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Post by Tout-Perd on May 5, 2011 0:16:01 GMT -5
So, what themes sound interesting to you people? Remember, just because somebody proposed an idea doesn't mean they have to run it.
I'll post later with more elaborate summaries of each system proposed. As is, though, this is mostly just for discussions of what we all want to see for Mafia 6.
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Post by Beelzebibble on May 5, 2011 0:32:58 GMT -5
Trollmafia. I wanna be Equius and STRONGLYNCH ne'er-do-wells. not an actual suggestion
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Post by Ninety on May 5, 2011 12:43:49 GMT -5
I still don't know what Mafia entails.
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Post by Beelzebibble on May 5, 2011 13:20:17 GMT -5
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Post by Tout-Perd on May 5, 2011 19:42:09 GMT -5
I find myself really disliking the Werewolf variant. Just feels kinda hokey.
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Post by Iron Mouse on May 12, 2011 9:35:59 GMT -5
ORP Mafia = actual Mafia RP?
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Post by Tout-Perd on May 13, 2011 21:37:35 GMT -5
Nah, not quite. More like Mafia with strong Obscured Truth/Burgled Boullogne/Ishkabibble theming (essentially, Ecruteak themed, though some Cherrygrove and Summoner roles slip through there). Though considering Mafia V, I do believe we're on track for some deep and meaty accusations, instead of some of the more pitiful ones in the earlier games (It's amazing how much better the accusations grew after thinning the herd a bit from Mafia III.)
So, to expand on the Ishkabibble angle, there's a Psychopath role that gets to kill people indiscriminately (Scar or Lucas), there's a duplicator role that can make more items and gets an extra vote (Terrian), there's a scientist role that can change items into other items (Blaise), there's a deliveryman role that can grant people new items... but take them back for their own use if the person doesn't use the item right away (Channery), and there's a Mafia member who despite having no special powers, is utterly wrapped in a delusion that they are the Godfather (Shouta).
Those are just some of the roles I'm most proud of. Some are pretty direct paralells though (Alyssa->Bomb, Prime->Ferryman, Renard->Swordsman, no, wait, that can't be right)
Essentially, though thematically based around ORP, there are a few subthemes. I've played with the item economy and power level, essentially giving most players weak but useful powers that can benefit greatly from prudent item use. The items themselves are akin to most of the powers in Mafia 5; they're situationally quite strong, but aren't as useful as the Mafia III "Immune to death!" "Revive anybody!" "Kill one Mafia Member!" items. Think one-shot Mafia V powers, and you're in the ballpark.
But the thing I'm most eager about are the individual win conditions. There's two roles thusfar in the planning that belong to no side, simply trying to win the game for themselves. They're the psychopath mentioned above, who is trying to kill a specific number of players before either side wins, and there's the Information Merchant, who can find out one player's role per night, and wins by successfully guessing the matchups of all roles and players. Though they're both unlikely, if either one manages to win, that's the stuff of legends right there. I'm hoping to come up with an idea for a third, though I'm not sure what would really work without overlapping.
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Post by Beelzebibble on May 13, 2011 21:42:20 GMT -5
These things you say. I like them.
Would the roles be randomized though? I hope so. The choosing roles idea was okay for Pokemon but wouldn't work here, I think.
P.S. I'm disappointed no one but me is into Lovecraft Mafia. Insanity effects would be fun.
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Post by Tout-Perd on May 13, 2011 22:01:19 GMT -5
Yeah, we'd be back to random-draw again. Though I'm tempted to add a role to some game some time where a specific player is GUARANTEED to get that role (like, say, just spitballing: Scrap Heap Mafia: The BloodWolf: The seventh player to join gets this role. They immediately know who the Fleetwolf, Shadow, and Shadowhunter players are. This player's cloak of spam prevents others from realizing what else they're doing. Though they may make accusations in public, they must PM the host their real selection, which may differ from the one stated in town.)
I actually quite liked the idea behind Lovecraft Mafia. It'd be a unique playing experience, having the whole thing descend into utter pandemonium as time went on. (Kind of an inversion from standard Mafia, which typically grows more and more orderly as the wilder players get killed off and alliances form.) (Also, it's the one theme where I can really see the "Mafia member that can make innocents into Mafia" role really working well.)
