I think that 1)there should be more mafias and 2) the number of kill roles should stay the same.
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Discussion about Mafia
I believe that with the events and disputes of this last game, it is about time that everyone sat down and wrote out the normal detail rules of the game. This way we will know if anything deviates from the norm ahead of time.
Such detail rules as what happens when the Mayor is horse headed, this has never been written down but it has been carried out differently when the rare even happens.
Other things will be the situation of the bomb on the paranoid when the bomber is in office or has a paramedic assigned to them.
I remember from inquiring of BK about the game is that the horse head can get through the bodyguards and the paranoid, but she never said if it would be effective or not.
That is a really good idea niccea, but what if someone changes some of the roles.Then they must make sure that they are clear in their changes and answer questions in an timely fashion. Possibly make these questions and answers public so all can know what has been discussed.
I have this to say about installing new rules:
Regarding the paranoid, I say this, ANYONE who interacts with him, using a night actions will die, regardless if he's protected or not.
Night actions include:
A night hit (made by mafia, serial killer, vigilante or anyone else with a kill role)
A mad hatter, planting a bomb on him.
Paramedic choosing to protect him during the night.
Anything else that requires someone to interact with the paranoid during the night.
I also want it to be so that the paranoid doesn't know who he is. I don't approve that he knows because in 9 out of 10 times he informs the leadership and he's used as a tool against the mafia. I want him to be a wild card. If people are informed about whether or not a specific someone is a paranoid then everyone can simply circumvent him. If the paranoid becomes targeted by someone, his identity should be announced via the narration (in my opinion).
Regarding the horse head attack. It should cancel ALL powers that the individual has but you can't target those who is protected (via bodyguard or a paramedic).
You leave my monster mash idea alone! X3 But you would do it right if anyone could, curse you and your surprior writing capibilities!Oh? I meant with those words that I was interested in playing the game but if I received a green light from you to run it, then I'm more then happy to try.
I could settle with that rule PP. The problem if the horse head cancels the mayor role always would be that the godfather would just keep horseheading the mayor.
Also, there have been no horse head clues left. I know they were left in BK's game. I can't remember any others though.
Regarding the paranoid, I say this, ANYONE who interacts with him, using a night actions will die, regardless if he's protected or not.I dunno, that means the mafia has absolutely NO way of killing the paranoid. There's also no way for them to avoid him. The mafia's got it rough enough, without the paranoid being even worse. -.-
Night actions include:
A night hit (made by mafia, serial killer, vigilante or anyone else with a kill role)
A mad hatter, planting a bomb on him.
Paramedic choosing to protect him during the night.
Anything else that requires someone to interact with the paranoid during the night.
I also want it to be so that the paranoid doesn't know who he is. I don't approve that he knows because in 9 out of 10 times he informs the leadership and he's used as a tool against the mafia. I want him to be a wild card. If people are informed about whether or not a specific someone is a paranoid then everyone can simply circumvent him. If the paranoid becomes targeted by someone, his identity should be announced via the narration (in my opinion).
Regarding the horse head attack. It should cancel ALL powers that the individual has but you can't target those who is protected (via bodyguard or a paramedic).
I can't remember which, I think it was Niccea's game, but I think one time the horsehead power only cancelled actions that weren't reflex, like the veteran and paranoid would still have their powers, but they would still recieve the horsehead. Maybe there could be a humorous narrative where the paranoid smacks it away with a cricket bat. Yesssss….
Yeah, I remember that. Someone can correct if I'm wrong but the mafia has won most of the games that I've played even being crazy outnumbered (such as the current game). I would think a "paranoid" would know that they are the paranoid and it would impact the play because they would change their posting pattern based on it. For example, Hakoshen tried to draw mafia fire (thanks man) in the current game.
Yeah. That was my game, but I got that from BK.
It makes sense that the paranoid and the veteran are still capable of using their abilities even when targeted by a horse head.
However I don't see why it would be a problem that the horse head can cancel the powers that the mayor has. He can't be targeted with that attack unless he's lost both of his bodyguards. By then the mafia might as well kill him during the night instead.
Also. I don't understand why having the paranoid not knowing who he is, can make it more difficult for the mafia. In fact it should make it less difficult if anything. Having the paranoid role hidden will make him dangerous to the town as well, like I envision that his original purpose was. If the town knows who he is, they can navigate the paramedics around him and set up traps for the mafia like I did when I was the mayor.
Good point, it would make it harder for the townies since they could lose a paramedic to the paranoid when trying to protect a fellow "townie".
Also. I don't understand why having the paranoid not knowing who he is, can make it more difficult for the mafia. In fact it should make it less difficult if anything. Having the paranoid role hidden will make him dangerous to the town as well, like I envision that his original purpose was. If the town knows who he is, they can navigate the paramedics around him and set up traps for the mafia like I did when I was the mayor.
It makes sense that the paranoid and the veteran are still capable of using their abilities even when targeted by a horse head.But really, this game Hakoshen was too obvious.
However I don't see why it would be a problem that the horse head can cancel the powers that the mayor has. He can't be targeted with that attack unless he's lost both of his bodyguards. By then the mafia might as well kill him during the night instead.
Also. I don't understand why having the paranoid not knowing who he is, can make it more difficult for the mafia. In fact it should make it less difficult if anything. Having the paranoid role hidden will make him dangerous to the town as well, like I envision that his original purpose was. If the town knows who he is, they can navigate the paramedics around him and set up traps for the mafia like I did when I was the mayor.
