Mafia! Mafia! Mafia! Character Role Discussions

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Commi-Ninja

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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Commi-Ninja »

I got an idea about the poisoning....

What if there was a random chance that someone who is poisoned survives and shrinks?  It would be a pretty small chance.

If that were to happen, that person would lose their abilities and join the Detective Boys (assuming there were any left in the game) and use the collective ability.  Or, if there were no Detective Boys to begin with or they all died, the poisoned/shrunken person would just be a townie with no abilities.

Of course, the fact that they were shrunken would not be posted.  Instead they'd get a PM telling them what happened.  This way, the BO wouldn't know that they'd been shrunk, only that the poisoning of that particular person didn't occur.  Perhaps they made an error and poisoned the wrong person/role...

I don't know, but it could work, potentially.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Yurikochan »

Commi-Ninja wrote: I got an idea about the poisoning....

What if there was a random chance that someone who is poisoned survives and shrinks?  It would be a pretty small chance.

If that were to happen, that person would lose their abilities and join the Detective Boys (assuming there were any left in the game) and use the collective ability.  Or, if there were no Detective Boys to begin with or they all died, the poisoned/shrunken person would just be a townie with no abilities.

Of course, the fact that they were shrunken would not be posted.  Instead they'd get a PM telling them what happened.  This way, the BO wouldn't know that they'd been shrunk, only that the poisoning of that particular person didn't occur.  Perhaps they made an error and poisoned the wrong person/role...

I don't know, but it could work, potentially.
Oh my gosh, I thought about suggesting that. but BO would know they shrunk cause they post if they die, unless BO just suggests they die and they live, but lose voting rights and ability.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Akonyl »

Yurikochan wrote:
Commi-Ninja wrote: I got an idea about the poisoning....

What if there was a random chance that someone who is poisoned survives and shrinks?  It would be a pretty small chance.

If that were to happen, that person would lose their abilities and join the Detective Boys (assuming there were any left in the game) and use the collective ability.  Or, if there were no Detective Boys to begin with or they all died, the poisoned/shrunken person would just be a townie with no abilities.

Of course, the fact that they were shrunken would not be posted.  Instead they'd get a PM telling them what happened.  This way, the BO wouldn't know that they'd been shrunk, only that the poisoning of that particular person didn't occur.  Perhaps they made an error and poisoned the wrong person/role...

I don't know, but it could work, potentially.
Oh my gosh, I thought about suggesting that. but BO would know they shrunk cause they post if they die, unless BO just suggests they die and they live, but lose voting rights and ability.
but just because a person's poisoned doesn't mean they always die. If they say "Akonyl is Kid", and I'm Kid, and I shrink and I don't die, they would just think that I might not be KID after all.

Anyway, I'm indifferent on it, although it's a random chance thing that doesn't jive with me. :P
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Commi-Ninja »

Akonyl wrote:
Yurikochan wrote:
Commi-Ninja wrote: I got an idea about the poisoning....

What if there was a random chance that someone who is poisoned survives and shrinks?  It would be a pretty small chance.

If that were to happen, that person would lose their abilities and join the Detective Boys (assuming there were any left in the game) and use the collective ability.  Or, if there were no Detective Boys to begin with or they all died, the poisoned/shrunken person would just be a townie with no abilities.

Of course, the fact that they were shrunken would not be posted.  Instead they'd get a PM telling them what happened.  This way, the BO wouldn't know that they'd been shrunk, only that the poisoning of that particular person didn't occur.  Perhaps they made an error and poisoned the wrong person/role...

I don't know, but it could work, potentially.
Oh my gosh, I thought about suggesting that. but BO would know they shrunk cause they post if they die, unless BO just suggests they die and they live, but lose voting rights and ability.
but just because a person's poisoned doesn't mean they always die. If they say "Akonyl is Kid", and I'm Kid, and I shrink and I don't die, they would just think that I might not be KID after all.

Anyway, I'm indifferent on it, although it's a random chance thing that doesn't jive with me. :P
Exactly what I thought!  I figured it would have to be a pretty low chance, though.  The only way the BO could be certain that someone shrunk as opposed to having just guessed wrong is if they knew without a doubt someone's role. 
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Schillok »

Commi-Ninja wrote: I got an idea about the poisoning....

