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Moonlight meanderer
Posted at

The problem with mules is that they break forum rules, which states that forum users are not allowed to have alternative accounts. I asked Ozone about it a long time ago and he himself is against it, even when used for jokes, since it has the habit of getting out of control quite fast.

I can see this becoming a problem if players start creating mules for paramedics, detectives, vigilantes and such.

A nice alternative for mules is that the sitting GM can relay messages from the Godfather or anyone else to the rest of the players through his narrations (that is, the player who wishes to say something, while keeping his identity secret can PQ the GM, asking to post his message into the next narration). The GM can then decide if he wants to give that player this privilege.

Niccea
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Posted at

A nice alternative for mules is that the sitting GM can relay messages from the Godfather or anyone else to the rest of the players through his narrations (that is, the player who wishes to say something, while keeping his identity secret can PQ the GM, asking to post his message into the next narration). The GM can then decide if he wants to give that player this privilege.

That is what BK and I did in Game I.

Zeph
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Posted at

I thought it was a real mule <_<… like packmules or something to go with the last game… now I feel dumb.

Mettaur
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Posted at

So did I Zeph, so did I. So don't feel dumb, lots of people make lots of mistakes, me more than most I know.

Posted at

I thought it was a real mule <_<… like packmules or something to go with the last game… now I feel dumb.
We tried packmules in the past but it didn't work out so great.

crocty
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Posted at

Well I don't know the situation, but I think they'd be nothing be trouble. That's really all there is to say on the matter.

Also because NO ONE GOT IT BECAUSE YOU ARE ALL LOSERS, here's what my goodbye post and picture was all about.



EDIT: BEST. PAGETOPPER. EVER.

Posted at

Another problem arrised in my game. Should in turning games should the turnies be able to betray their team? It goes agianst the spirit of turning games.

Posted at

I think it should be made illegal. It does go against the spirit and the game in general. If a team's only chance of success rests with recruiting people then having to factor in that some people may be pro-town despite their switch of side would make it a hard game to win.

Kroatz
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Meh, I don't really think it's a bad thing, I think that turned people should still have a mind of their own. I just think they have to think of the game in general. If turning on the person that recruited them makes the game more interesting and unpredictable they should do it.

Roku and Niccea made the game have a very unexpected turn, at least to me, and I don't really mind. It made the Narration, and the game in general, even more interesting.

Just…
Let's make one rule:
Don't turn on Kroatz.

Niccea
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The spirit of the mafia game is betrayal. It is full of back stabs and double cross. Why can a townie turn against the town, but a mobster not turn against the mafia? Also, all I did was vote for Kroatz (inevitable) and tell PP who was going to get hit (though roku did that). I did not reveal any of the mafia member.

Ozoneocean
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Posted at

Niccea is truly the most evil mafia player I've ever played with. Eviler even than Skoolmunkee!
Whoever recruited her in the first place should'a known ;)


That doublecross idea is pretty cool though.

Kroatz
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Posted at

yup, I never should have recruited her…
I don't mind though, I went out with a bang!

Posted at

The spirit of the mafia game is betrayal. It is full of back stabs and double cross. Why can a townie turn against the town, but a mobster not turn against the mafia? Also, all I did was vote for Kroatz (inevitable) and tell PP who was going to get hit (though roku did that). I did not reveal any of the mafia member.
I'm fine with mafia back stabbing mafia on a normal game. BUT THIS WAS A TURNING GAME! A game focused on the recruiting of minions. How would monster mash have turned out if after the first night all three of the monster recruits decided to still be pro town and make public knowledge their leaders' identity? Or if me and Waff had backstabbed Roku? How about if all the angels on PP's game had decided to join the demons? I for one will punish such behavior in any turning game I am GMing from now on.

Posted at

The spirit of the mafia game is betrayal. It is full of back stabs and double cross. Why can a townie turn against the town, but a mobster not turn against the mafia? Also, all I did was vote for Kroatz (inevitable) and tell PP who was going to get hit (though roku did that). I did not reveal any of the mafia member.
I'm fine with mafia back stabbing mafia on a normal game. BUT THIS WAS A TURNING GAME! A game focused on the recruiting of minions. How would monster mash have turned out if after the first night all three of the monster recruits decided to still be pro town and make public knowledge their leaders' identity? Or if me and Waff had backstabbed Roku? How about if all the angels on PP's game had decided to join the demons? I for one will punish such behavior in any turning game I am GMing from now on.
You're both right. The game should offer the possibility of betrayal but the threat of having your minions turning on you would make the game almost impossible for recruiters.