Then again, the FF:T Mafia also has so much potential. It takes the Pokemon Mafia angle, and adds two levels of complexity: The option to change class to get a better power set for a situation, and the ability to level roles to gain futher perks. It really means that everybody would have to play the game on two levels, instead of simply sticking to their role and trying to use it the best as one could. Your role not working for you? Jump ship to another one, and see how it suits you! (Irrelevant and prolly not useful for FF Mafia, but a fun idea I had for a role: The Tonberry: This player's vote counts only in every other town vote. Their vote is equal in value to the number of dead teammates this player has.)
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Post by Beelzebibble on May 13, 2011 22:12:35 GMT -5
I can see Mafia: Tactics going WAY out of control though, in terms of complexity.
By the way, I'm not sure whether the Renard shoutout was a joke or not, but if you're actually thinking of integrating him in a Detective-esque role, I motion for Marshall to get the job instead. This is partially motivated by my overrepresentation in the plans so far (granted, Ecruteak is kinda my turf), but also motivated by the fact that I'm pretty sure I would weep for weeks if even so much as a noncanon Renard analogue got murdered. In fact, I'm putting it out there right now, for the record: Renard dies peacefully at a ripe old age, like in his sleep or something. That's Word of God now.
On the other hand, Marshall would make a bitchin' Vigilante.
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Post by Tout-Perd on May 13, 2011 22:19:42 GMT -5
Actually, Natalie is the Vigilante, far as I've reckoned. All things considered, we probably should have the "No safety" variant. In other words, Vigilantes can kill Innocents with their power. (I don't think it's possible to be MORE Vigilante than Natalie, at all.)
Still, the Renard request is duly noted. I think instead, I'll find another investigator. If it'll be Marshall, I'm not sure... I guess I'm curious to see where he goes in Obscured Truth. We've got til summer, after all. If we really are hurting for a Detective, I think Landsvale could work. But we'll see how that goes... There's quite a few options out there. I mean, couldn't Felix work, too?
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Post by Beelzebibble on May 13, 2011 22:53:51 GMT -5
There's that file on possible future Mafia roles I was looking for. Accountant: Innocent/Mafia. Every night, the Accountant may make an inquiry into the amount of money another player is holding. Once they receive an answer from the Host, they may also decide to increase or decrease that amount by 10%. (If Mafia, Nico?)
Alien: Third-party. The Alien is walking the earth in a human guise. He has two victory conditions. First, he may attempt to establish contact with the FBI by finding the Detective (or another similar role if necessary). Each night, he may target one player to approach. If the player is the Detective, the Alien wins and vanishes (goes to negotiate with the government). If the player is Mafia, the Alien is shot and dies. If the player is anyone else, the Alien sneaks off without having been noticed. Second, the Alien may attempt to abduct a criminal to study human psychology. Once during the night, he may target one player to abduct. If the player is a Mafia member (or another criminal role such as the Thief, if possible), the Alien wins and both players vanish. If the player isn’t a criminal, the Alien loses and both players vanish. If the Alien survives to the end of the game without fulfilling either of these victory conditions, he loses. (Sly. This is an awesome role, but we'd only want it if there were a lot of players to begin with.)
Blackmailer: Mafia. Once per game, the Blackmailer may PM the Host naming one player to blackmail and another player to target. If the blackmailed player has a power that can target one player every night, the Host PMs the player informing them that they must use their power to target whomever the Blackmailer chose as a target. If they refuse, their power still works as normal, but they die the next morning. If they reveal that they were blackmailed, they die at the end of that turn. If it’s a role that can’t target people, like the Bomb, or that can only target people a limited number of times per game, like the Bus Driver, then the blackmail attempt fails and the Blackmailer can try again another night. If the Journalist tracks the Blackmailer that night, the Host will tell the Journalist whom the Blackmailer blackmailed (not whom the Blackmailer targeted by way of the blackmail victim). (Massimo?)
