If a Doc and a BG protect each other, neither dies. This is the only logical conclusion that makes sense.
This is also why you can't put an unconditional Doc and unconditional BG in the same game on the same side.
I would go so far as to say that, if a player is town in that game, and both of these roles claim as such, said town player should not believe both claims. It is just extremely unbalancing when there are two roles that the mafia can't kill.
As a further/tangential argument, if that game setup ends with those 2 townies vs. 2 mafia, the game should be a draw.
2011: Best Mafia Performance (Individual) - Best Newcomer
2012: Best (False?) Role Claim - Worst Town Performance (Group) - Best Mafia Performance (Group) - Best SK Performance - Best Overall Player
2013: Best Non-SK Neutral Performance
2014: Best Town Performance (Individual) - Best Town Performance (Group) - Most Interesting Role - Best Game - Best Overall Player
2015: Worst Mafia Performance (Group) - Best Read
2016: Best Town Performance (Group) - Best Town Player - Best Overall Player
...at which point the bodyguard is injured and the doctor can help.
But the doc didn't protect the BG in the situation we were discussing. -We were talking about if both protected a third party, whose ability would stop it. And I think BG makes more sense.
And I agree with Cyan. The way those abilities are worded, they should definitely be able to save each other, no matter which is targeted with a kill. It's just up to you and your reviewer to make sure that doesn't break the game.
But the doc didn't protect the BG in the situation we were discussing. -We were talking about if both protected a third party, whose ability would stop it. And I think BG makes more sense.
And I agree with Cyan. The way those abilities are worded, they should definitely be able to save each other, no matter which is targeted with a kill. It's just up to you and your reviewer to make sure that doesn't break the game.
Since I subscribe to Natural Action Resolution in all my games, in the situation of a Doc and a BG targeting the same person, The BG would die, as in effect Guard is just a triggered redirect action when the target is hit with a kill.
Detailed Logic:
Actions submitted:
Player A (mafia) Kills Player D
Player B (Doc) protects Player D
Player C (Bodyguard) Guards Player D
Player D (Townie) No action
By NAR, the kill has to be applied last, as it is modified by both Player B's and Player C's actions (Golden Rule).
Since I am using NAR, and both B's and C's action modify the same action type, (the kill) I now go to the resolution order. Since Guard is a self redirect when the kill is applied to the target, it get's priority to resolve first, and thus the kill is indeed redirected to BG, resulting in his death.
Since I subscribe to Natural Action Resolution in all my games, in the situation of a Doc and a BG targeting the same person, The BG would die, as in effect Guard is just a triggered redirect action when the target is hit with a kill.
Detailed Logic:
Actions submitted:
Player A (mafia) Kills Player D
Player B (Doc) protects Player D
Player C (Bodyguard) Guards Player D
Player D (Townie) No action
By NAR, the kill has to be applied last, as it is modified by both Player B's and Player C's actions (Golden Rule).
Since I am using NAR, and both B's and C's action modify the same action type, (the kill) I now go to the resolution order. Since Guard is a self redirect when the kill is applied to the target, it get's priority to resolve first, and thus the kill is indeed redirected to BG, resulting in his death.
Well Xylbot's resolver is based off of this theory. Xylbot actually subdivides each category even further than the base NAR list. But yes, Xylbot uses NAR for the most part to resolve paradoxes. Thus why a morph into a Kill-Immune Townie will stop a kill, or my all time favorite, figuring out where a twin loop will end (Yes, the bot has been known to throw out three twins who are all twins to each other.)
So I have an idea for a setup that revolves around a mid-low powered scum team vs a high powered town team, but each townie has a condition they have to meet each Day. If they don't meet it, then they will auto-suicide.
Thoughts? I'm worried it might become too unfun or really swingy.
2011: Best Mafia Performance (Individual) - Best Newcomer
2012: Best (False?) Role Claim - Worst Town Performance (Group) - Best Mafia Performance (Group) - Best SK Performance - Best Overall Player
2013: Best Non-SK Neutral Performance
2014: Best Town Performance (Individual) - Best Town Performance (Group) - Most Interesting Role - Best Game - Best Overall Player
2015: Worst Mafia Performance (Group) - Best Read
2016: Best Town Performance (Group) - Best Town Player - Best Overall Player
So I have an idea for a setup that revolves around a mid-low powered scum team vs a high powered town team, but each townie has a condition they have to meet each Day. If they don't meet it, then they will auto-suicide.