The game should forbid shared victories, unless rules specifically state so (like the neutral roles in the madness game (I guess I opened up a can of worms when I allowed Roku and Hark to share victory)). Players considering turning on their team should be made to understand that doing so will make them loose and thus they would loose as well. However, I don't think that players should be forbidden to do so. It would keep the group leaders on their toes and force them to put up some effort in managing their group (not that I'm claiming that Kroatz didn't manage his group). A friendly warning could be forwarded to group leaders that mistreating his allies could have dire consequences.

Kroatz
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Posted at

It would keep the group leaders on their toes and force them to put up some effort in managing their group.

Are you claiming I didn't try to…

(not that I'm claiming that Kroatz didn't manage his group)
Oh. nevermind.
Me and Salsa were really acting all strategic like, we had a plan that would've made sure not a single Mafia died… that was the best case scenario, the worst case scenario was kinda' what happened now.
I do congratulate everyone on how well played it all was, since the rules didn't specifically state that recruited players needed to follow the lead of their turner I should have taken this into concideration.
Rokulily is known for being trusted by everyone, that's why I recruited her in the first place. And then I fell for my own trap. I shouldn't have sacrificed ParkerFarker at the start of the game, he could've made the difference.

Mettaur
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Posted at

If ever you have to cut off someone for your strategy, make sure it isn't someone important. You should have gotten rid of a Hitman, not the Mad Hatter. Because the Mad Hatter can be very resourceful, very resourceful indeed!

Mettaur
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Posted at

Alright, if we need more stuff for the Comic, I've finally figured out how to hook up my camera to my computer, I can take pictures of the sketches I make of the Mafia Games in my spare time. This one was a bit difficult to make, teacher almost caught me once!


Then Same offered to fix it up for me, make it look smoother. This is how it turned out:



I have to say, I'm impressed he made such a good one at such a short amount of time since I sent my sketch.
And because he made me a picture for my game, I made one for him. Ladies (The few that are here) and Gentlemen (Not really, I ain't one either!), I present the full poster, of the Mafia Team from Mafia XXIII, Back To The Basics!

Mettaur
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Posted at

Are these going to be used, or we just having fun? Well, already having fun making these, but we going to use em?

Kroatz
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Posted at

Mafia: what's the most important aspect when picking a new game?
- An understandable game?
- A unique idea?
- The GM's ability to write?
- A theme?
- Who offers the most fanart and such?

I believe the ability to write is the most important. But what do you guys think?

Posted at

It depends on my mood. I usually think it's important that the applicant demonstrates that he's capable of managing a good game (Therefore I usually lean towards ex-GMs who ran a successful game and are applying to run again). Then I go through phases where I want to give the new guys a chance to try it out.

Writing a good narration is also important. If the applicant fails to put up an example narration during his application, I normally ignore it unless the applicant is an ex-GM. Understand though that skipping the example narration is something that I frown upon.

If the idea is real good then I am willing to listen. The grid system was kinda interesting, which worked in Randoms favor, although I'll admit that I was afraid that the idea might be too complex to pull off. On top of that, I was in my "give the rookie a chance" phase, during the last election.

Kroatz
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Posted at

Give the rookie a chance fase?
It was:
Me
Random
Mettaur
jninjashadow

All four rookies…
So yeah, you might have been in that fase but it didn't make any difference whatsoever did it..?

Posted at

So yeah, you might have been in that fase but it didn't make any difference whatsoever did it..?
True that, but count yourself lucky that I wasn't in my "I wanna run again" phase.

Posted at

Voting for yourself, being Product Placement, or being a GM who has done it before all gets you voted for it.

I wish I had the time to run but the show's coming up and as usual I can't be on at an exact time every night.

But all day I can…

No…actually got school now. Last day of vacation.

GM dreams will have to wait…and my brilliant plan for a game… >:D

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Moonlight meanderer

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