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Discussion about Mafia
One thing that Nic did when GMing, that I thought was very helpful was list who was voted to lynch whom. That way it was clear if someone was talking smack… as in, oh, don't lynch person, they are clearly innocent and then voting to lynch the same person. That left a gaping hole in M4.
Okie dokie.:nod: Yeppers. I'll pick up with Day Two. Thanks again. Don't hesitate to send in junk though. The comic is now at 79 pages. 75 came and went rather quickly.
So is tomorrow when you pick up the comic again?
I agree with the NOT speeding up time thing. Times should be 100% fixed and imovable.
I also agree with GMT. It's totally neutral and easy to base off. All those other systems are a massive pain in the arse.
One thing that Nic did when GMing, that I thought was very helpful was list who was voted to lynch whom. That way it was clear if someone was talking smack… as in, oh, don't lynch person, they are clearly innocent and then voting to lynch the same person. That left a gaping hole in M4.If you think I did that with Blitz, think again. I voted solidly for PP until Harkovast kept PQing me about PP being innocent, and Crocty kept telling me in PQs that PP was innocent too, so I change my vote to myself and kept it there.
I don't know if Barron posted that on the final lynch, but I PQed it to him at least twice.
Hmm… GMT is neutral, sure, but another good candidate is the timezone that the Drunk Duck server is based at. If I read a post stating that lynching takes place at 5 and I see that the freshest post is posted at 3 then I know it's about 2 hours from then. Then again, I'd be all up for the GMT schedule for a selfish reasons because my country runs through that timezone.
But since I'm not in game anymore then I guess it doesn't matter for me that much.
Aughhh, nooo, I HATE DD time T_T
GMT is so obvious. It's listed on everyone's computer in the clock and it's super easy to work out
if you're +8 GMT like me you just take off 8 hours to work it out and it you're -5 or -8 GMT or whatever DD is you just ADD that number. That's all so easy.
I also think that, if possible, the narratives should be released at the same time in every game. (Of course I know it isn't always possible.) This would help the game transitions be easier. I remember going what the hell? When I saw Red's because all he said that narratives would be released at 4 in his time. He left no indicator as to the time.
I know that it sounds I am ragging on him a lot, but I rag on everyone equally.
Just so Red doesn't think I'm attacking him. I'll rate all the GMs of the past.
BK: Clues were too obvious. Surprise serial killer pissed me off.
Humorman: Took clues from what was said only. This was hard to to trace back because of the amount of pages the game gets in a day. Also used the same times, but changed the time zone. This confused me. I also didn't like how he carried out timing and didn't give the paranoid a chance to lash out if two people attacked him. By all rights I should have been dead in the game.
Mine: I can't count. I might have been a bit biased in actions in retrospect. But I couldn't have been too biased if I gave the Mafia the win. My narratives might have been insane. I don't know how my clues were because I knew what to look for.
Skool and I have been talking just a little bit. And I kinda agree with her on this one…damn my brain shutting down…let me try on this and just hack through my explaining.
It seems that some people are being disgruntled about some of the GMs. This disgruntlement does not occur usually until the narrative for the first day is released.
Now in the site I came from, potential GMs posted up their rules along with a sample of their narrative and some possible situations in the games. Then they were elected.
I don't think election needs to be necessary, but I think from this point on, GMs should post up samples of what scenarios would look like in the game. (Much like BK did in hers) this way, we know what we are getting into before we sign up.
Also I would recommend that new GMs should have at lease played two games before signing up (Not a problem right now really.)
Actually, I wasn't thinking of you… I fully believe you voted for yourself :) I just thought it was one of the things that Nic did that was helpful. We didn't even get a count… just the name of the person lynched!
I've only played the two games so I don't know how this was handled in M1 or 2.
Also, I agree with using GMT time. Or every GM can post times in EST, cause that's my timezone… ha. One of those.
I agree with the NOT speeding up time thing. Times should be 100% fixed and imovable.
I also agree with GMT. It's totally neutral and easy to base off. All those other systems are a massive pain in the arse.One thing that Nic did when GMing, that I thought was very helpful was list who was voted to lynch whom. That way it was clear if someone was talking smack… as in, oh, don't lynch person, they are clearly innocent and then voting to lynch the same person. That left a gaping hole in M4.If you think I did that with Blitz, think again. I voted solidly for PP until Harkovast kept PQing me about PP being innocent, and Crocty kept telling me in PQs that PP was innocent too, so I change my vote to myself and kept it there.
