Your chance to assassinate is a mix of your hp, weapon(s) (if any), armour (if any), and whether you have any spells that make things go boom. Are you a retired soldier who thinks that the guy claiming to be a sheriff if working for the mob? Now's your chance to exact some vengeance!
Special Abilities everyone should be aware of:
Skulk Town: Fighters can skulk town, which is kind of like defend town. They get a chance to intercept anyone who triggered a "run-away." This can lead to early interceptions of mafia/killer types chasing victims... or to intercepting the sheriff investigating a paranoid citizen. Both end in combat.
Steal: Thieves, whether townie mafia or neutral, can rob houses and take people's items. These items can then be anonymously sold for gold (thieves pm host their intent to sell, and host posts the items for sale, so the thief is not revealed-- though it obviously DOES reveal that a thief EXISTS, but that is an inherent risk the thief may have to take). Items are then bid on by anyone. The selling of items aids the thief... but it won't be revealed here how.
Rob the dead: Not really a night action per se, as it requires no input on the player's part, but it is assumed that anytime someone assassinates someone, or has someone die in their
homes (on defense, say), they take their stuff. Rob from the dead and give to me!
*This will probably be changed in future games to "If they die in your house" exclusively. As far as I can tell, as it is stands, only a neutral thief would really consider stealing. A good thief wouldn't want to hurt town, but if he had a suspicion someone was mafia he would probably just kill them, and a mafia thief would just kill rather than steal, every night, and still get the items. I'll still let it play out this game though, and see what happens.