Mafia! Mafia! Mafia! Character Role Discussions

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Akonyl
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Akonyl »

Abs. wrote:
Akonyl wrote: But if it's a night phase, there's one BO, and two townies (Shinichi + Heiji) are alive, you should just end the game. Yes, if there was a doctor or policeman in the game it would be possible for the town to win, but there's no point in forcing the game to run down at that point, because there's no way for them to stop that last BO.
Unless the last BO is Xcommando.
Yeah, but at that point I think there should be a clause against people just dragging out the game for no reason at all. :P
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Abs. »

Clearly that is NOT dragging out the game for no reason!  It's the crucial moment in which we discover whether the BO wins, or the Town wins!  Will Shinichi and Heiji (Kleene and xpon) be able to convince Xcommando (Vodka) to take his own life, and therefore secure the safety of the town?  Or will Xcommando kill one of them, and then vote for himself in the next lynching?  Or will Xcommando, you know, kill one of them, vote to lynch the other, and then kill the other the next night.  You never know!
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Akonyl
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Akonyl »

Abs. wrote: Clearly that is NOT dragging out the game for no reason!  It's the crucial moment in which we discover whether the BO wins, or the Town wins!  Will Shinichi and Heiji (Kleene and xpon) be able to convince Xcommando (Vodka) to take his own life, and therefore secure the safety of the town?  Or will Xcommando kill one of them, and then vote for himself in the next lynching?  Or will Xcommando, you know, kill one of them, vote to lynch the other, and then kill the other the next night.  You never know!
I for one, don't want to wait an extra two days just to find out if xcommando decides to kill himself or not. :P
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PT
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by PT »

I don't know that I necessarily like the idea of Makoto/Hakuba dying of homesickness. I mean... just because the player wants to hide, that shouldn't force them to die. Maybe we just have them forced to travel to Japan after a certain span of time? And maybe announce that "someone" has traveled, that way instead of killing off the player and revealing their role, we can just have it be known that a traveler (or, if you want to get specific we can say, for example, "Hakuba has traveled to Japan"). Killing them off automatically gives the BO that automatic advantage of one less townsperson, whereas this still gives the Hakuba/Makoto player the chance to defend themselves.

I'm not a fan of removing the dreams completely, but that's your call. If there was a way to make them not so over-powered, then maybe that would work better? Maybe rather than give out roles (conia is Shinichi, Abs. is Hakuba, etc), you could limit it to hints towards players roles - and whether they're true or false is up the GM? Kind of like putting hints in the phase-change posts. Just a thought.

I also agree that Kazuha's protection charm should be a day action, and I like Akonyl's idea of making it one successful use, rather than one use at all, otherwise Kazuha is even more useless than Sonoko.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Grawwbear »

PhoenixTears wrote:
Maybe rather than give out roles (conia is Shinichi, Abs. is Hakuba, etc), you could limit it to hints towards players roles - and whether they're true or false is up the GM?
I kind of like this dream concept. I'm definitely adding this to my round.
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Abs.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Abs. »

PhoenixTears wrote: I don't know that I necessarily like the idea of Makoto/Hakuba dying of homesickness. I mean... just because the player wants to hide, that shouldn't force them to die. Maybe we just have them forced to travel to Japan after a certain span of time? And maybe announce that "someone" has traveled, that way instead of killing off the player and revealing their role, we can just have it be known that a traveler (or, if you want to get specific we can say, for example, "Hakuba has traveled to Japan"). Killing them off automatically gives the BO that automatic advantage of one less townsperson, whereas this still gives the Hakuba/Makoto player the chance to defend themselves.
Basically it's up to the player whether they want to travel, or die.  They can't stay out of Japan the entire game.  If they want to hide, they have to give the BO and/or the town some chance of killing them - and that can be traveling at any time Night 3 and before.  And they can travel back out of Japan as soon as they arrive.  But they have to spend at least one phase in Japan, preferably before the game ends.  Otherwise it's the same as someone not playing the game, and just making deductions from what they see in the thread.  They can't be killed.  If I were Hakuba without this rule, I may choose to wait until the very last days - when I could just fly in, make an interrogation that would prove once and for all who the last BO is, and "be the hero."  

Or how about this - Hakuba and Makoto are lovers.  They just stay out of Japan the entire time.  Everyone kills each other off, and they win without having done one in-game action, or even bothering to check the thread.  Basically the rule prevents that.

