Traius' D&D themed mafia

traius

His own worst enemy
Joined
May 27, 2012
Messages
946
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.
 
Classes (Important note! Any class could be town, neutral or mafia, so don't read anything into someone being a 'thief' or a mage, except what is listed below of course):
Fighters:
Higher hp than other classes. Better arms and equipment. As such, can bodyguard and defend the best, and are second best at assassinating. Fighters can skulk-town.

Thieves:
They Can track, watch, assassinate and run away from a kill attempt much better than anyone else, and they are second best at role-blocking. Although they are good at assassinating, they are generally poor on defense against assassination (notable exception: the assassin is extremely good at defending against assassination!).
Also, there's a rumour going around that thieves can steal stuff :lol:

Mages:
Have access to spells. Lower hp then other classes, and poorer weapons. Made up for by having unique abilities (spells), which are usually offensive/combat oriented. Note that a power like "can cast lightning bolt" can be used on others at night or to defend the mage from attackers at night (but not both!). Due to spells, can make decent bodyguards/defenders of others or assassins. Works best with a team or a good fighter. Poor at other night-time tasks unless explicitly stated otherwise in role pm.

Bards:
A jack of all trades. Is in the middle for all standard night time abilities (watch, spy, bodyguard, defend, assassinate and run away) except for role-blocking, which they excel at.

Priests:
Solid Hp and arms (second best below fighter), which makes priests a respectable bodyguard or defender (better than thief/bard/townie) if no fighters are around. They also have a unique ability (spell) to boot.
The ability is usually defensive or healing in nature. Good priests cannot assassinate, neutral and evil priests can.

"Level-0's" (D&D term) Generic Townies:
These are the townies. People who use words like "carpenter" to describe themselves, instead of "fighter;" people who would rather be cobblers than thieves. In general, they are poor at all night-time activities, but there is always one night-time ability they have that is as good as anyones (the retired soldier can defend like a fighter, or the bartender can role-block like a bard etc) or two that they are decent at. They also always have a unique item pertaining to their chosen profession.

Professions:
These are the professions in town. Each has an item associated with it (and the townie role). Not every profession will be used, and some can be repeated anyway, so mafia can pretend to be these if they want.
Every profession has items associated with it, so if/when someone role-claims a profession, you should ask them what their item(s) is(are).

Armourer
Blacksmith
Carpenter
Cobbler
Farmer
Guard
Land-Owner
Lumberjack
Mill-worker
Minor Noble
Serf (as generic as it gets)
Soldier
Tavern Owner
Tavern Worker
Traveler
Veteran
Weaver

Special Professions (the power roles, more or less)
Investigator types:
There will always be at least 1 sheriff or investigator. I have a detection list pre-written. Both can detect SOME scum, but not all.
And of course, anyone can Watch or Track if they want

The full game will include more special professions, but don't want to divulge too much yet :)

Other things to know:
Cult may or may not happen, but is a possibility. Jester may or may not happen, but is a possibility. Both of these are in the list of all potential roles, but there are significantly more available roles than people,
so it is entirely possible and even quite likely that the game has neither.

Some host pms may include a line that can be revealed to everyone, at the player's discretion, which irrefutably proves something the player might claim. For example, any FAMOUS roles can reveal themselves to everyone, irrefutably.
An example case would be "Traius says: You're FAMOUS! Should you wish to, you can reveal yourself to be Elves Presley, the most famous singer of the Elven kingdoms. When you sing your classic hits, everyone knows its you! End."
Such a line will always be prefaced with "Traius says:" and will end with "End."
Any such lines can be used entirely at the player's discretion; that being said, if they do wish to use it, they must be used in their entirety.
Any fake uses of a "Traius says: ....End." will be punished with an instant WOG.
No items have such a description, so that you can't ask people to show their "Traius says:...End" line to prove the items they are holding.

Game design:
10 players
Number and makeup of scum not revealed before game, or even during game.
When factions are eliminated, this will be revealed to town.
Game can end day or night, as long as one of the major victory conditions is completed.
24 hour days. 24 hours nights, but potentially faster if I get the orders in quickly.
*Changed You can say whatever you want at night, but it is not without consequence at night*
Switching night orders annoys the host, so don't do it unless it is really important.
On day 1, lynching will require 50% of the vote minimum (5 for mini-games). After that, whoever has the most votes gets lynched.
Missing 2 votes will get you removed, though I would hope that wouldn't happen in a mini-game!