Thoughts? I'm worried it might become too unfun or really swingy.
Both (unfun and really swingy). Jumping through hoops to unlock abilities could be fun. Jumping through hoops just to not die is misery.
Prophylaxis: You may also want to check out the incredibly old Power Rangers mafia game, as that game had something similar, and ended in disaster (part setup, part mod flakyness, part nobody caring about the game).
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Quote from hotshizzle »
<hotshizle> WINE IN FRONT OF MEAL
<hotshizle> i think
I don't see why everyone wouldn't just claim their "action", and the town go through and achieve every one by rote. If that's possible, then the game obviously breaks in favour of the high-powered town. If it's not possible, then I suspect your game will be very short and frustrating as townies die at random.
I see. I suspected it would be unfun and broken. Well, I have another game idea, one that's a bit more tame. How would I go around designing a mafia game based on nostalgia, like the Time Spiral of mafia games?
I realize I'm probably not the person who should design this seeing that I have scant knowledge of mafia history.
I see. I suspected it would be unfun and broken. Well, I have another game idea, one that's a bit more tame. How would I go around designing a mafia game based on nostalgia, like the Time Spiral of mafia games?
I realize I'm probably not the person who should design this seeing that I have scant knowledge of mafia history.
Seppel sort of did this in Cyan's Impossible Mafia.
Basically, just go through old setups and look for crazy roles that you think would be fun to mash together and see where that takes you. The game itself should probably be kept vanilla (no over-arching game mechanics) unless you have a really good original idea for this area of game design.
Obviously, the game will look somewhat disorganized and lack cohesiveness (kind of like Time Spiral - go figure), but as the designer, you're hoping that the allure of fun nostalgic roles will be enough to draw players in (and keep them interested).
I think the premise is kinda the same of Bad Claim's mafia. Maybe focusing in hilarious situations, legendary players or plays of the past (for the good and the bad :D). I know I would like to play in a game like that, because I love good stories... and history. That being said this flavor can have little to no relevance in the game design (what about reusing a successful design of the past?) and can be inserted in any game.
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The game is not being dumbed down. Control is doing fine; Draw-Go is not the only kind of control. Aggro is doing fine; Red Deck Wins is not the only kind of aggro. Creature combat is an important core concept and belongs in every color. Mythic rarity is not destroying the game. People whine too much for no good reason. Magic is more popular than ever, so keep calm, brew some decks and play some damn cards.
I see. I suspected it would be unfun and broken. Well, I have another game idea, one that's a bit more tame. How would I go around designing a mafia game based on nostalgia, like the Time Spiral of mafia games?
I realize I'm probably not the person who should design this seeing that I have scant knowledge of mafia history.
It's been done: MTGS Mafia Redux, arimnaes' game from a long time ago, which was all about old games and jokes (and is famous for Az's goofy "smilie restriction").
I'm actually working on a sequel to that game right now myself.
It's been done: MTGS Mafia Redux, arimnaes' game from a long time ago, which was all about old games and jokes (and is famous for Az's goofy "smilie restriction").
I'm actually working on a sequel to that game right now myself.
I was about to say, "Hey, that wasn't that long ago!" Then I checked the date, and damn, that was over five years ago.
Neat, I would love to play in a game like this. Time spiral is my favorite magic expansion ever.
/in
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The game is not being dumbed down. Control is doing fine; Draw-Go is not the only kind of control. Aggro is doing fine; Red Deck Wins is not the only kind of aggro. Creature combat is an important core concept and belongs in every color. Mythic rarity is not destroying the game. People whine too much for no good reason. Magic is more popular than ever, so keep calm, brew some decks and play some damn cards.
I was about to say, "Hey, that wasn't that long ago!" Then I checked the date, and damn, that was over five years ago.
Time keeps on slippin'.
That was 5 years ago? Wow, times really do fly by...
I would be in favor of somebody doing a newer version, as I am sure there is enough material for one, but I feel as though I wouldnt even get half the references. Most of the bad claims featured in Bad Claims mafia (if not all) were from the first 2-3 years of mafia on this site.
