MAFIA GUIDE; HOSTING, SUGGESTIONS, AND DISCUSSION
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yes, giving mafia an extra kill would be hilariously unbalanced unless the town was super powerful or the kill was in some way restricted. that would be such a big 'thing' though that, I think I would avoid putting a role like that in the game (there was a role that could give extra kills to people in BoF mafia xD but there was a caveat on it and I said that the game wasn't 'designed' with balance in mind) that game actually worked out pretty well though. it came down to 1 town, 1 scum, 1 sk, but also two town were modkilled.
Jeroen_Sol
Nothing reveals Humanity so well as the games it plays. A game of betrayal, where the most suspicious person is brutally murdered? How savage.
3885
In mafia of the Death Note, (almost) everyone also had a power. That game was a huge mess though, and severely favoured scum. It also didn't help it was the first game I ever hosted. I'd advice people who haven't hosted many games yet to stay away from role madness games like that.
Alright, I'll take your word for it.
I'd still like to try my hand in hosting a game down the line, though, maybe Dragon Quest themed. :P
Can I be added to the list?
I'd still like to try my hand in hosting a game down the line, though, maybe Dragon Quest themed. :P
Can I be added to the list?
author=Ratty524
Alright, I'll take your word for it.
I'd still like to try my hand in hosting a game down the line, though, maybe Dragon Quest themed. :P
Can I be added to the list?
What happened to pokemon themed? xD
author=Blobofgooauthor=Ratty524What happened to pokemon themed? xD
Alright, I'll take your word for it.
I'd still like to try my hand in hosting a game down the line, though, maybe Dragon Quest themed. :P
Can I be added to the list?
Just wanted to aim for a simpler concept. I'm going to brainstorm a draft of it soon for feedback.
My first game was role madness. I'd probably get rid of the revive roles and add some more variance (as there were doubles of roles) but it worked fine until the end where there where was a tie and I had to flip the coin to decide the win. ;w; I'm thinking I didn't kill someone when I should have, but it is what it is! The game worked out well overall.
In that game, the mafia had an extra kill which was pretty fun. They would ask town players if they wanted to join mafia, and if they said yes the mafia would kill them.
In that game, the mafia had an extra kill which was pretty fun. They would ask town players if they wanted to join mafia, and if they said yes the mafia would kill them.
Since what I have in mind is mostly going to be a pretty standard mafia, I'll only go into what I've got for roles with my game:
How is the minimum amount of players for sign-ups typically determined? I feel like for this I'd definitely need more than 12 or so players for this to work.
Winning Conditions:
Town wins when the Dragon Lord's Horde (Mafia) are dead; Mafia wins by out-numbering or killing off town.
Town Roles:
Villager - A vanilla town role with no special actions
Hero - Basically the Vigilante role. They have the ability to nightkill yet are aligned with town.
Priest - Standard protector role. They use the spell "Buff" during the night phase to protect another player from any night action.
Merchant - Standard seer role. They use "Peep" during the night phase to investigate other players to view their alignment.
Mafia Roles
Dragon Lord - They serve a the "lead mafia" for their team. They have no special powers, but if the Dragon Lord is killed in any way (lynch or nightkill), then the entire mafia loses.
Chimaera - Can cast "Snooze" which will cancel any night action (ideally those who have special roles).
Goodybag - Equivalent to framers/deceiver roles. They cast "Fuddle" on another player to convince them of witnessing false evidence that either supports or demeans another player.
Neutral Role
Manslayer - the serial killer of the game. They have no alignment and can choose to support either side by nightkilling.
Town wins when the Dragon Lord's Horde (Mafia) are dead; Mafia wins by out-numbering or killing off town.
Town Roles:
Villager - A vanilla town role with no special actions
Hero - Basically the Vigilante role. They have the ability to nightkill yet are aligned with town.
Priest - Standard protector role. They use the spell "Buff" during the night phase to protect another player from any night action.
Merchant - Standard seer role. They use "Peep" during the night phase to investigate other players to view their alignment.
Mafia Roles
Dragon Lord - They serve a the "lead mafia" for their team. They have no special powers, but if the Dragon Lord is killed in any way (lynch or nightkill), then the entire mafia loses.