Bus Driver: Innocent. Once per game, the Bus Driver may submit the names of two players to the Host by night. The Bus Driver may not name himself. Anything that happens to either player happens to the other player instead. For instance, Mafia votes against one player become Mafia votes against the other. If the Journalist tracks the Bus Driver that night, the Host will randomly name to the Journalist one of the two players selected by the Bus Driver. (Adapt this to Cab Driver and Faris or Azim al-Burak could play the part.)
Celebrity: Innocent. If the Celebrity is killed in an execution vote, everyone who voted for the Celebrity gets swarmed by paparazzi and can’t take any actions that night. (This would make sense as e.g. a secondary Helen ability, although it ideally wouldn't be her only power, if she were included.)
Cheerleader: Innocent. When first targeted for assassination or other nightly death, the Cheerleader screams so loudly that she drives off her attacker, but also loses her voice and consequently may not post in public for the following two days. The second time, she actually dies unless protected. (Terrian. No. HA HA HA. The Curator.)
Client: Innocent. The Mafia know the identity of the Client, but the Client doesn’t know who the Mafia are. The Client may buy immunity during the night by supplying ten coins to the Godfather (or the next highest-ranking Mafia member alive). For the rest of that night and the subsequent day, the Client may not be chosen for assassination, voted for execution, or otherwise targeted for a kill by any Mafia member. However, at the Godfather’s (or otherwise) discretion, the deal with the Client may be ceased at any time. Whether the deal is still going or not, the Client automatically surrenders if he’s the only remaining Innocent. (??? - I'm just throwing this in here cause it seems appropriate to the theme. Possibly a secondary Yoon power, to give her extra longevity -- since right now, her victory condition does jack shit for her in the opening rounds.)
Demagogue: Innocent. Two times per game, the Demagogue may choose to rally the Innocents. The Demagogue will be told the identity of one randomly-selected Innocent, but not that player’s role. Also, two times per game, the Demagogue may inspire a particular player. The Host will PM that player with the name and role of the Demagogue. The Demagogue may not use both of these powers in the same night. (Nopcsa with his telepathy and smooth-talking could play this part pretty well, I think, though since this is a major linking asset on the Innocents' side, we'd want to make sure the Mafia was pretty well-equipped so as to keep things fair.)
Gambler: Innocent. Every night, the Gambler may PM the Host naming a player that the Gambler bets will die that night. If the player turns up dead in the morning, the Gambler wins money equal to 10 times the number of players who were alive during the night. (Antonio? Tanner?)
Gunsmith: Innocent. The Gunsmith can offer three guns over the course of the game to players during the night. Each gun is loaded with a single bullet and thus functions as a free kill. The Gunsmith cannot use one of his own guns, nor may he give a gun to the same player twice. (George springs to mind, even though he wouldn't make much of an Innocent. This is another role for big rosters only.)
Hangman: Innocent. If the Hangman dies, all execution votes from then on begin with two votes for “no execution”. The Hangman may never vote for himself. (Williams? Hooper?)
Hitman: Mafia. If the Hitman’s vote in the assassination topic matches the prevailing vote, the targeted player cannot be protected from death by the Doctor/Nurse. (Cesare, to round out the trio? Huck or Rance?)
Hunter: Innocent/Mafia. Starts the game with a certain quantity of traps. The Hunter may lay as many traps per night as he likes, but cannot obtain more (or he might be able to buy more at the shop). If anyone else makes any actions the night that the Hunter sets up a trap(s), there is a chance the player will be caught in the trap and revealed the next morning, although what they were trying to do will remain unclear. (Rance or Huck?)
Jailkeeper: Innocent. Three nights, the Jailkeeper may incarcerate one player. That player cannot use their role power but is also immune to death. Any other effect which targets that player still succeeds. (Williams? Marshall, if not used elsewhere?)
Judge: Innocent. Once per game, the Judge may grant a pardon to a would-be execution victim. He cannot pardon himself. (Staudt, without a daudt.)
Lawyer: Innocent/Mafia. Every day, the Lawyer may choose another player to defend. The votes against that player that day are reduced by one. However, the Lawyer isn’t secretive; he must write a post arguing that player’s favor. (Illiana if innocent?)
