Game VI. The bomb was defused.
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Discussion about Mafia
Mafia: The Legend of Townstonia
It was quiet in a little village in the country of Townstonia. Then the Forces of evil terrorized the villagers and caused the king to appoint a knight and a lord to restore order. The Forces of evil went into hiding until they saw an opportunity to strike.
YE OLDE VILLAGERS: aka Townies
Mayor=> Lord(1) elected
Witch Hunt: The Lord is able to pick one person to be lynched within an Hour of the first day ending. The Alchemist is unable to switch the person to be lynched with someone else.
In the Name of the King: The Lord's vote is also backed by the King so it holds twice the power(counts twice instead of once).
Blood sport: During the night the Lord can arrange two combatants to duel to the death. The winner is turned into a pincushion.
Meat sh- I mean My Noble Squires, Defend your Lord!: cannot be attacked or body switched while a squire is alive.
Pardoner=> Knight(1) elected
For My Lady's Favor: Can cancel two lynches during the game. If the Lord has declared a bloodsport and the Knight invokes his Lady's Favor, only one of them will be spared.
Librarian=> Scribe(1) The scribe is told the role of one villager and one villager only.
Detective=> Diviner(1)
Cure the Damned: the diviner can remove two curses during the game. If the power is used on a person who isn't cursed, it is wasted.
Message From the Gods: The diviner can ask what role a person is twice. The diviner can also ask if a person is connected to a crime. He can do only one a day though.
Paranoid=>The Crazy Mage(1)
Booby trapped: The Crazy Mage has his house booby trapped with a mess of magic traps guaranteed to blow the first person to bits that tries to open the door. The Crazy Mage has no idea who they really are due to a few too many magic mishaps.
Veteran=> Tracker(1)
Son, I've fought Dragons!: Due to being awesome and tough, the Tracker must be attacked twice before he can die. Lynchings still take only once though.
Paramedic/Vigilante=> Valkyrie(3)
You Shall Not Pass!: Valkyries can protect one person from one attack at night. they cannot protect each other though.
To Arms: Valkyries can kill on person a night, but not if they're protecting someone
Bodyguard=> Squire(2)These poor saps are your standard MK. I meat shield.
Townie=> serf(who ever is left over) After a hard day's lynching, they're easy pickings, but after a good night's sleep, the torches and pitch forks come out.
The Agents of EVIL: aka Mafia
Godfather=> Black Mage(1)
I Curse Thee: Can curse two people a game, but only one at a time and only at night. The curse takes until the end of the day cycle after the curse was placed to kill it's target. Curses cannot be switched after the night cycle has ended. Curses involve two narratives. Both point to the Black mage, but only the first gives a clue to the victim.
I was always good at illusions: Appears as a villager and cannot be attacked while in effect. he can still curse people though
I will make your life hell: Appears as the Black Mage and now has the ability to kill directly, but must choose whether to curse or kill in the night.
He's innocent, you can trust me: can cancel on lynch or Bloodsport. Spares everyone in the latter case.
Mad Hatter=> Alchemist(1)
Greek Fire: Can be placed on two people at once, but only one person can be targeted a night. They are activated when A ) the Alchemist chooses, or B ) when the Alchemist dies.
I don't like you: The Alchemist can switch one person with one who is going to be lynched. It can only be used once a game and Only one person will be switched when the Lord invokes a bloodsport and cannot be used on a witch hunt.
Mafia=> Fun sized death machines(3)wez keel stuf, but only once a night.
sociopaths
Psycho=> Agents of Chaos(2)We will water our new order with your blood. But we can only kill one of you each a night.
I would like to know what everyone thinks. I would like to try this if I get GM next game.
I just came up with a crazy idea. Something that might be appealing to the players but a headache to the GM.
Introducing Mafia: The X-treme version. (really would have fit in for Mafia X, don't you think?)
Normal game, townies vs mafia but with a twist. What is the twist, you ask? It's the fact that both day action and night action happens AT THE SAME TIME!!!