Chimaera - Can cast "Snooze" which will cancel any night action (ideally those who have special roles).
Goodybag - Equivalent to framers/deceiver roles. They cast "Fuddle" on another player to convince them of witnessing false evidence that either supports or demeans another player.
Neutral Role
Manslayer - the serial killer of the game. They have no alignment and can choose to support either side by nightkilling.
How is the minimum amount of players for sign-ups typically determined? I feel like for this I'd definitely need more than 12 or so players for this to work.
author=Ratty524
Dragon Lord Mafia
How is the minimum amount of players for sign-ups typically determined? I feel like for this I'd definitely need more than 12 or so players for this to work.
First, that sounds awesome.
Secondly, I'd say go for at least 10, but it depends how many sign up! I usually aim for 13 and in Cheesecake I aimed for like 12 players and got like 15-16 so yeah.
I recommend making Dragon Lord immune to Nightkills. Or at least have multiple lives. Lynching would still work. This is just to avoid day 1-2 wins by a lucky SK or Vigi.
author=KloeThis was my beef with the butterspreader. I'm not sure why we looked into that stuff so heavily lol
Also won't people know the evidence is from the Goodybag, and therefore fake?
The difference is that the butterspreader was used to contact the neutrals to try and negotiate. In this case the role seems a bit more useless, unless there's a town equivalent (say a seer who can send their results to one person per night).
Yeah with 12 players 4 deaths your setup is probably going to result in an endgame situation by day 3 one way or the other. Also should keep in mind that 12 players 3 mafia is pretty damn heavily weighted in favor of scum to the point where town needs some serious firepower to match. And generally "firepower" would be investigation/protection not vigilante.
Anyway, I'm happy to run stuff through the sim for potential rules setups for more details. I'm also going to add some stats for standard deviation in game time -- that should provide a good measure of "swinginess."
Anyway, I'm happy to run stuff through the sim for potential rules setups for more details. I'm also going to add some stats for standard deviation in game time -- that should provide a good measure of "swinginess."
Sounds good Ratty,
Twelve ought to be enough since Town can get lucky with a random lynch or vigilante kill of Dragon Lord. But two vigilante characters can end it very quickly.
I put down ideas for my Golden Axe mafia in this fashion. Its light on roles and very beefy:
Twelve ought to be enough since Town can get lucky with a random lynch or vigilante kill of Dragon Lord. But two vigilante characters can end it very quickly.
I put down ideas for my Golden Axe mafia in this fashion. Its light on roles and very beefy:
Town:
Ax Battler is publicly revealed at the start of the first day. His only special power is that he wins in 1vs1 situation.
Gillius Thunderhead rides a giant called Goah. This can protect him from a nightkill once.
Dora is a centaur. She's is strong and fast. Can cast lightening at night, which would kill one of two players chosen by her.
Mafia:
Death Adder has an extra vote during day phases. This is thanks to Golden Axe. If killed, Golden Axe is given to a random player.
Keel -is a thief and mage. Can steal a role from a random player. He gets to know the role. If the player had a role, s/he displays as a vanilla townie now.
Panchos has three bombs (total). He can use them to prevent players from voting on the next day.
Items:
2 Gnomes appear every night. Two random players get a chance to hit them. If they succeed, they got protected from lightening for the night. The chance is 50%
Dinorider is given to a random player at the start. Then it's passed to another one on player's choice. While cruising, player can't be killed.
Ax Battler is publicly revealed at the start of the first day. His only special power is that he wins in 1vs1 situation.
Gillius Thunderhead rides a giant called Goah. This can protect him from a nightkill once.
Dora is a centaur. She's is strong and fast. Can cast lightening at night, which would kill one of two players chosen by her.
Mafia:
Death Adder has an extra vote during day phases. This is thanks to Golden Axe. If killed, Golden Axe is given to a random player.
Keel -is a thief and mage. Can steal a role from a random player. He gets to know the role. If the player had a role, s/he displays as a vanilla townie now.
Panchos has three bombs (total). He can use them to prevent players from voting on the next day.
Items:
2 Gnomes appear every night. Two random players get a chance to hit them. If they succeed, they got protected from lightening for the night. The chance is 50%
Dinorider is given to a random player at the start. Then it's passed to another one on player's choice. While cruising, player can't be killed.