Lunatic: Innocent. The Lunatic’s base vote power is negative one. Any effect that would decrease his vote power instead increases it and vice versa. In Mafia assassinations, the total of votes against the Lunatic is decreased by one. (Crazy people in ORP are so hard to come by.)
Mailman: Innocent. Every night, the Mailman may deliver up to three more boxes for the box game. Alternately, the Mailman may decide just once to “go postal” – that is, snap and get a free kill. However, once the Mailman goes postal, he gets fired from his job and so loses his powers. (ALGERNON BRECK.)
Pacifist: Third-party. By voting no execution in an execution vote, the Pacifist reduces the votes against him by three. The Pacifist must never change his vote that day, however; he cannot unvote and gain the same effect. If the Pacifist convinces the entire town to vote no execution three times, the Pacifist wins. (Hard to say, but I love the idea.)
Politician: Innocent. Every night, the Politician may PM the Host naming one player to bribe, offering a sum of money, and naming another player to vote for. The Host will PM the bribed player, informing him that the Politician would like to buy his vote and has offered a certain amount of money. The Politician and the bribed player may continue to haggle, but only through the Host. The next day, the player must cast the vote that the Politician told him to. If the player reveals that he was bribed, he will die at the end of the day. (Hooper?)
Poltroon: Innocent. Every night, the Poltroon may attempt to hide out in someone’s house. If the person is Innocent, the Poltroon is immune to death that night (although is still affected by other powers). If the person is a Mafia member, the Poltroon is killed. The Poltroon is permitted to surrender to the Mafia if he is the last Innocent living. (HEY, TERRIAN. Or, no, I dunno. Waylon Bell has access to a lot of doors to knock on, being a doorman for an apartment building. Maybe him?)
Priest: Innocent. The Priest is allowed either one resurrection or one free kill per game. However, if he uses the free kill, he will automatically confess, not the next morning, but the morning afterward. (Zebedee? Ecruteak itself needs a religious figure. This will be my next pet character.)
Psychiatrist: Innocent. Every night, the Psychiatrist may PM the Host guessing who the Psychopath is. If the Psychiatrist successfully guesses, the Psychopath is removed from the game. (Julia, obvs.)
Recruiter: Mafia. Every night, the Recruiter may select an Innocent. The Host will PM that player informing him that the Recruiter has offered to take him into the Mafia. If the player accepts, he sheds his previous Innocent role and becomes a vanilla Mafia Member. (However, he should probably only learn the Recruiter's identity, in case his old Innocent loyalties compel him to rat the Mafia out.) If the player refuses, the Host lets the Recruiter know. The Recruiter is allowed to attempt to recruit the same player multiple times, but once he successfully recruits one person, he can recruit no more and becomes, himself, a vanilla Mafia Member. (It's a great role, but I have no idea. Could be Cesare/Nico if they're not used otherwise.)
Robot: Third-party. The Robot begins the game with no specified victory condition other than to survive to the end of the game. However, whenever a player targets the Robot for any action (even daytime votes), the Robot changes alliance to the opposite of that player’s alliance (unless the player is also a third-party like the Alien). The Robot’s victory condition henceforth is to eliminate all Innocents or Mafia members. If the Robot changes alliance too many times over the course of one day, it will go haywire, meaning it gets one free kill and a new directive: destroy all other players. The new directive cannot be overridden. Also, while haywire, if the Robot is killed, it will explode like the Bomb. (This role is AMAZING; I'm not recommending we use it, but I'm throwing it out there anyway.)
Rooster: Innocent. During the night, the Rooster may crow. This ends the night early. The night must have lasted for at least 24 hours already. The night continues for its normal duration, but any activities after the Rooster crows are negated. (Biscuit's whistling dude aboard the train?)
Shapeshifter: Innocent. If executed, the Shapeshifter has a Mafia guise, and is named as a Mafioso if investigated by the Coroner. If assassinated or otherwise killed during the night, the Shapeshifter has an Innocent guise, and is named as a Nurse or other nonexistent role if investigated by the Coroner. (Rie?)
Sloth: Mafia. At any point in the game during the night, the Sloth may stage his own death. He will be reported as dead and will be unable to post publically or use items from then on. However, he is still allowed to vote in assassination votes. He counts as dead for all other purposes. (???)