Allow me to explain. Every day, the GM receives both the day and night actions. At the end of the day the GM creates a narration that spans an entire 24 hour period. This will speed up the game considerably and at the expanse that the GM will have allot more work to deal with (although the time he needs to be doing it is effectively cut in half).
In layman's terms, the 24 hour period in the mafia world will now take 24 hours real time instead of 48.
There are few new rules.
Day actions always have priority over night actions.
What happens during the day will affect what happens during the night.
During the first day for example, the town votes to elect someone to office. Let's say that I start a campaign to become the mayor. If a mafia member sends in a night action stating that he wants to kill me and I turn out to win the election, the night action will be canceled, since I'd be protected by bodyguards. All day actions will always take place before night actions. In all other cases the actions will take place in first come, first served order. If I run this game I will make a list explaining which ability counts as a day action and which counts as a night action.
The detective, who used to be able to use his ability during every night and day cycle, will now be only able to use it every 24 hours. Basically, he can still use his ability every day but since that time period now spans both day and night he's become less powerful then he is today. The detective in the past was poorly used since people didn't seem to understand how to use him effectively. During the last couple of games that seems to have changed and now he's become much more potent in battling the mafia.
There are probably some other tweaks that I'll think about on the way but I want to see what you all think about this idea of mine.
I was thinking about a game where the roles are split up in such a way there every townie has some ability (limited or one-time use or whatever) so that everyone would have more fun with he game. Although, this would also be a pain for the gm :)I support this.
*pulls out a white board and starts scribbleing on it* I'm here to show you people, for your deliberation, some new roles that could be used.
Townies: little girl: no abilities until she (or he) dies (by night hit) at which point the killers name is yelled out and made public.
mafia: story teller:can plant red herrings pointing to someone in one of the night narratives.
3rd party: Implacable man: only serial but can't be killed or lynched until either the townie or mafia goal is completed or they complete the 1st part of their goal by killing the target the gm has chosen for them (the I,M is given a clue pointing to thier target (if the target is killed and not by the I,M , the I,M is given a new target and fresh clues) and gets another clue for each non-target kill) who my or may not know who he or she is. they can also kill once per night.
*what has been scribbled on the white board has nothing to do with what was just said*.
What counts as inactivity? If the person is actively posting but doesn't use his day or night actions (voting or killing) does he violate the inactivity rule?if the person has not posted on the thread or pq'd the GM in two days, then that should count as inactivity.
Agreed. Unless they specifically say something beforehand.
So what do we think of the inactivity penalty. I understand no mafia hits on the first night, but really. Waiting the whole bloody game is not strategy. I think that it shouldn't be limited to posting/voting, it should be with night actions too.
Cause let me tell you, if the god father hasn't been posting/voting, he should be gone by now.
It is either make an inactivity penalty or really allow for no lynches. We haven't had a game that allowed for that. The closest was in one of my games where I said, to maintain an active status, people could vote not to vote, but that doesn't mean that no lynch will be made.
I think the mafia might be a little underpowered. Just a tad. I mean once we stop voting townies into office the mafia's power drasticly decreased. I know I wouldn't want to be mafia now.It's not like we changed the rules. We've just become slightly more wiser about the standard mafia strategy. Comes with playing the game enough times. The mafia was consistently mopping the floor with the townies, several games in a row because they managed to get their members into office. It's easy for the mafia to win if they get handed a map labeled "weak spots of the town" and get charged with organizing the security of the town.
Banning townies from running is a player rule not an official rule. The mafia can still attempt to weasel their way in by choosing to ignore it. Many townies run every game despite this community rule.
I don't think the mafia is underpowered. If they were they wouldn't be winning the game that you're running right now.
I'm not for this inactivity penalty, especially since you're blaming this on the mafia from TFGM's game. We waited because we were being smart and it's not like we didn't do anything every night. Gullas killed the first two nights. I planted a bomb when no one attacked and the serial killer attacked those nights as well. Then we went full force and killed more.