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Quote from hotshizzle »
<hotshizle> WINE IN FRONT OF MEAL
<hotshizle> i think
Scumdar 2.0 is available for Chrome users. The next page of starred games are now autoloaded when the bottom of the page is reached. There are a few UI changes to clean things up plus a complete rewrite of the backend to make maintenance easier. Unfortunately this means all your old data is no longer compatible. You'll have to redo all your notes and markings unfortunately. Sorry.
I am also not sure when the Firefox version will be updated, if ever. The review process is slow and the last Scumdar release for Firefox, version 1.1, was rejected for doing the exact same thing version 1.0 and Scry have been doing for ages. It's like the reviewers don't want Add-On SDK based extensions to modify the DOM at all. With these restrictions I just don't think I can get Scumdar approved anymore. Sorry.
Scumdar 2.0 is available for Chrome users. The next page of starred games are now autoloaded when the bottom of the page is reached. There are a few UI changes to clean things up plus a complete rewrite of the backend to make maintenance easier. Unfortunately this means all your old data is no longer compatible. You'll have to redo all your notes and markings unfortunately. Sorry.
I am also not sure when the Firefox version will be updated, if ever. The review process is slow and the last Scumdar release for Firefox, version 1.1, was rejected for doing the exact same thing version 1.0 and Scry have been doing for ages. It's like the reviewers don't want Add-On SDK based extensions to modify the DOM at all. With these restrictions I just don't think I can get Scumdar approved anymore. Sorry.
Is it because of Scumdar that a toolbar for thread options is following the page down? If so, could you possibly make an option to disable that? My screen doesn't have much vertical and I hate to cede any more than I have to.
Is it because of Scumdar that a toolbar for thread options is following the page down? If so, could you possibly make an option to disable that? My screen doesn't have much vertical and I hate to cede any more than I have to.
It is Scumdar. I'll make it configurable.
EDIT: Done in version 2.1. Starred games are pinned by default but can be unpinned by clicking the icon.
Is it because of Scumdar that a toolbar for thread options is following the page down? If so, could you possibly make an option to disable that? My screen doesn't have much vertical and I hate to cede any more than I have to.
It is Scumdar. I'll make it configurable.
EDIT: Done in version 2.1. Starred games are pinned by default but can be unpinned by clicking the icon.
Ooooh.... How do I get it started? I have Scumdar now, but IDK how to set it up. Any help provided would be... well helpful
KoolKoal: Feel free to take this with a grain of salt since self meta isn't particularly helpful, but I think I get scumread mostly for style over substance, but also for a certain lack of substance over style. It's not so much what I AM posting most of the time (though sometimes that can seem bad) but what I'm NOT posting. I've been told I come to non-obvious conclusions a lot, so when I post, quite a bit of the time there's jumps in logic that people can't follow and they think that's scummy. I get that accusation about a lot of questions I ask specifically. People call them "busy work" when the questions are legit etc.
As far as things to ignore, I can't think of anything. I would suggest you focus less on what I'm doing and more on how I'm doing it. That's probably more likely to be accurate. Like I've just said, what I do tends to come off a little weird, but if you look for how I do it, mindset comes into play and maybe you figure out something useful.
2011: Best Mafia Performance (Individual) - Best Newcomer
2012: Best (False?) Role Claim - Worst Town Performance (Group) - Best Mafia Performance (Group) - Best SK Performance - Best Overall Player
2013: Best Non-SK Neutral Performance
2014: Best Town Performance (Individual) - Best Town Performance (Group) - Most Interesting Role - Best Game - Best Overall Player
2015: Worst Mafia Performance (Group) - Best Read
2016: Best Town Performance (Group) - Best Town Player - Best Overall Player
How much time do we wait until next in line assumes? Because I'm also impatient.
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The game is not being dumbed down. Control is doing fine; Draw-Go is not the only kind of control. Aggro is doing fine; Red Deck Wins is not the only kind of aggro. Creature combat is an important core concept and belongs in every color. Mythic rarity is not destroying the game. People whine too much for no good reason. Magic is more popular than ever, so keep calm, brew some decks and play some damn cards.