What if there was a random chance that someone who is poisoned survives and shrinks?  It would be a pretty small chance.

If that were to happen, that person would lose their abilities and join the Detective Boys (assuming there were any left in the game) and use the collective ability.  Or, if there were no Detective Boys to begin with or they all died, the poisoned/shrunken person would just be a townie with no abilities.

Of course, the fact that they were shrunken would not be posted.  Instead they'd get a PM telling them what happened.  This way, the BO wouldn't know that they'd been shrunk, only that the poisoning of that particular person didn't occur.  Perhaps they made an error and poisoned the wrong person/role...

I don't know, but it could work, potentially.
Mhh, this idea works quite nice with another idea I was playing around with a bit...
Well, that idea is still in development, on the other hand I would love to try it out soon... maybe when I become a GM.

Basically, what I was thinking about are individual objectives for all players. Right now it is only the big conflict of town VS BO. But in Detective Conan each of the characters also have their own agenda, things that they want to achieve. So together with their role (or right at the start of the game for Preparation Roles) they would be given a task that they can try to achieve.

A task for Shinichi could for example look like that:

Catch Kaito Kid
Despite the crisis you think it is the perfect time to arrest KID once and for all. After all he somehow seems to connected to the BO, though you are not sure how.

Objective: Have Kaito Kid arrested by the police.
Reward: You will be notified that the arrested player really is Kaito Kid. Furthermore, you will learn the results from all of his actions during the game. In turn, KID will get a PM confirming that you are Shinichi. You may work together for the rest of the game.
Failure: You fail your task if Kaito Kid is killed.
Punishment: none


Or be something completely different, like for example:

Find Ran!
You would feel much better if you knew that Ran is well... and what she is doing. You should hurry to find her, since the BO seems to be targeting everyone now.

Objective: Find Ran before the end of day 3. Send a PM with the player you think is Ran to the GM at any time. You can only send one PM, if it is wrong you fail your task.
Reward: You form a group - similar to lovers - with Ran. You will both have each others identities be confirmed by the GM. If one of you dies, the other one can continue to play.
Failure: You fail your task if Ran is killed, if you suspect the wrong player or did not reply until the end of day 3.
Punishment: You will be shaken by your inability to find Ran and will be unable to do anything during the next night.



And so on. Of course the rest of the town - and the BO - will also get similar missions. Sometimes their tasks could conflict with each other. Or the mission could even be to stop each other.
If a player completes his/her task he/she will get a reward. This is to replace dreams... which honestly, were quite random and could have horrible results for one group if their opponents got them. Since the players will actually have to do something to get that advantage it should reward good play instead of hoping on good luck.

Tasks should be fairly balanced between the difficulty, the reward and the failure. For example the first task is rather difficult and even if carried out successfully the advantage might not justify the disadvantage of having KID arrested. On the other hand there is no punishment if Kid gets killed so Shinichi might even just ignore his tasks. He already has two advantages after all: He knows there is a KID in the game and in case he is arrested by chance he will also benefit a bit from it.
The second task is a little bit easier and the reward is slightly better. However, this time there is both a time limit and a punishment for failing the task. So Shinichi should be more focused in finding Ran as well... while not losing track of the overall task of finding the BO.


So, what does this have to do with shrinking by APTX? Simply, something like this (for example for Agent Camel):

Second Childhood

A genetic screening has confirmed that you are immune to the APTX the BO uses to poison its opponents. It would turn you into a little child however, offering good camouflage but reducing your abilities in turn...

Objective: Get poisoned by APTX.
Reward: You will survive and the BO will lose the APTX they used. However, you will lose your ability to observe.
Failure: -
Punishment: -

Well... yes, it is a little bit different from shrinking suggested earlier. However it is less random - the player knows in advance he is going to survive. And the BO might noticing that that player is revealing his role a bit too easy. And decide to maybe leave him alone after all...


