Mafia Hosting Queue - 2015

It's OK, man, everyone has needs.

To wit:
You can tell that setup (2) is something of a "shower thought" but I can get motivated to try to design it.
post #95
mmm, thinking about it quickly (again in the shower), I think the only reasonable logistical way to make a "fair" jump distance victory condition is to limit the animal slots available. Which then means that animals would be public. You can get a sense of "best case for town: every animal available gets picked for town, kills work out well from town perspective for first few nights" and choose a distance scaled to that.
post#98, 12 hours later
 
Small Game Queue
  • Role Madness, hosted by Visorslash
  • A Powerpuff Sleepover, hosted by Autolycus
  • Town of Sissy Heroes, hosted by Jarrema
  • Jumping Mafia, hosted by Kennigit
Someone want to host? I assume Visor doesn't want to host a small and large game at the same time.
 
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.
fair arguments. I will think about how I can introduce failable cop without him being paranoid or naive
 
New feature for the queue: when your game has progressed enough to where you feel it's ready to host, let me know (preferably in this thread), and I will mark it as "(READY)" in the queue. This way, when it's time to open sign-ups for a new game, we can quickly tell who should open sign-ups (the highest game on the queue which is ready). This also means that you can still hold your spot on the queue, even if your game isn't quite ready.

Since this was just implemented, I'll PM everyone on the queue, but in the future please remember to keep everyone informed of your game's progress here so that this system can work efficiently. :)
 
(Futuramafia will be hosted on the .org, and its spot has been changed to None Shall Pass 3.)

None Shall Pass 3 is ready.
 
My "town of sissy heroes" small game is ready.
Unfortunately, I am not. 21-23 september are days when very important event happens at my work, and now I have to prepare it (and then, attend).
I will be ready to open signups at 24 september, or later
 
My Breeland game is ready, but I am not. I'll have a very busy autumn quarter in university. I'll host during winter break, some time after December 18
 
League of Evil Two is still a ways away from being ready, and I, likewise, might not be ready either, at least not in the next month or so.
 
A Powerpuff Sleepover is ready, but I'd like to get someone else's take on one balance question. Game setup will be public, so it will not make them unable to play.
 
Ok, here's the structure:
15 players, no PMs, no role claims
3 scum, only ability is team night kill (and ability to communicate via QT)
3 Powerpuffs, only ability is know each other's identity and know SCUM's identity. Cannot PM
9 Ordinary Little Girls.
At start of game, scum have normal "Mafia" victory, everyone else has normal town. However, if at any time the majority of living PPs, or at end of day majority of voting PPs, are voting scum, then prior to the lynch, the PPs are branded bullies, and the OLGs switch teams, so scum and OLGs are now town, while PPs have "Mafia" victory, but still have no kill. I don't expect this to happen, it's just the mechanism to preclude PPs sitting on a scum as a bloc and effectively soft-claiming.

No role reveals on lynch.
The question is a) Do scum get to know PPs, and b) are PPs identified on night kills? I'm currently leaning towards yes on both.
 
Well if the PPs know who the scum are, they don't have to softclaim. One of them can hardclaim and list out all of the scum

(e.g. "Hello everyone! I'm a powerpuff and Spaceman, Askthepizzaguy and Autolycus are the scum! vote: Zack to prevent the bully condition from triggering!")

and then let the OLGs lynch them one by one while the PPs vote for random people.

I've tried to blance "town mole" setups where at least one townie knows who the scum are and its basically impossible as far as I can tell
 
oh wait, no role reveals on lynch. Hmm that adds an intresting dimension and could actualy work


If the scum know who the PPs are, they'll just kill them all in the first 3 nights.

Are you saying PPs should be identified on nightkill but not on lynch?
 
If they're identified on lynch, they can say "I'm Powerpuff and X, Y, and Z are the scum, lynch me to prove it."

The question is a) Do scum get to know PPs, and b) are PPs identified on night kills? I'm currently leaning towards yes on both.
I definitely say no to identification on nightkill. PPs being revealed leads to a situation where they claim like I did above and the scum can't kill them without condemning themselves.

If PP know the scum, I don't see why not let the scum know the PP. Again there's the problem of whether or not they should be killed for fear of confirming their story.

Maybe the scum can yakuza or something (kill themselves and convert townie to take their place) to get around the issue.
 
If scum know PPs there will be no living PPs after N3
 
What if a PP does

Hello everyone! I'm a powerpuff and Spaceman, Askthepizzaguy and Autolycus are the scum! vote: Zack to prevent the bully condition from triggering!
before they die. What do the scum do then? Killing them confirms it, even if they're not explicitly revealed as PP.
 
good point
 
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