Socialite: Innocent. A friend to all, the Socialite begins each execution with negative one vote, and no bonus votes apply when used against her. However, she must PM the Host each night choosing a person to socialize with. If that person is nightkilled, so is the Socialite. (If the Socialite is nightkilled directly while her target isn’t, her target stays alive.) (???)
Titan: Innocent. The Titan’s extraordinarily large and muscular physique makes him a nearly indestructible force. It takes at least three votes to assassinate the Titan. If the Titan leads the assassination vote with three or fewer votes, the assassination fails and the Titan fakes having been rescued by the Doctor. This does not apply to executions. If there are only two or fewer Mafia members remaining, the Titan’s effect is lifted. (WHADDUP JONAS)
Witch: Mafia. Every night, the Witch may curse one player. That player will be given a posting requirement which the Witch chooses from a list given to her by the Host. Alternately, the Witch is permitted to prematurely lift curses which she had already placed on other players. (Ysane???)
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Post by Loogs on May 14, 2011 0:12:22 GMT -5
Elisna could be considered pretty damn fucking crazy. Being a communist terrorist wanted by Interpol makes you all paranoid and shit. She just full-on tackled a guy and pinned him to the ground with a gun at his head. Granted, he kind of showed up in her place unannounced, but it's still a pretty crazy-people kind of thing to do. I'm sure there are crazier though.
Unless you meant that sarcastically?
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Post by Kuroboom on May 14, 2011 9:40:06 GMT -5
I imagine it was sarcastic.
Would the Hangman's power be negated once we reached a certain point in character density? Because if it came down to like 5 people, a negative 2 execution vote begins to make it hard to kill people.
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Post by Beelzebibble on May 14, 2011 11:15:12 GMT -5
Oh yeah, good thought. Yeah, that's another power that'd get lifted as we neared the endgame, like the Titan's.
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Post by The Evil Biscuit on May 15, 2011 18:21:33 GMT -5
I support this endeavor wholeheartedly. When can we start?!
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Post by {WW}BetaBloodWolf7 on May 15, 2011 21:31:09 GMT -5
Hopefully the Thursday before the 19th of June.
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Post by Kuroboom on May 15, 2011 23:54:54 GMT -5
We'll start after all the current RPs are complete.
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Post by {WW}BetaBloodWolf7 on May 16, 2011 1:13:17 GMT -5
I thought the plan was for it to happen some time this year? At that rate we'll be playing Mafia with our grand-kids.
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Post by Tout-Perd on May 20, 2011 19:05:09 GMT -5
Been sitting on this post for like a whole week. Such is the life of Lee these days; I rarely have internet access and consciousness at the same time. Roles I've come up with thusfar: Innocents: -The Mindreader: Each morning, The Mindreader is told the tally on the Mafia’s execution vote. -The Duplicator: The Duplicator’s vote counts for one extra in the town vote. Once per odd numbered night, they may create a second copy of an item that they’re holding. -The Police Chief: The Police Chief may, once during any odd numbered day or night, pick a player. That player may not use their role powers at all until the next odd numbered day (Mafia players still can vote in the Mafia vote, however). This player is immune to the effects of Bribe Money. The Police Chief knows who the Judge is. -The Swordsman: The Swordsman may choose on any night to activate their power. If they do, the first player to attempt to target them with their power that night is killed before that power can take effect. After this power has killed somebody once, this power stops working. -The Detective: Once per night, the Detective may inquire the host about a player. The host then tells The Detective that player’s alliance. -The Pickpocket: On every odd numbered night, the Pickpocket may choose a player to target. They get the item that player has owned for the longest time. In The Detective’s inquiry, The Pickpocket shows up as Mafia. -The Judge: If any town vote results in a tie, the Judge’s vote decides the result. The Judge knows who the Police Chief is. -The Healer: Once per night, The Healer may select another player. If that player would be killed that night, they survive instead. -The Magician: Once per day, The Magician may discard any one item in their possession and PM the host to gain one of the following effects (their choice): +Increase the strength of their next vote by 1. +Give different innocent an additional use of their daily power (Healer, Detective, Scientist). The Magician may either attempt to grant the power to an individual, or simply name the role they wish to grant the extra power to. +Choose a player, and that player’s least recently acquired item becomes a -The Hypnotist: If subject to an inquiry by the Detective or the Information Merchant, The Hypnotist may choose the alliance/role they show up as. Once every three days, The Hypnotist may choose a player, and that player’s next Town Vote is for a random individual, regardless of who they picked. -The Wanderer: One night per game, the Wanderer may choose to leave town. All powers used against them (except inquiries) and all attempts at killing them during that night fail. -The Scientist: The Scientist is told the vote tally after every town execution. Once per night, The Scientist may turn one item they possess into a different item.