2011: Best Mafia Performance (Individual) - Best Newcomer
2012: Best (False?) Role Claim - Worst Town Performance (Group) - Best Mafia Performance (Group) - Best SK Performance - Best Overall Player
2013: Best Non-SK Neutral Performance
2014: Best Town Performance (Individual) - Best Town Performance (Group) - Most Interesting Role - Best Game - Best Overall Player
2015: Worst Mafia Performance (Group) - Best Read
2016: Best Town Performance (Group) - Best Town Player - Best Overall Player
2011: Best Mafia Performance (Individual) - Best Newcomer
2012: Best (False?) Role Claim - Worst Town Performance (Group) - Best Mafia Performance (Group) - Best SK Performance - Best Overall Player
2013: Best Non-SK Neutral Performance
2014: Best Town Performance (Individual) - Best Town Performance (Group) - Most Interesting Role - Best Game - Best Overall Player
2015: Worst Mafia Performance (Group) - Best Read
2016: Best Town Performance (Group) - Best Town Player - Best Overall Player
So, been thinking of some interesting, easily flavoured takes on current roles, and had an idea for a few:
Information Broker - a JOAT style town that has a limited number of Leads that can be spent for different information-role effects. Cop, Tracker, Watcher, etc. Can only do one per night, probably wouldn't have enough leads to act every night, and definitely wouldn't be able to just spam Cop or something.
Fatiguing Bodyguard: Idea behind it is a happy medium between a Doctor (who risks nothing to prevent kills) and a Bodyguard (who trades their life for another.) First time they use it they protect completely, but every time they declare a target past the first time they have a growing chance to die if they prevent a NK. (33 on N2, 66 on N3, so on and so forth)
Traffic Tracker: Town informative role that gets a count of how many players took Night actions. Doesn't know who, or what happened.
Cold Trail Tracker: Can retroactively track /watch for the events on the previous night. Useless on N1
So, been thinking of some interesting, easily flavoured takes on current roles, and had an idea for a few:
Information Broker - a JOAT style town that has a limited number of Leads that can be spent for different information-role effects. Cop, Tracker, Watcher, etc. Can only do one per night, probably wouldn't have enough leads to act every night, and definitely wouldn't be able to just spam Cop or something.
Fatiguing Bodyguard: Idea behind it is a happy medium between a Doctor (who risks nothing to prevent kills) and a Bodyguard (who trades their life for another.) First time they use it they protect completely, but every time they declare a target past the first time they have a growing chance to die if they prevent a NK. (33 on N2, 66 on N3, so on and so forth)
Traffic Tracker: Town informative role that gets a count of how many players took Night actions. Doesn't know who, or what happened.
Cold Trail Tracker: Can retroactively track /watch for the events on the previous night. Useless on N1
A simple suggestion. It might be better to reveal to mechanics/abilities in PM or in a QT to a reviewer so that no one knows what mechanics/abilities may be in your one of your games.
This actually happened once. In kitteh trek I was pushing for a WOD lynch and someone discovered an old post that the mod mentioned putting his character "in a game" she was creating.
The best part is that those roles are kinda neat but unfortunately you can't use them anymore because of this post.
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The game is not being dumbed down. Control is doing fine; Draw-Go is not the only kind of control. Aggro is doing fine; Red Deck Wins is not the only kind of aggro. Creature combat is an important core concept and belongs in every color. Mythic rarity is not destroying the game. People whine too much for no good reason. Magic is more popular than ever, so keep calm, brew some decks and play some damn cards.
I have question for anyone that have previously hosted game:
When do you type of the flavor for your game? As in, do you create the flavor when the Start/End of Day/Night occur or do you have everything pre-typed so that when the Start/End of Day/Night comes you can just post it?
(Questions should also include Start/End of game flavor as well)
Depending on how flavor-heavy my game is, I'm going to either be writing most of it in advance (like for if a certain character dies, how I want them to die) or just completely improvise it if the flavor's not TOO important. For example: In Cirque du Freak Mafia, I wrote all of my flavor on the spot - and the decision to make Mr. Tiny the "narrator" was last-second.
2011: Best Mafia Performance (Individual) - Best Newcomer
2012: Best (False?) Role Claim - Worst Town Performance (Group) - Best Mafia Performance (Group) - Best SK Performance - Best Overall Player
2013: Best Non-SK Neutral Performance
2014: Best Town Performance (Individual) - Best Town Performance (Group) - Most Interesting Role - Best Game - Best Overall Player
2015: Worst Mafia Performance (Group) - Best Read
2016: Best Town Performance (Group) - Best Town Player - Best Overall Player
I write everything off the cuff after the opening scene, except for in The Asphodel Meadows for which I wrote a lot of side stories. Usually I have some sense of the story's ending, particularly when I have a plot running parallel to but disconnected from the game-plot (as in my last two FTQs). Really, it's a question more of how adventurous you're feeling and how well you think you can get pieces done under 'deadlines', which really requires experience to know.
