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Hmm E: this doesn't bode well
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# ? Aug 1, 2015 00:08 |
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# ? Jun 5, 2024 06:02 |
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EXAKT Science posted:well that's not gonna do much good now that you've quoted it, is it? Dammit, I didn't even think of that.
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# ? Aug 1, 2015 00:09 |
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haha this thread is the worst part of high school right now
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# ? Aug 1, 2015 00:17 |
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can we do jesterchat instead of this crap? pls? i'll start. i think jesters are fun to play, but really stupid for everyone else in the game.
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# ? Aug 1, 2015 00:21 |
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Please delete page 109.
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# ? Aug 1, 2015 00:25 |
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EXAKT Science posted:can we do jesterchat instead of this crap? pls? so in an ideal world, a mafia game would have 11 jesters?
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# ? Aug 1, 2015 00:41 |
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merk posted:Please delete pages 109-110.
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# ? Aug 1, 2015 00:43 |
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I ran the math and we can't delete Page -1, busb.
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# ? Aug 1, 2015 00:45 |
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please delete taste
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# ? Aug 1, 2015 00:46 |
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and busb for fun
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# ? Aug 1, 2015 00:47 |
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virginity is a concept that only really matters if you are being saved for ritual sacrifice imo
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# ? Aug 1, 2015 00:49 |
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Ernie. posted:I ran the math and we can't delete Page -1, busb. if ctrl numpad minus worked in browser you can believe i would have en dashed that poo poo.
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# ? Aug 1, 2015 00:51 |
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busb posted:if ctrl numpad minus worked in browser you can believe i would have en dashed that poo poo. Well, allow me to solve this problem for you – it's all based on typing alt+0150.
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# ? Aug 1, 2015 00:53 |
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bowmore posted:virginity is a concept that only really matters if you are being saved for ritual sacrifice imo untrue, its also some wierd muslim thing
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# ? Aug 1, 2015 01:09 |
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Tremendous Taste posted:If you consider inter course to be the only way to have sex, I'd disagree Late to the party (and agree that it should end), but I feel like all of that was a discussion about language more than sex.
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# ? Aug 1, 2015 01:38 |
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what is in this thread i dont even know what is happening. what have you done tt New Topic: Has anyone ever had an idea for a Mafia role/set-ups but not been sure how to implement it? I was thinking about a possible cult fix recently, where the "Cult Leader" binds players to him without changing alignment. Instead of switching strategies mid-game, players instead find themselves in a suicide pact with the Cult Leader and need to ensure his survival to survive. The obvious issue is that players are encouraged to rat out their leader on D1 to prevent the leader from becoming too powerful. The only potential fixes I can see are either A.) a post restriction (which is dumb); or, B.) making it so that a Cult victory doesn't cause the town to lose (if we were talking flavor, maybe the Cult Leader can ascend to heaven). People might still be encouraged to confess to remove a potential headache. Also been thinking about a game based on a succession mechanic, in which all the players are randomized and assigned abilities based on their place in the ensuing list. The person at the top, the King, would act as a more powerful Jack-of-all-Trades, but have their position (and possibly actions) publicly announced in the thread, making them a massive target/focus of attention. Some roles would involve determining where a person sits in the line, or changing the laws of succession. EDIT: And while I'm here, I've thought a little bit about a game based on Mutually Assured Destruction. All players are X-shot unstoppable dayvigs with a certain delay on their kill. Until the vig reaches its target, other players can engage in actions or choose to retaliate with their own vigs. Overuse of vigs causes nuclear winter, in which all players lose. This number is hidden to prevent players from exploiting the mechanic. I have no idea how to balance such a game. EDIT 2: There's another set-up that I played around with in an Excel doc that is a "democratic" variant of the King idea above. Instead of being determined by the mod, players elect a "President" and "Prime Minister" on D1 to serve as their leaders. The pair become masons and secretly dole out power roles to the rest of the players. If the "President" or "Prime Minister" ever dies, the surviving player appoints a successor. The biggest problem with this set-up is preventing a scum President from leaking the entire power role list to their teammates without limiting communications. QuoProQuid fucked around with this message at 04:23 on Aug 1, 2015 |
# ? Aug 1, 2015 04:05 |
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Ernie. posted:so in an ideal world, a mafia game would have 11 jesters? Game of nothing but jesters, the kind that end the game if they get lynched. Bill it as World's Shortest Mafia, tell no one why.
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# ? Aug 1, 2015 04:06 |
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QuoProQuid posted:what is in this thread I just ran a game that involved a mechanic I really liked that I think fixed 11 player games, but it got completely ignored. 9 town (with some simple power roles) vs 2 scum who both have a NK. In mine they were a godfather and a ninja to counter the cop and watcher, but I think there are lots of options. I think this really makes 11 players viable cause right now you either have too few scum or too many.
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# ? Aug 1, 2015 04:08 |
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I made a game with a LP Jester. I was proud of that game.
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# ? Aug 1, 2015 04:11 |
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Lunatic Sledge posted:Game of nothing but jesters, the kind that end the game if they get lynched. Bill it as World's Shortest Mafia, tell no one why. I did something similar, a game with three jesters, each jester was also the target for 3 executioners. That was the whole game. E: All jesters would have been figured out too quick, if you're going to do a gimmick you need to twist it enough to stop players from figuring it out.
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# ? Aug 1, 2015 04:13 |
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Ernie. posted:haha The best/worst part about high school is being a teacher, which often does involve having to overhear those discussions so yeah I agree.