Technically something happened every night. You know what came out of waiting? I managed to figure out everyone's role without Niccea having to tell me. I picked them out because I watched everyone closely, narrowing it down based on who you were all claiming as suspects. It's the best darn strategy we could think of when it's 4 Mafia against 20 something people. You know how difficult the chances of winning are at the point the player count goes over 20? Then when the serial killer decides to take the townies side as the second vigilante, all we could think was "Well we're pretty much screwed now."
At this point the townies are way over powered. Paranoid, vigilante, serial killer and lynching. That's more than the mafia can do. Adding the inactivity penalty just because they don't attack a couple of nights is just down right unfair.
Oh! And another thing. When a GM changes a rule on you even after you asked TWICE, it'd be nice to let people know.
I'd say that it's possible to circumvent the inactivity rule by posting on the game. That way you demonstrate that you're still in the game, even though you're not particularly active. The whole "no killings during a night" has been done before. Crocty and his agents did it during the first night of the reverse mafia game. It sure did wonders with to the paranoia in the town and they proved victorious in the long run.
But I agree. It is a boring strategy to watch.
I agree with TGFM and Kitty. The mafia have it rough. unless they can get one of their own into office, the game pretty much goes down the tube. I think that not attack is a valid strategy and that forcing the mafia to attack basically cuts out their legs. that's the reason I said that an inactive is someone who doesn't vote OR post in the forum. I also think that the standard mafia game formula is a little predictable. Sure I said that the tenth game should be an unthemed game. It's good to return to your roots, but I think that giving some ideas that seemed a little over powered a shot is also a good idea. Look at my idea for a themed game. I effectively have 10 kill roles and the godfather can kill someone without blowing his or her cover (admittedly they can only do it twice and it can be countered) I also have the lynch switch with the limitations of you can only use it on the mayor and pardoner after the bodyguards are dead. and you can only use it once and on one person. you also can't use it on an insta-lynch. I've only received one response for all these ideas and it was that the lynch switch was too powerful. It may be, but how will we know if it is never tried?
The problem with granting too many kill roles is that the game becomes far too short in addition to becoming to difficult for the town to win.
With an increased number of kill roles the town is faiced with:
a)Needing to lynch a larger number, requiring more days to do so.
b)Loosing more people on their side per night.
c)Requiring more people to outnumber the mafia (if we're playing the "mafia wins as soon as they outnumber townies" rule)
An early complaint in the game was that it was too hard for the mafia to win. That was fixed by increasing their number. In the end we had 6 kill roles, the game was over in 3 days and it was a devastating defeat for the town.
Last game (the dino game)may have looked unbalanced because it was such a one sided victory for the town but there were many factors that played in there. It featured a higly organized town vs inexperienced mafia players and lots of luck on the towns side.
Don't forget that the current game looks like it will end with a mafia victory.
P.S. I'm actually exited to try out the monster mash concept.
I'm actually exited to try out the monster mash concept.
You leave my monster mash idea alone! X3 But you would do it right if anyone could, curse you and your surprior writing capibilities!
I agree with Kitty, Salsa and PP posting should meet requirement activity. But I still feel mafia fight up hill battle. I guess only time will tell if it is unbalance. I wouldn't add another kill role or atleas another nightly kill role. I know Godfather has had the horse head power forever but when I was exploring other mafia games I kept finding a role called "Role Breaker." It was a mafia who's only power was to cancel a role's power for a night. Maybe if we took the godsfather's horse heads away and made a Role Breaker role? Or maybe add a Mad Apprentice? It would be like the Mad Hatter but could only lay one bomb, instead of the two? You could even say he couldn't detonate the bomb the next night. So a kill in every three nights. This could be chalked up to him like any other apprentice is nervious to show off his work to his master, so it takes time for him to work up the courige to show off his work.
Yeah, there are seven people that the town has to kill to win, but the town can kill four people per day/night cycle. I may eliminate one of the grunts and leave it at four mafia and two serial killers. As long as the Townies have at least one of there kill roles left, the mafia has to kill everyone, and let's face it, most of the time mafia have at least a fifty percent casualty rate anyway. I still wanna try it.
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