For The Office, I came into things with a pretty good idea of how I wanted the storyline to start and end(both options), and I knew i'd be just adlibbing/on the spot votecounts & lynch scenes. But I prewrote the opening scene.
When do you type of the flavor for your game? As in, do you create the flavor when the Start/End of Day/Night occur or do you have everything pre-typed so that when the Start/End of Day/Night comes you can just post it?
For my games, I've had a skeleton of most of the flavor ready pre-game, and filled in some more personal details when the time came for them.
For example, in Zodiac, I had notes on every player's death scene, as well as notes on their post-game flavor if they end-gamed. But, I filled in details when posting them at the start/end of nights to reflect some events of the day and/or the players involved in those deaths.
For Deitriptychos, I had a much more complicated flow chart of possible events and their general effects on the flavor, but with very little detail. I only fleshed out those ideas when typing them up (and I started writing them at the start of Twilight for Night scenes, as soon as the mafia decided on a kill for Dawn scenes, and for the Day scenes, some were written during the preceding Night and some on the fly when posting Vote counts, depending on how important they were).
I don't think I'd ever fully pre-type lynch scenes, because I like to let their flavor be influenced by the players's actions leading up to a lynch.
I have question for anyone that have previously hosted game:
When do you type of the flavor for your game? As in, do you create the flavor when the Start/End of Day/Night occur or do you have everything pre-typed so that when the Start/End of Day/Night comes you can just post it?
(Questions should also include Start/End of game flavor as well)
For the Amistarian games where I've used flavor to provide some hints about the game itself (for example, the red dawn indicating Lylo, certain deaths triggering discoveries in their rooms, etc.) I've planned that in advance.
Other than that, the flow of the game generally dictates the flavor (outside of the opening scene as already mentioned), so most of the writing is done off the cuff.
The most important part about flavor is to be absolutely sure you don't give out any hints that you don't want to give out. Especially if you have one character talk about killing a scum for a reason outlined in the story, and then realize "oops what would confirm that character/player as town."
For example, I had to rewrite this scene in Avatar: The Legend of Aang Mafia over and over again until I had no interaction with any character who was actually in the game (or was about to depart the game). Especially difficult was the revival of Wheat_Grinder, which, in the end, needed to be as flavorless as possible:
While many lives were lost, one miraculously returned: Wheat_Grinder is alive once again.
==================================
Though the turmoil of battle within the walls of the Northern Water Tribe, one room remains quiet. With no human nearby, Commander Zhao stands within the sanctuary of the Moon Spirit and the Ocean Spirit.
He looks down at a small pond, where two harmless fish swim in circles.
Raising his hand up to strike at the fish, a voice calls out from behind him, "Stop! You don't know what you're doing!"
A slim water tribe boy wielding a boomerang rushes the commander, but he is thrown aside easily by Zhao.
"I know exactly what I'm doing, little boy," sneers Zhao.
The water tribe boy gets to his feet, rubbing an injury on his back. "My name is Sokka, and I have sworn to protect Yue!" Again, he rushes at the commander, who merely steps to the side and delivers a roundhouse kick to trip up Sokka. Sokka falls flat on his face, and is then kicked to the far end of the room by the commander.
"Years ago, I stumbled upon a great and powerful secret: the identity of the Moon Spirit's mortal form." Zhao explained, "I was a young Lieutenant serving under General Shu in the Earth Kingdom. I discovered a hidden library, underground in fact. I tore through scroll after scroll. One of them contained a detailed illustration and the words "moon" and "ocean." I knew then that these spirits could be found – and killed. And that it was my destiny to do so. Say goodbye to your precious Yue!"
Sokka's scream of protest is unanswered. Sepiriel, Princess Yue, Moon Spirit, meets an untimely end from Zhao's fireball. The light from the moon fades, then glows red.
All waterbending moves have been lost.
Zhao declares his victory: "I am a legend now! The Fire Nation will for generations tell stories about the great Zhao who darkened the moon! They will call me Zhao the Conqueror! Zhao the Moon Slayer! ZHAO THE INVINCIBLE!"
poggydude, Firebending Commander Zhao,the Invincible, wins and leaves the game.