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# ? Aug 1, 2015 04:16 |
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Asiina posted:I just ran a game that involved a mechanic I really liked that I think fixed 11 player games, but it got completely ignored. That sounds like an interesting set-up and I would be interested in playing in it. How many days did your game last? Was it well-received by the players after the game ended?
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# ? Aug 1, 2015 04:16 |
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Here's an idea I had. A game with one deadline: the end of the game. After like two weeks or whatever the game ends, but there are no day night deadlines so the players have to actually hammer on their own time.
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# ? Aug 1, 2015 04:20 |
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Also I've been trying to work out this time travel based mafia game with no player elimination but there's some obvious hurdles here.
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# ? Aug 1, 2015 04:21 |
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QuoProQuid posted:That sounds like an interesting set-up and I would be interested in playing in it. How many days did your game last? Was it well-received by the players after the game ended? It lasted until Day 5 which was MYLO, which seemed like a good length. I think people were confused, but they didn't seem to dislike the mechanic. I'd definitely run it again as a semi-open setup by revealing the mechanic. I don't think it really hurts the scum team too much by having it out in the open.
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# ? Aug 1, 2015 04:23 |
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What makes 11 a lot better than 9? I always liked 9 because it is like starting in the middle of the game, and adds some urgency to it.
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# ? Aug 1, 2015 04:24 |
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MMM Whatchya Say posted:Here's an idea I had. A game with one deadline: the end of the game. After like two weeks or whatever the game ends, but there are no day night deadlines so the players have to actually hammer on their own time. I think that's an interesting idea as long as you as a moderator limited night to so many hours so scum couldn't just sit in night without acting to run out the clock.
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# ? Aug 1, 2015 04:24 |
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MMM Whatchya Say posted:Also I've been trying to work out this time travel based mafia game with no player elimination but there's some obvious hurdles here. Yeah, this would be cool. I've always thought a Time Travel based game could be fun if you made it flipless and had a bunch of resurrection and DeathCop roles. I imagine you could have a lot of fun with roles, giving players the ability to rewind back to a certain day or permanently erase other players from reality. Obviously a little different from what you are discussing, though!
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# ? Aug 1, 2015 04:26 |
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MMM Whatchya Say posted:Here's an idea I had. A game with one deadline: the end of the game. After like two weeks or whatever the game ends, but there are no day night deadlines so the players have to actually hammer on their own time. I do like this, but I would worry about participation without deadlines and how it might encourage quick bandwagon lynches. It would be worth an experiment.
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# ? Aug 1, 2015 04:26 |
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DuckHuntDog posted:What makes 11 a lot better than 9? I always liked 9 because it is like starting in the middle of the game, and adds some urgency to it. 11 typically isn't better than 9. 2 scum is too few and 3 scum is too many.
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# ? Aug 1, 2015 04:26 |
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Asiina posted:It lasted until Day 5 which was MYLO, which seemed like a good length. For the record, I liked the mechanic. It was a nice twist in a small game like that and it was unexpected.
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# ? Aug 1, 2015 04:27 |
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Asiina posted:I think that's an interesting idea as long as you as a moderator limited night to so many hours so scum couldn't just sit in night without acting to run out the clock. Yeah I figured night would automatically be set to be a certain length. Possibly every night phase would add that many hours to the end of game deadline. I'm not sure exactly. The point of this idea was to force players to hammer at times other than deadline rushes and to perhaps deal with the resulting late game time crunch, not to worry about lengthy nights.
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# ? Aug 1, 2015 04:28 |
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DuckHuntDog posted:I do like this, but I would worry about participation without deadlines and how it might encourage quick bandwagon lynches. It would be worth an experiment. Yeah I'd definitely play in it.
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# ? Aug 1, 2015 04:29 |
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I'd sign up for it too. Sounds fun.
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# ? Aug 1, 2015 04:29 |
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Asiina posted:11 typically isn't better than 9. 2 scum is too few and 3 scum is too many. I think I was just confused about why you brought it up since I always tried to design a game around numbers, but I guess it is just the reality now that you just have to work with what you get, and in that bind how to work around the problem of only 11 players. That and I just really like 9 player games.
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# ? Aug 1, 2015 04:30 |
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QuoProQuid posted:Yeah, this would be cool. I've always thought a Time Travel based game could be fun if you made it flipless and had a bunch of resurrection and DeathCop roles. I have a couple of time travel game ideas because I think it is a fun mechanic to try to jam into mafia, a game that should not ever have time travel in it. The main one is something where players can, instead of making an action one night, change the action they made on a previous night, or even set up an action for a future night. At the end of the game all the actions are processed and the end result is described. It's based on JJ's Wizard Battle game that you can probably buy somewhere.
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# ? Aug 1, 2015 04:34 |
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Anyway I guess I'll make a one deadline mafia this weekend when I get home.
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# ? Aug 1, 2015 04:35 |
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It might be cool to make an experimental game with both the hard game deadline and time travel. Even if it isn't balanced or doesn't quite work right, something like that could be fun.
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# ? Aug 1, 2015 04:36 |
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Lunatic Sledge posted:Game of nothing but jesters, the kind that end the game if they get lynched. Bill it as World's Shortest Mafia, tell no one why. yesss another suvatar MMM Whatchya Say posted:Here's an idea I had. A game with one deadline: the end of the game. After like two weeks or whatever the game ends, but there are no day night deadlines so the players have to actually hammer on their own time. I've done it. there is predictably a huge crunch in the final few days. sometimes they make it sometimes they don't.
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# ? Aug 1, 2015 04:36 |
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# ? Jun 5, 2024 06:02 |
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Rip in peace roddy piper
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# ? Aug 1, 2015 04:37 |