I don't know if Barron posted that on the final lynch, but I PQed it to him at least twice.
BK: Clues were too obvious. Surprise serial killer pissed me off.Clues are always obvious when you know who they point to. :P I remember thinking how lucky I was that noone got that sleep clue in Humorman's game.
Also a small suggestion: Change the name of the regular townies, and regular mafias. It's hard to explain your roles by saying "I'm townie" or "I'm mafia"…
And yeah, the paranoid needs to switch back, but I liked the role of the paranoid, maybe make a new role for Baron's version of the paranoid?
I think there was something else, but I can't say much without revealing stuff that isn't publicly known in the game.
The paranoid had the functional role of slowing the mafia down. The wouldn't lash out too much in fear of hitting the paranoid.
Barons description sounded like one of those creepy people that hang out in vans with listening equipment.
I mean BK literally quoted the Odyssey and any clue that pointed to me always had bread in it.
Was thinking of the mafia/townie thing too. I just couldn't think of a name. I think I could have said Mafia member in my game.
The paranoid had the functional role of slowing the mafia down. The wouldn't lash out too much in fear of hitting the paranoid.Yeah, that's the main reason I think the townies might have lost this game. I'm not saying it's impossible, but it'll be hard…6 kills in the same night, was it? D:
I mean BK literally quoted the Odyssey and any clue that pointed to me always had bread in it.
Was thinking of the mafia/townie thing too. I just couldn't think of a name. I think I could have said Mafia member in my game.
Okay, I didn't know the clues were that obvious…I didn't pay much attention to the first game narratives.
And yeah, I just said regular mafia member. But it just seems odd. Maybe civillian for normal townies, I'm clueless for the mafiosos, though…
Now, this was my first game and I've only briefly looked over the other ones (just the first page to look at the roles, really) and it seems like each progressive game starts by giving the mafia a slightly more advantage.
The first game had only 4 mobsters, where only 2 of them could kill (plus the bomber who autokills two people when he dies.) In addition there was the vigilante who could only kill twice.
The townies had a number of people who made life difficult for the mobsters like the detective who could conclusively prove someones guilt or innocence, paramedic who could prevent death and paranoid who killed anyone who approached him. Imagine if one of the murdering mobsters gets killed by the paranoid. It becomes impossible to stop him now because you needed two guys to co-ordinate an attack on him and they'd only have one left.
With so many obstacles it's easy to realize that the game is very, very difficult for anyone playing on the mob side.
Fast forward today.
As the game progresses we end up with more and more bad guys to worry about.
Now we have 5 mobster (six if we count the bad random) where 3 of them have killing powers + the mad bomber is still around. In addition, There's one rival who kills every 3 days and a zombie that bites every day but it takes 3 days for the victim to die from his wounds.
The vigilante can now kill every day and has done so indiscriminately with bad results. At least when he only had x many kills to pull of he was forced to think carefully before committing such acts instead of throwing a 20 sided die and just wing it.
The clues, that were considered too easy in the previous games, now contain red herrings to throw people off so that they're practically guarantied to start accusing the wrong person at the beginning of the game, while they're getting used to the style of the new GM.
As a result we have 8 dead in two days and none of the casualties were mobsters or alternative villains. It means that right now there are more bad guys running around then good and the mobster can still kill 3 times a night. I think it's become quite hopeless for the townies to win this one.
If the game is too one sided for one team it's ok to adjust the rules to make it more challenging but if you keep raising the bar each time, eventually you'll end up with the same problem you started with, only reversed.
The rival's killing is limited.Not really. The rival is kinda like the vigilante except he is prefers killing mobsters over townies. His end game goal is still the same as the mobsters.
Besides, the rival is on the townie's side.
Beside, the rival killed a townie last night.
And it's true, Niccea. The biggest advantage that the mob has is the fact that they know of each other and that they can co-ordinate their killings.
His end game goal is still the same as the mobsters.This is what I didn't like about baron's game, he made it way too confusing.
If the townies kill all mafia and the zombie, the townies win, and so does the rival.
I'm to understand the rival can only kill on the third night, and every other third night from then on.
:/ Unless Baron told you otherwise, the rival didn't kill.
And if Baron told you otherwise, he's changed the rules.
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