As I said, it was just an idea. It seemed like fun to me, but I guess it requires a huge amount of work for the GM to make all the tasks and keep track of them...
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Yurikochan »

Schillok wrote:
Commi-Ninja wrote: I got an idea about the poisoning....

What if there was a random chance that someone who is poisoned survives and shrinks?  It would be a pretty small chance.

If that were to happen, that person would lose their abilities and join the Detective Boys (assuming there were any left in the game) and use the collective ability.  Or, if there were no Detective Boys to begin with or they all died, the poisoned/shrunken person would just be a townie with no abilities.

Of course, the fact that they were shrunken would not be posted.  Instead they'd get a PM telling them what happened.  This way, the BO wouldn't know that they'd been shrunk, only that the poisoning of that particular person didn't occur.  Perhaps they made an error and poisoned the wrong person/role...

I don't know, but it could work, potentially.
Mhh, this idea works quite nice with another idea I was playing around with a bit...
Well, that idea is still in development, on the other hand I would love to try it out soon... maybe when I become a GM.

Basically, what I was thinking about are individual objectives for all players. Right now it is only the big conflict of town VS BO. But in Detective Conan each of the characters also have their own agenda, things that they want to achieve. So together with their role (or right at the start of the game for Preparation Roles) they would be given a task that they can try to achieve.

A task for Shinichi could for example look like that:

Catch Kaito Kid
Despite the crisis you think it is the perfect time to arrest KID once and for all. After all he somehow seems to connected to the BO, though you are not sure how.

Objective: Have Kaito Kid arrested by the police.
Reward: You will be notified that the arrested player really is Kaito Kid. Furthermore, you will learn the results from all of his actions during the game. In turn, KID will get a PM confirming that you are Shinichi. You may work together for the rest of the game.
Failure: You fail your task if Kaito Kid is killed.
Punishment: none


Or be something completely different, like for example:

Find Ran!
You would feel much better if you knew that Ran is well... and what she is doing. You should hurry to find her, since the BO seems to be targeting everyone now.

Objective: Find Ran before the end of day 3. Send a PM with the player you think is Ran to the GM at any time. You can only send one PM, if it is wrong you fail your task.
Reward: You form a group - similar to lovers - with Ran. You will both have each others identities be confirmed by the GM. If one of you dies, the other one can continue to play.
Failure: You fail your task if Ran is killed, if you suspect the wrong player or did not reply until the end of day 3.
Punishment: You will be shaken by your inability to find Ran and will be unable to do anything during the next night.



And so on. Of course the rest of the town - and the BO - will also get similar missions. Sometimes their tasks could conflict with each other. Or the mission could even be to stop each other.
If a player completes his/her task he/she will get a reward. This is to replace dreams... which honestly, were quite random and could have horrible results for one group if their opponents got them. Since the players will actually have to do something to get that advantage it should reward good play instead of hoping on good luck.

Tasks should be fairly balanced between the difficulty, the reward and the failure. For example the first task is rather difficult and even if carried out successfully the advantage might not justify the disadvantage of having KID arrested. On the other hand there is no punishment if Kid gets killed so Shinichi might even just ignore his tasks. He already has two advantages after all: He knows there is a KID in the game and in case he is arrested by chance he will also benefit a bit from it.
The second task is a little bit easier and the reward is slightly better. However, this time there is both a time limit and a punishment for failing the task. So Shinichi should be more focused in finding Ran as well... while not losing track of the overall task of finding the BO.


So, what does this have to do with shrinking by APTX? Simply, something like this (for example for Agent Camel):

Second Childhood

A genetic screening has confirmed that you are immune to the APTX the BO uses to poison its opponents. It would turn you into a little child however, offering good camouflage but reducing your abilities in turn...

Objective: Get poisoned by APTX.
Reward: You will survive and the BO will lose the APTX they used. However, you will lose your ability to observe.
Failure: -
Punishment: -

Well... yes, it is a little bit different from shrinking suggested earlier. However it is less random - the player knows in advance he is going to survive. And the BO might noticing that that player is revealing his role a bit too easy. And decide to maybe leave him alone after all...