"Hey guys, I'm the detective. Even though Niccea was releasing detective info before, I'm now doing it publicly for no reason! Paramedics are my only hope, please don't target me, mafia!"
X3 Too obvious.
But really, the mafia has it hard, there are so many dangers for them. It really does make it harder if they have no chance of finding them out…
XD. Hak asked if he could help. I told him he could release information. It wasn't meant to be a trap trap.
That is so not how it went! Me, offering to help anyone. The very notion is absurd!
But yeah, I couldn't have made it any more obvious. But hey, I wanted to live, as pointless as it was, and what better way to survive than by making sure everyone knew who you were? Had I said I was the paranoid, would anyone have believed me?
First off. Paramedics don't really protect townies for long. They protect the main roles. So by making the Paranoid a unknown varible your just making it less likly that the Medics well try to protect a townie.
As for the horse head. It should go past the bodyguards. In movies it always does somehow. I agree we might need to put a limit on it somehow. Maybe can't use it on the same player twice in a row. But to make so it dosn't effect the Mayor at all is like giving the mafia a dagger in a gun fight and then saying, "You know what, thats too powerful. Heres a butter knife instead."
Personally, I feel something needs to be done about the detectives power that lets him know how many mafia voted to lynch someone…
It's kind of a damned if you do damned if you don't situation for the mafia. If they do vote, they'll get found as suspects, if they don't, a large block of people will be proven innocent…
I dunno…Maybe a limit on how many times you can use it?…Or something…
A question just came up in my head that I have no good answer for. Once a villager has been turned into a monster, should he get to keep the defense he had so that he can have an advantage against that monster type if he's forced to fight one?
I.e. A player that has the werewolf defense is turned into vampire. He faces a Werewolf during the night. Normally both would die (unless he has a partner aiding him in the conflict but because of his silver pendant, he will kill the werewolf while he himself would survive.
If I'd implement this rule, then I have no idea how to resolve an issue where a vampire with a werewolf defense encounters two werewolves. He kills one of them but then dies himself? Also, what would happen if a zombie with vampire defense encounters a vampire with a zombie defense?
I myself am leaning towards saying that defensive items are discarded, once the player turns.
Well PP you can go one way or the other.
I'd prefer you keep it myself.
2 werewolfs((with no Vamp def)) vs 1 Vamp((with wolf def)) = first wolf dead and vamp dead.
zombie((with vamp def)) vs Vamp((with zombie def)) = no deaths just clues.
If 2 werewolfs attack one Vamp who has wolf def and one of the wolfs have vamp def I'd say if the wolf with def attaks before one without then both last wolf and vamp die.
If vamp with wolf protection attacks a wolf then wolf dies and vamp lives.
But then agian it is your game and your decission. Just throwing them out would make things a lot easier.
Hm… now that I think about it, I'm gonna include the protections after they die but reverse the effects. Monsters will not die during the fight unless the attacking monster is carrying a defense item.
Ok. Let me arrange the scenarios in a way that I understand them.
Vampire (with Wolf defense) vs Wolf (with Vampire defense) = both die.
Vampire (with Zombie defense) vs Wolf (with Vampire defense) = Wolf survives, Vampire dies.
Vampire (with Zombie defense) vs Wolf (with Zombie defense) = both survive.
1 Vampire (with Wolf defense) vs 2 Wolfs (both with Zombie defense) = 1 Wolf dies, 1 Wolf + Vampire survives
1 Vampire (with Wolf defense) vs 2 Wolfs (1 with Zombie defense and 1 with Vampire defense (or both with Vampire defense)) = 1 Wolf survives, 1 Wolf + Vampire dies
1 Vampire (with Zombie defense) vs 2 Wolfs (1 with Zombie defense and 1 with Vampire defense (or both with Vampire defense)) = Vampire dies, both Wolfs survive)
1 Vampire (with Zombie defense) vs 2 Wolfs (both with Zombie defense) = All survive
Monster Leaders can't be killed using this tactic. Only opposing Monster Leaders, Van Helsing or lynches can kill Monster Leaders.
This really makes the combat system more complicated but allows allot of tactic.
For example, two wolfs with separate defenses could team up to fight opposing monsters in order to maximize their chances of winning.
How many warnings do we have to give someone before they are barred from all games?I say three ones in a game, then the player will be killed off instantly in the game and is prohibited of signin up for the next three games.
We could always make "The Black List Of People Not Allowed To Play DDmafia Games" or "TBLOPNATPDG" for short….
Well, I don't know about you but as far as I'm concerned, Humorman is banned from this game.
Main reason: Posting http://www.drunkduck.com/community/view_topic.php?tid=49628&cid=243 as I'm running my game.
I don't care if people are gonna call me power hungry for this stunt but I don't care for his attitude at all.
In light of this game, I would like to put down a suggestion if this theme were to be picked up in the near future.
The biggest problem is that the smartest people seem to be picked first. The monsters and the hunters either want them on their side or out of the way.
The other thing is what arose at my death. Two rivals tried to turn me which ended up with me being killed rather than one or the other.
In light of both of these problems I think the turn and attack feature for the masters should be broken up.
The monster can either choose to turn or attack someone.
If they choose to turn another monster. Nothing will happen, and it will be noted as a failed hit. (Much like if they were guarded by a paramedic)
If the monster tries to attack a townie, they will be automatically turned (unless they have the correct anti-monster weapon)
If this strategy were to be applied, it would allow for the monsters to live longer rather than die off within a day.
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