Zhao has permitted the remaining inferior beings to play out this war to the end. Whichever side wins will serve under Zhao's rule.
==================================
3 weeks later.
"Zhao mentioned something that day about a secret library," explained Sokka. "I figured, if this library contained secrets about the weaknesses of the Water Tribe, it had to have something good on the Fire Nation! Long story short, I barely escaped... with this."
Sokka revealed a sheet of parchment with a poorly scrawled date on it. The remaining Water Tribe men sitting around the table with him became disheartened and confused.
"Sokka," Hakoda asked, "What exactly are we looking at?"
"It's the day! The day of the next solar eclipse! The darkest day in Fire Nation history was a day where the moon fully blocked out the sun. Even though it's now a scary red blob in the sky, it should still block out the sun completely. We can rush into the Fire Nation palace, take out its figureheads, and declare this war a victory... for us!"
Most of the men were apprehensive at first. Without their bending abilities, they felt as weak as children. But Sokka convinced them that they had enough allies in the Earth Kingdom to turn the tables on their enemies.
==================================
Today
The eclipse begins at noon. That's when the full scale attack will begin.
It is now Morning 3. With 7 alive, it is 4 to lynch, or 4 to move to evening.
There will be a solar eclipse today. All Firebending moves will fail in Combat 3.
Deadline is July 1st @ 11:59 PM EST. You may change your combat actions at any time before then.
This is also why you can't put an unconditional Doc and unconditional BG in the same game on the same side.
I would go so far as to say that, if a player is town in that game, and both of these roles claim as such, said town player should not believe both claims. It is just extremely unbalancing when there are two roles that the mafia can't kill.
As a further/tangential argument, if that game setup ends with those 2 townies vs. 2 mafia, the game should be a draw.
{мы, тьма}
2012: Best (False?) Role Claim - Worst Town Performance (Group) - Best Mafia Performance (Group) - Best SK Performance - Best Overall Player
2013: Best Non-SK Neutral Performance
2014: Best Town Performance (Individual) - Best Town Performance (Group) - Most Interesting Role - Best Game - Best Overall Player
2015: Worst Mafia Performance (Group) - Best Read
2016: Best Town Performance (Group) - Best Town Player - Best Overall Player
But the doc didn't protect the BG in the situation we were discussing. -We were talking about if both protected a third party, whose ability would stop it. And I think BG makes more sense.
And I agree with Cyan. The way those abilities are worded, they should definitely be able to save each other, no matter which is targeted with a kill. It's just up to you and your reviewer to make sure that doesn't break the game.
Oh whoops you're right.
Detailed Logic:
Actions submitted:
Player A (mafia) Kills Player D
Player B (Doc) protects Player D
Player C (Bodyguard) Guards Player D
Player D (Townie) No action
By NAR, the kill has to be applied last, as it is modified by both Player B's and Player C's actions (Golden Rule).
Since I am using NAR, and both B's and C's action modify the same action type, (the kill) I now go to the resolution order. Since Guard is a self redirect when the kill is applied to the target, it get's priority to resolve first, and thus the kill is indeed redirected to BG, resulting in his death.
Come join us in the MTGSalvation chat ||| My trade thread. ||| My Personal Modern Blog: The Fetchlands
Ah, from Xylbot. This is helpful!
Well Xylbot's resolver is based off of this theory. Xylbot actually subdivides each category even further than the base NAR list. But yes, Xylbot uses NAR for the most part to resolve paradoxes. Thus why a morph into a Kill-Immune Townie will stop a kill, or my all time favorite, figuring out where a twin loop will end (Yes, the bot has been known to throw out three twins who are all twins to each other.)
Come join us in the MTGSalvation chat ||| My trade thread. ||| My Personal Modern Blog: The Fetchlands
Thoughts? I'm worried it might become too unfun or really swingy.
{мы, тьма}
2012: Best (False?) Role Claim - Worst Town Performance (Group) - Best Mafia Performance (Group) - Best SK Performance - Best Overall Player
2013: Best Non-SK Neutral Performance
2014: Best Town Performance (Individual) - Best Town Performance (Group) - Most Interesting Role - Best Game - Best Overall Player
2015: Worst Mafia Performance (Group) - Best Read
2016: Best Town Performance (Group) - Best Town Player - Best Overall Player
Erm.. Let me take a peek at the setup then let me come back.
Both (unfun and really swingy). Jumping through hoops to unlock abilities could be fun. Jumping through hoops just to not die is misery.