Thanks guys, these are great points.
I agree with this. Maybe towards the endgame the Dragon Lord's immunity would break if the other two mafia are defeated. It would alleviate the issue of it being too quick of a game while also allowing town more options when the endgame hits, 'cause I imagine anyone playing vigi or SK to be frustrated if they've pinpointed the Dragon Lord but can't do anything about it during the night.
Yeah it just occurred to me that this was a loophole. I think allowing the Merchant to have similar, if not the same power (I like the "seer is allowed to reveal their investigation" idea) would help alleviate this.
Heck, maybe the two mafia powers should blend in with the town powers in this regard? This would create the confusion that'll keep this game exciting.
I'm also considering on making it possible for the Town Roles to communicate with each other, being more of an "anti-mafia" than just scattered roles by tradition. It could potentially create situations where town could misidentify the roles as mafia for helping each other too much, leading into an exciting game imo.
author=Blobofgoo
I recommend making Dragon Lord immune to Nightkills. Or at least have multiple lives. Lynching would still work. This is just to avoid day 1-2 wins by a lucky SK or Vigi.
I agree with this. Maybe towards the endgame the Dragon Lord's immunity would break if the other two mafia are defeated. It would alleviate the issue of it being too quick of a game while also allowing town more options when the endgame hits, 'cause I imagine anyone playing vigi or SK to be frustrated if they've pinpointed the Dragon Lord but can't do anything about it during the night.
author=Kloe
Also won't people know the evidence is from the Goodybag, and therefore fake?
Yeah it just occurred to me that this was a loophole. I think allowing the Merchant to have similar, if not the same power (I like the "seer is allowed to reveal their investigation" idea) would help alleviate this.
Heck, maybe the two mafia powers should blend in with the town powers in this regard? This would create the confusion that'll keep this game exciting.
I'm also considering on making it possible for the Town Roles to communicate with each other, being more of an "anti-mafia" than just scattered roles by tradition. It could potentially create situations where town could misidentify the roles as mafia for helping each other too much, leading into an exciting game imo.
author=Ratty524
Thanks guys, these are great points.
I'm also considering on making it possible for the Town Roles to communicate with each other, being more of an "anti-mafia" than just scattered roles by tradition. It could potentially create situations where town could misidentify the roles as mafia for helping each other too much, leading into an exciting game imo.
this would just lead to several town power roles confirmed each other instantly (huge advantage) unless the scumteam was present in the same doc, in which case, no one would use it.
Ax Battler is publicly revealed at the start of the first day. His only special power is that he wins in 1vs1 situation.
like, in terms of votes? Why would the scum ever let him live to endgame, the only time when this would be useful, if he's publically revealed?
also, ditch the gnomes imo. the lightning has enough rng attached to it.
Yeah, I should relate gnomes to something else or make the thunder less random.
It's kind of useless for Ax to be known, but Mafia would know anyway that the player is town and Ax is quite useless, so they would let him live for now, which can turn out bad for them in the end. It's a very luck based role.
It's kind of useless for Ax to be known, but Mafia would know anyway that the player is town and Ax is quite useless, so they would let him live for now, which can turn out bad for them in the end. It's a very luck based role.
They would kill him because he's confirmed town and couldn't be lynched. It's not like any of the other town power roles are particularly dangerous to the mafia. One of them will even stop their nk so there's no point in trying to aim for it.
The only thing that could stop scum from killing them n1 would be if the ax battler happened to start with the dinorider item, or if dinorider item being 'passed' resolves before the nightkill.
Also, re: keel, I'm not sure what 'stealing' a role means.
The only thing that could stop scum from killing them n1 would be if the ax battler happened to start with the dinorider item, or if dinorider item being 'passed' resolves before the nightkill.
Also, re: keel, I'm not sure what 'stealing' a role means.
Yeah...I'm seeing a whole lot of potential for disaster in your current setup. It looks to me that the steal ability coupled with the vote block really overpowers scum. Then there's Death Adder's extra vote. Mafia knows by default who town is. This gives them an advantage from the start, but add to that the ability to block votes, NK, getting an extra vote, and stealing town roles? Scum powers should definitely be nerfed in this set up.