As I said, it was just an idea. It seemed like fun to me, but I guess it requires a huge amount of work for the GM to make all the tasks and keep track of them...
I thought about Catching Kaito for the third faction of the game, and then you have to add Magic Kaito roles to the ggame, cause that would be like Mouri-San solving a case wiythout Conan's help and without it being anything about his family.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Conia »

Schillok wrote:
Commi-Ninja wrote: I got an idea about the poisoning....

What if there was a random chance that someone who is poisoned survives and shrinks?  It would be a pretty small chance.

If that were to happen, that person would lose their abilities and join the Detective Boys (assuming there were any left in the game) and use the collective ability.  Or, if there were no Detective Boys to begin with or they all died, the poisoned/shrunken person would just be a townie with no abilities.

Of course, the fact that they were shrunken would not be posted.  Instead they'd get a PM telling them what happened.  This way, the BO wouldn't know that they'd been shrunk, only that the poisoning of that particular person didn't occur.  Perhaps they made an error and poisoned the wrong person/role...

I don't know, but it could work, potentially.
Mhh, this idea works quite nice with another idea I was playing around with a bit...
Well, that idea is still in development, on the other hand I would love to try it out soon... maybe when I become a GM.

Basically, what I was thinking about are individual objectives for all players. Right now it is only the big conflict of town VS BO. But in Detective Conan each of the characters also have their own agenda, things that they want to achieve. So together with their role (or right at the start of the game for Preparation Roles) they would be given a task that they can try to achieve.

A task for Shinichi could for example look like that:

Catch Kaito Kid
Despite the crisis you think it is the perfect time to arrest KID once and for all. After all he somehow seems to connected to the BO, though you are not sure how.

Objective: Have Kaito Kid arrested by the police.
Reward: You will be notified that the arrested player really is Kaito Kid. Furthermore, you will learn the results from all of his actions during the game. In turn, KID will get a PM confirming that you are Shinichi. You may work together for the rest of the game.
Failure: You fail your task if Kaito Kid is killed.
Punishment: none


Or be something completely different, like for example:

Find Ran!
You would feel much better if you knew that Ran is well... and what she is doing. You should hurry to find her, since the BO seems to be targeting everyone now.

Objective: Find Ran before the end of day 3. Send a PM with the player you think is Ran to the GM at any time. You can only send one PM, if it is wrong you fail your task.
Reward: You form a group - similar to lovers - with Ran. You will both have each others identities be confirmed by the GM. If one of you dies, the other one can continue to play.
Failure: You fail your task if Ran is killed, if you suspect the wrong player or did not reply until the end of day 3.
Punishment: You will be shaken by your inability to find Ran and will be unable to do anything during the next night.



And so on. Of course the rest of the town - and the BO - will also get similar missions. Sometimes their tasks could conflict with each other. Or the mission could even be to stop each other.
If a player completes his/her task he/she will get a reward. This is to replace dreams... which honestly, were quite random and could have horrible results for one group if their opponents got them. Since the players will actually have to do something to get that advantage it should reward good play instead of hoping on good luck.

Tasks should be fairly balanced between the difficulty, the reward and the failure. For example the first task is rather difficult and even if carried out successfully the advantage might not justify the disadvantage of having KID arrested. On the other hand there is no punishment if Kid gets killed so Shinichi might even just ignore his tasks. He already has two advantages after all: He knows there is a KID in the game and in case he is arrested by chance he will also benefit a bit from it.
The second task is a little bit easier and the reward is slightly better. However, this time there is both a time limit and a punishment for failing the task. So Shinichi should be more focused in finding Ran as well... while not losing track of the overall task of finding the BO.


So, what does this have to do with shrinking by APTX? Simply, something like this (for example for Agent Camel):

Second Childhood

A genetic screening has confirmed that you are immune to the APTX the BO uses to poison its opponents. It would turn you into a little child however, offering good camouflage but reducing your abilities in turn...

Objective: Get poisoned by APTX.
Reward: You will survive and the BO will lose the APTX they used. However, you will lose your ability to observe.
Failure: -
Punishment: -

Well... yes, it is a little bit different from shrinking suggested earlier. However it is less random - the player knows in advance he is going to survive. And the BO might noticing that that player is revealing his role a bit too easy. And decide to maybe leave him alone after all...


