Mafia Hosting Queue - 2015

please put on the list:
Town of sissy heroes
Small mafia game for 14 or more players.
Spoiler :
Everyone in this town has some super (sissy) power. Like… changing color of a thumb at will, or speaking for 24 hours without any pause.
It is enough for some of them. But some town inhabitants want to develop real super powers. They believe, it could be accomplished by killing others and absorbing their magical energy.
In game terms: everyone has a special power. But, it is either very limited (e. g. one-use protection, that works only against some type of attack; spying that reveals if target did anything at night or not, but not what was done), or has some disadvantage (e.g. you can roleblock another person every even night, but if that person is attacked, you die together with him/her), or even not working at all (eg. ‘naive doctor’ – someone thinking he can protect others at night, but his protection does nothing) or working falsely (eg. ‘paranoid cop’, that scans everyone as guilty). Scum possibly have more potent powers. But maybe not. Or maybe their power will grow. There may be also others…
You can meet (and become) some really interesting characters here, including Crab-man, Human Flare, and Man with Very Interesting Biceps among others.
 
Please replace Breeland on the queue with a different game titled Vampire that is currently in the works. It will be a large game
 
Actually scratch that. Breeland is a balanced and finished setup. Vampire will take a while to balance and finish. Put Vampire at the end of the queue and restore Breeland to that place. Sorry about changing my mind like this.
 
ok, in that case remove Vampire. I need to change that setup a lot before its balanced anyways.
 
Spaceman - mind Pming me about that vampire setup? I've had some similar ideas in the past, might be able to help you with balancing, etc sometime.
 
please put me in the large game queque with "Tales form 13th Precint" - mix of traditional mafia game and Dethy game.
 
you can put me in for a small game (20 players)

JUMPING Mafia

Link to video.

Thematically people will be jumping animals of varying sizes. At the very least will have kangaroo mouse, rabbit, klipspringer (antelope), kangaroo*. Supposed to be lighthearted theme, but may impact the game. Strictly 1 scum team versus townies. See (1) and (2)

Design:

It will be a draft order game, like the pirate termite-themed or drink-themed "pick your poisons" (PYP). Which both of those were dope, and I have found myself enjoying games with player selection capabilities [and trying to host a good one]. The Pick your poison series is especially a strong and robust, in that it has worked well twice and I see nothing wrong with it.

(1) MORE PICK YOUR POISON ROUTE--POSSIBLY EXACTLY THE SAME AS PICK YOUR POISON:

I'm undecided on the exact nature of the draft. Since a motivation for me to host games is to exercise my creativity, I'd probably evaluate something sliggghttly different than the pick your poison draft. The most likely variant would be a system involving choosing your animal and a number(s) (pick your poison submitted two numbers, (X, Y)).

Some abilities may be restricted to certain animals in that case. Animal selection probably wouldn't get revealed then (draft order gets known in PYP games). So you'd know the draft order from the numbers, but not their animal. Just adds one more dimension to the draft.

For (1), it would be a completely "open" game mechanically. The mechanics are known and all the draft rules are explicit, as well as resultant draft order. Like the PYP games, but may restrict stuff by an animal selection (exactly who is what animal is unknown).

Draft may just follow the PYP though and I'll adjust some abilities from the PYP list (the second cfc PYP linked here, ninjacow's, expanded the catharsis PYP game in some abilities). That would just have a list of animals and animals would just be a theme and not relevant to the game, other than being cool.



(2) TO CONSIDER DIFFERENT THAN (1): JUMPING!

Basically making this up as I type or thought about <30 minutes.

I am ever-so-slightly considering making a game where the victory condition for the town would be a "total distance jumped". Hence the specific list above: smaller animals contribute less to the jump distance, but have abilities to compensate. Off top of my head, say the town has to jump X meters to "win", and a kangaroo jumps 5 meters per day and is vanilla, while the klipspringer jumps 4, while the kangaroo mouse and rabbit jump 3 but can have abilities. Appropriate balancing to occur that probably are unknown to the town (e.g. if more than 10 kangaroos, the mafia team get an extra night kill available for use). Abilities may be tied to jumping (e.g. one choice could be double the jump distance done by the selected target. Of course, mafia might count "negative" to the jump distance. Or, roleblocking entails "Breaking their legs" for the night/day).

Some sort of draft still implemented.

The distance jump would not be publically tracked until the victory condition is met (unless, someone had an ability to post the status or something). You shouldn't be able to "know" people's animals from "figuring it out" based on the jump distance.

Obviously if all mafia killed then the town gets to jump on to victory :)


(2.1) TO CONSIDER:

Because I like "night 0" mechanics I've done once before (give scum a choice for some benefit or trade off night 0) I might implement that. Fits with either game setup, but that overly complicates (1) and I would not do it.

Literally spitballing this idea as I type, but could do something like

"you have a choice:

(a)Choose one of your players. He now ignores protection/roleblocking. You also know how many animals of each there are

XOR

(b) have a one-time use ability break all kangaroo/rabbit legs on a night of your choosing. All rabbits are roleblocked that night, and kangaroos and rabbits cannot jump in the following day".

You can tell that setup (2) is something of a "shower thought" but I can get motivated to try to design it.
 
re jarrema:

I've never actually been in a game with it before (I think), but personally I don't really see a paranoid cop/naive doctor actually being too good in a small game.

Presumably small games have short timescales so, for instance, a paranoid cop probably just gets 1 lynch to occur and may get himself lynched. Naive doctor is fine but I dunno if players will be happy learning "oh you were a false doctor" in retrospect. Having something like 1 real doctor and 1 fake doctor can work though, but if it ends up being like 15 players that already limits role potential.


On my game:

also same train of thought applies to my proposed variant small game though, in terms of how small games can be really snowbally or don't actual last too long. Hard to fine-tune what the victory condition should be, as it should work out to be ~6-7 days. But how much potential is there *really* for the town eeks by on a 6 day win because of a jump versus just having the game run it's "natural course" and probably end by day 7, either with a scum win or a town win. The only exciting scenario is that, where the new mechanics "make a difference" so to speak (e.g. town win in a 2v2 scenario due to being "smart" with the mechanics).

The over-arching philosophy is to make scum "think" about their kills because of mechanics. But would have to be right as to not just be too difficult for the scum--they could lose "normally" OR by the new mechanic.

It'd be almost like putting a timer on the scum to figure out how to kill the town or else lose. Which is fine in design space, but may not be too fun for the scum. People tend to find being scum refreshing and just get to the killing.

And the game can be a blowout one way or the other as well (e.g. no scum caught-total scum victory, or dominant game by the town)
 
(2) is more interesting. Since the townies have an alternate victory condition, the jumping thing, maybe give the mafia an alternate victory path. I remember Impending Retribution had the standard eliminate enemies victories, but townies could also just get back to port and I know at least the rogues could form some superweapon.
 
Ninjaedit: moving it to different thread.

I thought about it some this morning, naturally you can tell my bias for wanting to get (2) to "work", and best solution off top of my head may be just a double draft.
 
You seem to be spending an awful lot of time &#8216;in the shower&#8217;, Mr. Kennigit.
 
Now I get to make takhisis seem like a crazy* person because I am removing that :p

*crazier
 
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