I realize I'm probably not the person who should design this seeing that I have scant knowledge of mafia history.
Seppel sort of did this in Cyan's Impossible Mafia.
Basically, just go through old setups and look for crazy roles that you think would be fun to mash together and see where that takes you. The game itself should probably be kept vanilla (no over-arching game mechanics) unless you have a really good original idea for this area of game design.
Obviously, the game will look somewhat disorganized and lack cohesiveness (kind of like Time Spiral - go figure), but as the designer, you're hoping that the allure of fun nostalgic roles will be enough to draw players in (and keep them interested).
Mythic rarity is not destroying the game. People whine too much for no good reason. Magic is more popular than ever, so keep calm, brew some decks and play some damn cards.
It's been done: MTGS Mafia Redux, arimnaes' game from a long time ago, which was all about old games and jokes (and is famous for Az's goofy "smilie restriction").
I'm actually working on a sequel to that game right now myself.
Experiments Series: #5 (Courtly Intrigue Mafia) | #4 (Drunken Tracker) | #3 (Big Red Button) - coming soon | #2 (Pope Mafia) | #1 (Iso's Inflammable Mafia)
Mini Games: MTGS Mafia Redux II (Invitational, Evil Mirror Universe) | Unreal City
Old Games (bad): The Greenwood Affair | Blood Moon Mafia
I was about to say, "Hey, that wasn't that long ago!" Then I checked the date, and damn, that was over five years ago.
Time keeps on slippin'.
/in
Mythic rarity is not destroying the game. People whine too much for no good reason. Magic is more popular than ever, so keep calm, brew some decks and play some damn cards.
That was 5 years ago? Wow, times really do fly by...
I would be in favor of somebody doing a newer version, as I am sure there is enough material for one, but I feel as though I wouldnt even get half the references. Most of the bad claims featured in Bad Claims mafia (if not all) were from the first 2-3 years of mafia on this site.
I am also not sure when the Firefox version will be updated, if ever. The review process is slow and the last Scumdar release for Firefox, version 1.1, was rejected for doing the exact same thing version 1.0 and Scry have been doing for ages. It's like the reviewers don't want Add-On SDK based extensions to modify the DOM at all. With these restrictions I just don't think I can get Scumdar approved anymore. Sorry.
[card=Jace Beleren]Jace[/card] = Jace
Magic CompRules
Scry Rollover Popups for Google Chrome
The first rule of Cursecatcher is, You do not talk about Cursecatcher.
Is it because of Scumdar that a toolbar for thread options is following the page down? If so, could you possibly make an option to disable that? My screen doesn't have much vertical and I hate to cede any more than I have to.
It is Scumdar. I'll make it configurable.
EDIT: Done in version 2.1. Starred games are pinned by default but can be unpinned by clicking the icon.
[card=Jace Beleren]Jace[/card] = Jace
Magic CompRules
Scry Rollover Popups for Google Chrome
The first rule of Cursecatcher is, You do not talk about Cursecatcher.
Ooooh.... How do I get it started? I have Scumdar now, but IDK how to set it up. Any help provided would be... well helpful
Edit: OK I found it. This is AWESOME
I have been waiting all week.
With the information I have, it will be a Speciality next and there are two more afterwards. A Mini followed by a Basic.
{мы, тьма}
2012: Best (False?) Role Claim - Worst Town Performance (Group) - Best Mafia Performance (Group) - Best SK Performance - Best Overall Player
2013: Best Non-SK Neutral Performance
2014: Best Town Performance (Individual) - Best Town Performance (Group) - Most Interesting Role - Best Game - Best Overall Player
2015: Worst Mafia Performance (Group) - Best Read
2016: Best Town Performance (Group) - Best Town Player - Best Overall Player
Mythic rarity is not destroying the game. People whine too much for no good reason. Magic is more popular than ever, so keep calm, brew some decks and play some damn cards.