Edit: That last part sounded real defensive, didn't it?  It wasn't really meant to be directed at you - since you suggested a viable alternative.  I guess my answer to you is just that first part, above:  "Basically it's up to the player whether they want to travel, or die."
PhoenixTears wrote: I'm not a fan of removing the dreams completely, but that's your call. If there was a way to make them not so over-powered, then maybe that would work better? Maybe rather than give out roles (conia is Shinichi, Abs. is Hakuba, etc), you could limit it to hints towards players roles - and whether they're true or false is up the GM? Kind of like putting hints in the phase-change posts. Just a thought.
I'm removing dreams in favor of more of the other GM hints that are allowed.  Did you know that the previous iteration of the rules already allowed for hints to be sent in the PMing of actions, in addition to the hints in the phase-change posts?
Last edited by Abs. on July 11th, 2010, 5:45 am, edited 1 time in total.
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Kleene Onigiri
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Kleene Onigiri »

Abs. wrote:
Kleene Onigiri wrote: The other way round would be funny too. Just 1 BO from the beginning and the town is lynching each other XD
That was pretty much what you were trying to accomplish last round, wasn't it?
Not really aiming for 1 BO D: And the players decide with their actions how the game is going. GM can't do much after the game started imo.

Akonyl wrote:
Abs. wrote: Clearly that is NOT dragging out the game for no reason!  It's the crucial moment in which we discover whether the BO wins, or the Town wins!  Will Shinichi and Heiji (Kleene and xpon) be able to convince Xcommando (Vodka) to take his own life, and therefore secure the safety of the town?  Or will Xcommando kill one of them, and then vote for himself in the next lynching?  Or will Xcommando, you know, kill one of them, vote to lynch the other, and then kill the other the next night.  You never know!
I for one, don't want to wait an extra two days just to find out if xcommando decides to kill himself or not. :P
Sometimes Beastly went kamikaze too! D:


Well, if the next GM prefers dreams over posted GM hints? XD
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Abs. »

pofa wrote: In that case, would you consider making Protection Charm a day action? That way, Kazuha would have a better idea of who needed it and a better chance of not wasting it. :P
Hmm.  I go back on my word to my dear lover Akonyl.  I like pofa's idea better.


@Kleene - That's wonderful!  They may include dreams in their round.  :D
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Schillok
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Schillok »

I don't really see an advantage of Makoto and Hakuba staying abroad.
I mean, the town won't be able to benefit from their powers. In exchange of not being killable themselves and maybe lure the BO in trying to kill them during night. And both have quite useful and strong powers that would really help the town side especially when they manage to use their action on the correct target.


I am REALLY worried about Vermouth disguising as Eri. I think that is a huge mistake. Not only being able to release the captured BO (over and over again) - thus forcing the town to lynch them (once after another, possibly taking several days for all) - but also stopping the lynching during one day when the town would be guaranteed to lynch a BO. This could really cause a huge shift in the balance, all just because of the random occurrence of Vermouth getting a role which is fine (or actually: Pretty weak) on the town side but much more useful and devastating on the BO side.


After fighting so hard Ayumi is not wearing panties again? Well...  ::)
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Abs.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Abs. »

Schillok wrote: I don't really see an advantage of Makoto and Hakuba staying abroad.
I mean, the town won't be able to benefit from their powers. In exchange of not being killable themselves and maybe lure the BO in trying to kill them during night. And both have quite useful and strong powers that would really help the town side especially when they manage to use their action on the correct target.
To my knowledge, no one has played them this way before.  But that's probably because I haven't had the chance to play them.  :P

The powers of these players are more useful in the later half of the game anyway.  The first few phases are likely to be random guesses.

But if you don't see an advantage to them staying abroad, you should have no problem with the added rule.  ;D
Schillok wrote: I am REALLY worried about Vermouth disguising as Eri. I think that is a huge mistake. Not only being able to release the captured BO (over and over again) - thus forcing the town to lynch them (once after another, possibly taking several days for all) - but also stopping the lynching during one day when the town would be guaranteed to lynch a BO. This could really cause a huge shift in the balance, all just because of the random occurrence of Vermouth getting a role which is fine (or actually: Pretty weak) on the town side but much more useful and devastating on the BO side.
Sometimes, one has to try things that are really crazy.  I tried to semi-balance this out with the eradication of "process of elimination" dreams, and the introduction of Townies Able to Use Confiscated APTX.  But you pointed out something I hadn't given enough consideration:  The "Voice Of Reason."  Hmmmmmm.
Schillok wrote: After fighting so hard Ayumi is not wearing panties again? Well...  ::)
She IS wearing them!  D:

You just can't steal them!  >:(
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PT
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by PT »

