Mafia! Mafia! Mafia! Character Role Discussions

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Yurikochan
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Yurikochan »

What if you close it 1 hour before time or 2 depending or what would happen. Then continue the phase the same time as you normally would. And players can still do things, but say if a player completes their goal then they can have a time frame the next day to send it in and it would count, say Shinichi finds Ran on day 3 but after the polls close, give a night leniency thing in case someone comes on say within the two hours and have to PROVE they did it in the same day in that 2 hour span by sending the pm or a photo that can't be altered or something like that.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by xpon »

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

Even players.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by PT »

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

Even players.
No, really all you need is the time-turner from Harry Potter to make it work out however you want it to.

But out side of that, yeah it wouldn't really work for anybody. :P
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by xpon »

so are we using the
Schillok wrote: 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 Akonyl »

depends if rohoph wants to do it, so up to her.

Also, a suggestion that people may or may not disagree with:
-Rather than BO being 1/3 of the town, they should be at most 1/3(rounded to nearest) minus 1, except in perhaps very large games. Basically, I think disregarding arrests/poisonings, the town should be able to get mis-lynchings the first 3 days, with people killed night1/2/3/4 before they're forced to lynch a BO member every single day. I just think it's silly since generally, people won't lynch correctly, they shouldn't be expected to get every other lynching correct. So to let the town survive to day 4 in this case, they need an 8 person advantage to the BO (which in an 18 person game like this round is 5v13, rather than 6v12 like we had).
-To make up for this, the BO has 3 APTX, which is treated differently than currently. Instead of APTX being used on every attempt, it is only used up on unsuccessful attempts. So basically, you have 3 chances to mess up who you poison. You can only poison as many people per day as you have APTX. The "logic" behind this is that the BO has a lot of APTX and will give it out to its members as much as they want, but will stop if they're irresponsible for it. This also removes the whole "look at all those poisoned people, I bet the BO used it all up so now I can say my role freely!" aspect, and stops people (not naming names :P) from thinking "well I may as well sacrifice myself to the poison if someone else is going to get poisoned anyway", because there's an infinite amount of possible poisonings.

I feel like I've said this before, but I'm sayin it again anyway. :P
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Conia »

Akonyl wrote: depends if rohoph wants to do it, so up to her.

Also, a suggestion that people may or may not disagree with:
-Rather than BO being 1/3 of the town, they should be at most 1/3(rounded to nearest) minus 1, except in perhaps very large games. Basically, I think disregarding arrests/poisonings, the town should be able to get mis-lynchings the first 3 days, with people killed night1/2/3/4 before they're forced to lynch a BO member every single day. I just think it's silly since generally, people won't lynch correctly, they shouldn't be expected to get every other lynching correct. So to let the town survive to day 4 in this case, they need an 8 person advantage to the BO (which in an 18 person game like this round is 5v13, rather than 6v12 like we had).
I thought the number of BO was decided by the GM, not by a formula. :-\
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Schillok »

Akonyl wrote: depends if rohoph wants to do it, so up to her.

Also, a suggestion that people may or may not disagree with:
-Rather than BO being 1/3 of the town, they should be at most 1/3(rounded to nearest) minus 1, except in perhaps very large games. Basically, I think disregarding arrests/poisonings, the town should be able to get mis-lynchings the first 3 days, with people killed night1/2/3/4 before they're forced to lynch a BO member every single day. I just think it's silly since generally, people won't lynch correctly, they shouldn't be expected to get every other lynching correct. So to let the town survive to day 4 in this case, they need an 8 person advantage to the BO (which in an 18 person game like this round is 5v13, rather than 6v12 like we had).
I agree on that. The games are decided way to early at the moment, even if the town does not mess up their lynchings. Like last game when they had almost lost without having a single misslynch the first 3 days. It would be more fun if the town had a bit more freedom, especially in the beginning.