{мы, тьма}
2012: Best (False?) Role Claim - Worst Town Performance (Group) - Best Mafia Performance (Group) - Best SK Performance - Best Overall Player
2013: Best Non-SK Neutral Performance
2014: Best Town Performance (Individual) - Best Town Performance (Group) - Most Interesting Role - Best Game - Best Overall Player
2015: Worst Mafia Performance (Group) - Best Read
2016: Best Town Performance (Group) - Best Town Player - Best Overall Player
{мы, тьма}
2012: Best (False?) Role Claim - Worst Town Performance (Group) - Best Mafia Performance (Group) - Best SK Performance - Best Overall Player
2013: Best Non-SK Neutral Performance
2014: Best Town Performance (Individual) - Best Town Performance (Group) - Most Interesting Role - Best Game - Best Overall Player
2015: Worst Mafia Performance (Group) - Best Read
2016: Best Town Performance (Group) - Best Town Player - Best Overall Player
Information Broker - a JOAT style town that has a limited number of Leads that can be spent for different information-role effects. Cop, Tracker, Watcher, etc. Can only do one per night, probably wouldn't have enough leads to act every night, and definitely wouldn't be able to just spam Cop or something.
Fatiguing Bodyguard: Idea behind it is a happy medium between a Doctor (who risks nothing to prevent kills) and a Bodyguard (who trades their life for another.) First time they use it they protect completely, but every time they declare a target past the first time they have a growing chance to die if they prevent a NK. (33 on N2, 66 on N3, so on and so forth)
Traffic Tracker: Town informative role that gets a count of how many players took Night actions. Doesn't know who, or what happened.
Cold Trail Tracker: Can retroactively track /watch for the events on the previous night. Useless on N1
A simple suggestion. It might be better to reveal to mechanics/abilities in PM or in a QT to a reviewer so that no one knows what mechanics/abilities may be in your one of your games.
Current New Favorite Person™: Mallory Archer
She knows why.
The best part is that those roles are kinda neat but unfortunately you can't use them anymore because of this post.
Mythic rarity is not destroying the game. People whine too much for no good reason. Magic is more popular than ever, so keep calm, brew some decks and play some damn cards.
When do you type of the flavor for your game? As in, do you create the flavor when the Start/End of Day/Night occur or do you have everything pre-typed so that when the Start/End of Day/Night comes you can just post it?
(Questions should also include Start/End of game flavor as well)
{мы, тьма}
2012: Best (False?) Role Claim - Worst Town Performance (Group) - Best Mafia Performance (Group) - Best SK Performance - Best Overall Player
2013: Best Non-SK Neutral Performance
2014: Best Town Performance (Individual) - Best Town Performance (Group) - Most Interesting Role - Best Game - Best Overall Player
2015: Worst Mafia Performance (Group) - Best Read
2016: Best Town Performance (Group) - Best Town Player - Best Overall Player
Experiments Series: #5 (Courtly Intrigue Mafia) | #4 (Drunken Tracker) | #3 (Big Red Button) - coming soon | #2 (Pope Mafia) | #1 (Iso's Inflammable Mafia)
Mini Games: MTGS Mafia Redux II (Invitational, Evil Mirror Universe) | Unreal City
Old Games (bad): The Greenwood Affair | Blood Moon Mafia
For my games, I've had a skeleton of most of the flavor ready pre-game, and filled in some more personal details when the time came for them.
For example, in Zodiac, I had notes on every player's death scene, as well as notes on their post-game flavor if they end-gamed. But, I filled in details when posting them at the start/end of nights to reflect some events of the day and/or the players involved in those deaths.
For Deitriptychos, I had a much more complicated flow chart of possible events and their general effects on the flavor, but with very little detail. I only fleshed out those ideas when typing them up (and I started writing them at the start of Twilight for Night scenes, as soon as the mafia decided on a kill for Dawn scenes, and for the Day scenes, some were written during the preceding Night and some on the fly when posting Vote counts, depending on how important they were).
I don't think I'd ever fully pre-type lynch scenes, because I like to let their flavor be influenced by the players's actions leading up to a lynch.
For the Amistarian games where I've used flavor to provide some hints about the game itself (for example, the red dawn indicating Lylo, certain deaths triggering discoveries in their rooms, etc.) I've planned that in advance.
Other than that, the flow of the game generally dictates the flavor (outside of the opening scene as already mentioned), so most of the writing is done off the cuff.
V/LA: 3/21-3/24 & 3/27-3/29
For example, I had to rewrite this scene in Avatar: The Legend of Aang Mafia over and over again until I had no interaction with any character who was actually in the game (or was about to depart the game). Especially difficult was the revival of Wheat_Grinder, which, in the end, needed to be as flavorless as possible:
Dumbest. Ability. Ever.
#foreverbitter