Major Victory Conditions always in play:
All mafia, cult and neutral-killers dead: Town Victory
Neutral killers dead, cult dead, more mafia than town alive: Mafia Victory

Potential others:
Get Lynched (Jester)
Cult is more than 50% of remaining population (note: MORE than, so 2/4 or 3/6 no win, 2/3 or 3/5 win) at day start.
More, but don't worry about them :)
 
Players:
1. Jarrema
2. johnhughthom
3. Mat93
4. Xenoneb
5. "Dr. Leo" Spaceman98
6. Classical Hero
7. EliteofWarMan8
8. TopSecret
9. BSmith1068
10. Visorslash

Game Full, barring any unexpected cancellations
Updated again from library. Game Will launch on Nov 22nd, when I return home to my now-fully-appreciated stable internet connection.
 
in :D
 
it's not very likely. and if anyone really thinks someone is a jester, these rules make it easier than ever to kill him at night. The goal is that if many mini-games are played, he might show up once. But he certainly wouldn't be a typical feature by any stretch.
 
Everyone can, but most people suck at it. And people who suck at it who find killers, often get themselves killed. The less your class is suited to something, the greater the risk to the player.
 
I'm ok with jesters, but only on the condition that their win does not end the game. In since I am dead in all other games
 
In!!!!
 
Went on vacation, expected internet access, but is only VERY spotty.
Am writing this from a public library terminal as we speak. Will postpone game until Nov 22nd.
Still looking for players though, and the next 2 to sign up will be in the game, in the order they appear. Sorry to the players expecting to get this going quickly, but I was told ahead of time that there would be internet :gripe:
 
ok, I can wait (I do not speak for others of course)
 
Welcome to Traius' D&D mafia experiment. Due to the ridiculous amounts of abilities in this game, expect it to not last very long (anyone can try and kill, and, barring the not-very-likely-to-succeed Run-Away action, every attempt ends with someone dying!). This game, frankly, is probably better suited for more players, but I need to prove I can host a game. If it is fun (for me, mostly), I'll try to turn it into a series.

You all live in a tiny hamlet, with only 10 households, known as Merriton. Though it is tiny, it features a number of professional types, and serves as a center for trade for the southern Great Plains of Ivalice. While it has long been prosperous, recent times have been tough. Ivalice was once the mightiest human Kingdom, led by a powerful dynasty of Dragonblood Kings, but the King has very recently perished of a wasting disease. This would be bad enough, but to make it even worse, a great curse was cast upon on the line, and there are no heirs to the throne. The land is in anarchy, and long-suppressed criminal elements are attempting to take over the land, first by cunning, and now by force. You were all quite certain that no criminal elements could exist in your tiny town, until the day the town crier proclaimed news of uncovering a mafia plot! Even then, it was still hard to believe, but when he turned up dead in the town square the next day, it was undeniable!

*THWACK*!
Traius was shot with a crossbow! He took 24 damage! Traius has been killed!

Traius' Role was:
Town Crier!
Hear ye, hear ye, I am dead!

With this new information, the town had no choice but to hold lynchings... errr.... trials, until they were certain all criminal elements had been removed from their town forever. Trade with the outside world would have to be suspended, so that the mafia could not flee or bolster their numbers. It is up to the 10 of you to find the mafia, and lynch them or assassinate them! All of you have a wide range of abilities, though some of you kind of suck at some or even most of them. You brave townies must choose what you think would be best for you and your town. Try and role-block the killer(s) even though it probably won't work? Run-away at the first sign of trouble? Take matters into your own hands, even though you've never killed anyone, and your enemies are known killers? They are all tough choices. But if you do nothing, you will all certainly perish!

DAY 1 HAS BEGUN! It will end at 12:01 AM on the 23rd EST.

[TIMER=11/23/2012 0:01 AM EST; Day Phase Over][/TIMER]

Today, lynching takes at least 5 votes. On any future days, whoever has the most votes is the lucky winner of one hangman's noose.
 
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