-To make up for this, the BO has 3 APTX, which is treated differently than currently. Instead of APTX being used on every attempt, it is only used up on unsuccessful attempts. So basically, you have 3 chances to mess up who you poison. You can only poison as many people per day as you have APTX. The "logic" behind this is that the BO has a lot of APTX and will give it out to its members as much as they want, but will stop if they're irresponsible for it. This also removes the whole "look at all those poisoned people, I bet the BO used it all up so now I can say my role freely!" aspect, and stops people (not naming names :P) from thinking "well I may as well sacrifice myself to the poison if someone else is going to get poisoned anyway", because there's an infinite amount of possible poisonings.

I feel like I've said this before, but I'm sayin it again anyway. :P
I have never thought about that, but it really sounds good. I thought just increasing the number of APTX to keep the town from revealing their roles that easily, on the other hand giving back APTX when the BO succeeds works well, too. Just a bit worried that games could take a bad turn of the BO poisons 6 players in 2 days and still has 3 APTX during the following day. I mean sure, the town is at fault for getting their roles known as well but that would be a bit too extreme. Maybe only giving the BO back one APTX per phase/day?
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Abs. »

conia wrote: I thought the number of BO was decided by the GM, not by a formula. :-\
It is.  However, the GM may decide to use the formula, or make modifications.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Schillok »

conia wrote:
Akonyl wrote: depends if rohoph wants to do it, so up to her.

Also, a suggestion that people may or may not disagree with:
-Rather than BO being 1/3 of the town, they should be at most 1/3(rounded to nearest) minus 1, except in perhaps very large games. Basically, I think disregarding arrests/poisonings, the town should be able to get mis-lynchings the first 3 days, with people killed night1/2/3/4 before they're forced to lynch a BO member every single day. I just think it's silly since generally, people won't lynch correctly, they shouldn't be expected to get every other lynching correct. So to let the town survive to day 4 in this case, they need an 8 person advantage to the BO (which in an 18 person game like this round is 5v13, rather than 6v12 like we had).
I thought the number of BO was decided by the GM, not by a formula. :-\
It is, but the number of BO in a game is a very delicate thing. Too many and the town might have no chance to win at all. Too little and the town will simply overwhelm them since the few BO members will not be able to stop enough of the town abilities. And unfortunately this balance can already depend on one more or less BO player. So the formula is just a guideline for the GM. But according to past games 1/3 BO is too much for the town unless they have a lot of luck.
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Abs. »

In this last round, I was under the impression that BO identities would be revealed pretty early on due to the amount of protectors.  I was wrong!
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Conia »

Abs. wrote: In this last round, I was under the impression that BO identities would be revealed pretty early on due to the amount of protectors.  I was wrong!
Ironically, it was the other way around ;D
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Eve »

conia wrote:
Abs. wrote: In this last round, I was under the impression that BO identities would be revealed pretty early on due to the amount of protectors.  I was wrong!
Ironically, it was the other way around ;D
Well so how will the next round stand in terms of numbers?
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Abs. »

@Eve

That's up to the Grawwbear to decide!  And she doesn't need to tell anyone!  (Well, maybe she should probably tell the BO...)
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Eve »

Abs. wrote: @Eve

That's up to the Grawwbear to decide!  And she doesn't need to tell anyone!  (Well, maybe she should probably tell the BO...)
Okay....... Since there's a discussion, I thought she hasn't decide and we're deciding for her :P
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Re: Mafia! Mafia! Mafia! Character Role Discussions

Post by Akonyl »

Khinkhun wrote:
Abs. wrote: @Eve

That's up to the Grawwbear to decide!  And she doesn't need to tell anyone!  (Well, maybe she should probably tell the BO...)
Okay....... Since there's a discussion, I thought she hasn't decide and we're deciding for her :P
generally, it's been followed that BO is roughly 1/3 of the town. It's up to the GM if they want to subtract from that or whatever though.
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