As I said, it was just an idea. It seemed like fun to me, but I guess it requires a huge amount of work for the GM to make all the tasks and keep track of them...
I like this idea a lot, but will overload the GM with work :-\
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by pofa »

conia wrote:
Schillok wrote:
Commi-Ninja wrote: I got an idea about the poisoning....

What if there was a random chance that someone who is poisoned survives and shrinks?  It would be a pretty small chance.

If that were to happen, that person would lose their abilities and join the Detective Boys (assuming there were any left in the game) and use the collective ability.  Or, if there were no Detective Boys to begin with or they all died, the poisoned/shrunken person would just be a townie with no abilities.

Of course, the fact that they were shrunken would not be posted.  Instead they'd get a PM telling them what happened.  This way, the BO wouldn't know that they'd been shrunk, only that the poisoning of that particular person didn't occur.  Perhaps they made an error and poisoned the wrong person/role...

I don't know, but it could work, potentially.
Mhh, this idea works quite nice with another idea I was playing around with a bit...
Well, that idea is still in development, on the other hand I would love to try it out soon... maybe when I become a GM.

Basically, what I was thinking about are individual objectives for all players. Right now it is only the big conflict of town VS BO. But in Detective Conan each of the characters also have their own agenda, things that they want to achieve. So together with their role (or right at the start of the game for Preparation Roles) they would be given a task that they can try to achieve.

A task for Shinichi could for example look like that:

Catch Kaito Kid
Despite the crisis you think it is the perfect time to arrest KID once and for all. After all he somehow seems to connected to the BO, though you are not sure how.

Objective: Have Kaito Kid arrested by the police.
Reward: You will be notified that the arrested player really is Kaito Kid. Furthermore, you will learn the results from all of his actions during the game. In turn, KID will get a PM confirming that you are Shinichi. You may work together for the rest of the game.
Failure: You fail your task if Kaito Kid is killed.
Punishment: none


Or be something completely different, like for example:

Find Ran!
You would feel much better if you knew that Ran is well... and what she is doing. You should hurry to find her, since the BO seems to be targeting everyone now.

Objective: Find Ran before the end of day 3. Send a PM with the player you think is Ran to the GM at any time. You can only send one PM, if it is wrong you fail your task.
Reward: You form a group - similar to lovers - with Ran. You will both have each others identities be confirmed by the GM. If one of you dies, the other one can continue to play.
Failure: You fail your task if Ran is killed, if you suspect the wrong player or did not reply until the end of day 3.
Punishment: You will be shaken by your inability to find Ran and will be unable to do anything during the next night.



And so on. Of course the rest of the town - and the BO - will also get similar missions. Sometimes their tasks could conflict with each other. Or the mission could even be to stop each other.
If a player completes his/her task he/she will get a reward. This is to replace dreams... which honestly, were quite random and could have horrible results for one group if their opponents got them. Since the players will actually have to do something to get that advantage it should reward good play instead of hoping on good luck.

Tasks should be fairly balanced between the difficulty, the reward and the failure. For example the first task is rather difficult and even if carried out successfully the advantage might not justify the disadvantage of having KID arrested. On the other hand there is no punishment if Kid gets killed so Shinichi might even just ignore his tasks. He already has two advantages after all: He knows there is a KID in the game and in case he is arrested by chance he will also benefit a bit from it.
The second task is a little bit easier and the reward is slightly better. However, this time there is both a time limit and a punishment for failing the task. So Shinichi should be more focused in finding Ran as well... while not losing track of the overall task of finding the BO.


So, what does this have to do with shrinking by APTX? Simply, something like this (for example for Agent Camel):

Second Childhood

A genetic screening has confirmed that you are immune to the APTX the BO uses to poison its opponents. It would turn you into a little child however, offering good camouflage but reducing your abilities in turn...