Abs. wrote:
PhoenixTears wrote: I don't know that I necessarily like the idea of Makoto/Hakuba dying of homesickness. I mean... just because the player wants to hide, that shouldn't force them to die. Maybe we just have them forced to travel to Japan after a certain span of time? And maybe announce that "someone" has traveled, that way instead of killing off the player and revealing their role, we can just have it be known that a traveler (or, if you want to get specific we can say, for example, "Hakuba has traveled to Japan"). Killing them off automatically gives the BO that automatic advantage of one less townsperson, whereas this still gives the Hakuba/Makoto player the chance to defend themselves.
Basically it's up to the player whether they want to travel, or die.  They can't stay out of Japan the entire game.  If they want to hide, they have to give the BO and/or the town some chance of killing them - and that can be traveling at any time Night 3 and before.  And they can travel back out of Japan as soon as they arrive.  But they have to spend at least one phase in Japan, preferably before the game ends.  Otherwise it's the same as someone not playing the game, and just making deductions from what they see in the thread.  They can't be killed.  If I were Hakuba without this rule, I may choose to wait until the very last days - when I could just fly in, make an interrogation that would prove once and for all who the last BO is, and "be the hero." 

Or how about this - Hakuba and Makoto are lovers.  They just stay out of Japan the entire time.  Everyone kills each other off, and they win without having done one in-game action, or even bothering to check the thread.  Basically the rule prevents that.

Edit: That last part sounded real defensive, didn't it?  It wasn't really meant to be directed at you - since you suggested a viable alternative.  I guess my answer to you is just that first part, above:  "Basically it's up to the player whether they want to travel, or die."
PhoenixTears wrote: I'm not a fan of removing the dreams completely, but that's your call. If there was a way to make them not so over-powered, then maybe that would work better? Maybe rather than give out roles (conia is Shinichi, Abs. is Hakuba, etc), you could limit it to hints towards players roles - and whether they're true or false is up the GM? Kind of like putting hints in the phase-change posts. Just a thought.
I'm removing dreams in favor of more of the other GM hints that are allowed.  Did you know that the previous iteration of the rules already allowed for hints to be sent in the PMing of actions, in addition to the hints in the phase-change posts?
Nah, it didn't really come off as defensive to me. I didn't even think about the possibility of them being lovers and winning by just not doing anything - but then, I wouldn't play that way because that just wouldn't be any fun at all, but that's just me. I get what you're saying though, so I can understand why'd you would do it that way.

And actually, no, I had no idea about the PMing of hints, considering the only PMing I did with the GM was sending in my night action and lynch votes, and that didn't really require responses. I'm sure I read it in the rules back when I first read them, but it slipped my mind in favor of the more important stuff like roles and disguises and not posting hints after death. But that makes sense, so I agree then. ;D
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Kleene Onigiri
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Kleene Onigiri »

Maybe the "will" part should be a bit clarified/modified.

So you can't tell in your will that Akonyl is Vodka for example. But you can hint that there is a Vodka. And in case you're Okiya you can say that your result was that Vodka is in the game.

If you want to blame a player it should be just like: "I find Akonyl suspicious" This way the other townies won't know if he/she knows something about akonyl or if it's really just a suspicion.

Or something like: "I talked with xyz and told him my action" etc.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Akonyl »

Kleene Onigiri wrote: Maybe the "will" part should be a bit clarified/modified.

So you can't tell in your will that Akonyl is Vodka for example. But you can hint that there is a Vodka. And in case you're Okiya you can say that your result was that Vodka is in the game.

If you want to blame a player it should be just like: "I find Akonyl suspicious" This way the other townies won't know if he/she knows something about akonyl or if it's really just a suspicion.

Or something like: "I talked with xyz and told him my action" etc.
I'm sorta leaning to the side that says you can say whatever you want in your will, short of just being vindictive (if I'm a BO member and I say in my will "well since I died I want the game to be over, the other BO members are kleene, kleene and kleene" and then all three of you get lynched the next days because of that). But if I'm a townie and say "I think Kleene's Anokata", I think that should be allowed.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Abs. »

^ I agree with Bee Princess Ako-chan.

But really, it's up to the GM in the end.
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Kleene Onigiri
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Kleene Onigiri »

Akonyl wrote:
Kleene Onigiri wrote: Maybe the "will" part should be a bit clarified/modified.

So you can't tell in your will that Akonyl is Vodka for example. But you can hint that there is a Vodka. And in case you're Okiya you can say that your result was that Vodka is in the game.

If you want to blame a player it should be just like: "I find Akonyl suspicious" This way the other townies won't know if he/she knows something about akonyl or if it's really just a suspicion.

Or something like: "I talked with xyz and told him my action" etc.
I'm sorta leaning to the side that says you can say whatever you want in your will, short of just being vindictive (if I'm a BO member and I say in my will "well since I died I want the game to be over, the other BO members are kleene, kleene and kleene" and then all three of you get lynched the next days because of that). But if I'm a townie and say "I think Kleene's Anokata", I think that should be allowed.
D:

I'll laugh if I get Anokata the next round! XD
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