Mafia: -The Delivery Runner: Every even numbered Night, (including Night 0), The Delivery Runner may choose one item and a fellow player receives it. At any point after the following day ends, they may attempt to recall that item. If the player they gave it to is still in possession of the item, The Delivery Runner takes that item for themselves. -The Godfather: The Godfather knows the roles of all other Mafia Members. If The Detective inquires about the Godfather’s alignment, he is told that The Godfather is an innocent. In the Mafia vote, the Godfather’s vote is worth double. -The Opportunist: Whenever a non-Mafia player dies, the Opportunist receives their most recently gained item. -The Delusional: The Delusional is told that they’re The Godfather at the start of the game, and is treated by the host as if they WERE The Godfather. However, they do not have any of The Godfather’s actual powers except knowing the roles of the Mafia players.
Third Column: -The Information Merchant: The Information Merchant may inquire the host once per night about a single player. The host reveals to The Information Merchant that player’s Role. Once per night, starting on Night 1, the Information Merchant may guess the Roles of all living players in a PM to the Host. If their guess is completely correct, they win the game. -The Psychopath: Every odd numbered night, The Psychopath may kill a player. They win the game if they manage to kill as many players as there are Mafia members at the start of the game.
Items: -Shield Piece: A player with two Shield Pieces loses the two pieces and gains a Shield. -Shield: A player possessing a Shield avoids dieing unless killed in a Town Vote. After avoiding Death once, the Shield is expended. This item may not be created except by merging two Shield Pieces. -Bottle of Wine: A player possessing a Bottle of Wine may expend it to find out what the answer to The Information Merchant’s most recent inquiry was. -Bubble Pipe: A player possessing a Bubble Pipe may expend it during any night to make an inquiry as if they were the Detective. -Black Bead: A player may use the Black Bead at the start of the day. If they do, they may pick another player. Both the user and the target lose their powers for the rest of the day and the following night, and then regain them the next morning. -Bribe Money: A player possessing Bribe Money may expend it during any ongoing vote. They choose another player, and that player’s vote is not counted in the final result.
As for response to Pohatu's roles, I'm liking: The Blackmailer The Taxi Driver The Celebrity (for merging into my Helen powerset) The Cheerleader (For merging into the Healer, considering how Tsubota rolls in Shrinking Feeling) The Hitman The Judge (to merge with my judge, probably) The Poltroon (no idea who that’d be, tho’) The Psychiatrist (Maybe we could have her powers alternate days with Hypnotist? Also, I think if we have the lunatic in, her psychoanalysis would also turn their power off) The Socialite The Titan
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Post by Beelzebibble on May 23, 2011 22:28:26 GMT -5
The sad thing is now I'm rewatching "The Mole" episodes and experiencing a revitalization of how badly I want to run that fucking game here.
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Post by Loogs on May 23, 2011 22:37:50 GMT -5
Someone ran it back in the early days of the Snitz, didn't they?
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Post by Beelzebibble on May 23, 2011 22:40:00 GMT -5
Lee tells me it was run once or twice long ago, yeah. I wish I could find those threads.
But basically it's the greatest game ever. Better than Mafia. (Because better paced, and supported by much more pressing and interesting questions.)
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Post by Loogs on May 23, 2011 22:43:06 GMT -5
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Post by Beelzebibble on May 23, 2011 22:48:11 GMT -5
Hahahaha wow.
The game I intend would not be basically a roleplay.
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Post by The Evil Biscuit on May 23, 2011 23:05:44 GMT -5
Where in the hell did you find episodes of The Mole?
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