Objective: Get poisoned by APTX.
Reward: You will survive and the BO will lose the APTX they used. However, you will lose your ability to observe.
Failure: -
Punishment: -

Well... yes, it is a little bit different from shrinking suggested earlier. However it is less random - the player knows in advance he is going to survive. And the BO might noticing that that player is revealing his role a bit too easy. And decide to maybe leave him alone after all...


As I said, it was just an idea. It seemed like fun to me, but I guess it requires a huge amount of work for the GM to make all the tasks and keep track of them...
I like this idea a lot, but will overload the GM with work :-\
How busy the GM is in real life could determine how many players get special objectives/second childhoods. It sounds fun enough to try, at least. :) Schillok gets to GM the first one.
Last edited by pofa on July 21st, 2010, 2:10 pm, edited 1 time in total.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by PT »

I think that's a really cool idea, Schillok. It could work really well, potentially, or it could completely flop, but I think that depends on the tasks themselves and the players/roles. If the GM doesn't think it's too much trouble, it could be added in, but that might also be one of the things that varies from GM to GM.

Either way, I really like the idea. And the like the idea of shrinking from APTX, because that's what the whole series is based on.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by xpon »

@schiilock.. wow about the phase became 23 hours.

so the GM will have 1 hour to analyze and post the updates

so PM clesed on 23:00 and gw announce in 24:00
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by PT »

xpon wrote: @schiilock.. wow about the phase became 23 hours.

so the GM will have 1 hour to analyze and post the updates

so PM clesed on 23:00 and gw announce in 24:00
That actually sounds like a pretty good idea, that way we're not all hounding the GM waiting for the update even though he/she has more to do than just post the phase change.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Commi-Ninja »

PhoenixTears wrote:
xpon wrote: @schiilock.. wow about the phase became 23 hours.

so the GM will have 1 hour to analyze and post the updates

so PM clesed on 23:00 and gw announce in 24:00
That actually sounds like a pretty good idea, that way we're not all hounding the GM waiting for the update even though he/she has more to do than just post the phase change.
Well, and in a sense, the phases would still be 24 hours, we'd just have one hour less in which to send our actions.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by xpon »

Commi-Ninja wrote:
PhoenixTears wrote:
xpon wrote: @schiilock.. wow about the phase became 23 hours.

so the GM will have 1 hour to analyze and post the updates

so PM clesed on 23:00 and gw announce in 24:00
That actually sounds like a pretty good idea, that way we're not all hounding the GM waiting for the update even though he/she has more to do than just post the phase change.
Well, and in a sense, the phases would still be 24 hours, we'd just have one hour less in which to send our actions.
yeah.. unless we are ready for dynamic round.

Prep phase Start Monday 00:01
Night 1 phase Start Tuesday 01:01
Day 1 phase Start Wednesday 02:01
Night 2 phase Start Thursday 03:01
Day 2 phase Start Friday 04:01
Night 3 phase Start Saturday 05:01
Day 3 phase Start Sunday 06:01
Night 4 phase Start Monday 07:01
Day 3 phase Start Tuesday 08:01

and so on
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Conia »

xpon wrote:
Commi-Ninja wrote:
PhoenixTears wrote:
xpon wrote: @schiilock.. wow about the phase became 23 hours.

so the GM will have 1 hour to analyze and post the updates

so PM clesed on 23:00 and gw announce in 24:00
That actually sounds like a pretty good idea, that way we're not all hounding the GM waiting for the update even though he/she has more to do than just post the phase change.
Well, and in a sense, the phases would still be 24 hours, we'd just have one hour less in which to send our actions.
yeah.. unless we are ready for dynamic round.

Prep phase Start Monday 00:01
Night 1 phase Start Tuesday 01:01
Day 1 phase Start Wednesday 02:01
Night 2 phase Start Thursday 03:01
Day 2 phase Start Friday 04:01
Night 3 phase Start Saturday 05:01
Day 3 phase Start Sunday 06:01
Night 4 phase Start Monday 07:01
Day 3 phase Start Tuesday 08:01

and so on


Every GM can't work properly with that schedule.
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Abs.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Abs. »

Depending on how long the game lasts, no one can work properly with that schedule.

Even players.
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