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Re: Mafia Capital (WWC XIII): Important Info Here -- READ OPENING POSTS!
Question: Should I wait for Unavenger's game to finish or should I go ahead and start recruitment?
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Re: Mafia Capital (WWC XIII): Important Info Here -- READ OPENING POSTS!
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Originally Posted by
Valmark
Question: Should I wait for Unavenger's game to finish or should I go ahead and start recruitment?
Nah go ahead and get your thread up.
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Re: Mafia Capital (WWC XIII): Important Info Here -- READ OPENING POSTS!
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Re: Mafia Capital (WWC XIII): Important Info Here -- READ OPENING POSTS!
A Crazy Idea has ended in a victory for the Werewolves.
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Re: Mafia Capital (WWC XIII): Important Info Here -- READ OPENING POSTS!
Put me back on the end of the list to run an even Crazier Idea. :smalltongue:
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Re: Mafia Capital (WWC XIII): Important Info Here -- READ OPENING POSTS!
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Originally Posted by
Unavenger
Put me back on the end of the list to run an even Crazier Idea. :smalltongue:
Added to the list.
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Re: Mafia Capital (WWC XIII): Important Info Here -- READ OPENING POSTS!
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Originally Posted by
Valmark
I'm curious- those of you who have more experience with games completely devoid of power roles (meaning those that played more then one) what do you think of them? That game I was in ended up pretty one-sided (also because Town got into a pretty big argument between itself) and internet seems to confirm my idea of those kind of games being heavily stacked in favor of the wolves (the wiki even stated that the wolves' win should be almost certain) but I wanted to know how it held up in practice.
It's my favorite way to play werewolf-- that said, I do much better with the figuring people out by posting rather than by mechanics part of the game, and I know plenty of excellent mafia players who really enjoy figuring out complex setups and power roles and all of that. With regards to balance, it's all a matter of numbers. Since there aren't any power roles, there's no built-in proportional balance. This setup (typically known as "mountainous") was actually the setup of choice for the 4th Championship (12 villagers, 3 wolves), and was deemed a little wolf-sided in that particular environment-- Champs always skews in wolves' favor-- but not terribly far from even in most cases. If town is coordinated and plays together, games can be absolute rolls, and vice versa. It strips the game down to interaction and solving in terms of what people say and do publicly in thread and nothing else, which I really enjoy.
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Re: Mafia Capital (WWC XIII): Important Info Here -- READ OPENING POSTS!
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Originally Posted by
Cuthalion
It's my favorite way to play werewolf-- that said, I do much better with the figuring people out by posting rather than by mechanics part of the game, and I know plenty of excellent mafia players who really enjoy figuring out complex setups and power roles and all of that. With regards to balance, it's all a matter of numbers. Since there aren't any power roles, there's no built-in proportional balance. This setup (typically known as "mountainous") was actually the setup of choice for the 4th Championship (12 villagers, 3 wolves), and was deemed a little wolf-sided in that particular environment-- Champs always skews in wolves' favor-- but not terribly far from even in most cases. If town is coordinated and plays together, games can be absolute rolls, and vice versa. It strips the game down to interaction and solving in terms of what people say and do publicly in thread and nothing else, which I really enjoy.
Seconding this:
As a villager in this setup, you aren't quite as bulletproof compared to a game with power roles. Mafia killing you means something different; they aren't trying to take your powers out of the game, they are taking your voice out of the game. You are either consensus villager or you've got them nervous.
It's a fun game to play, IMO, as town. I do alright in this setup as a wolf, but it's not my favorite way to play.
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Re: Mafia Capital (WWC XIII): Important Info Here -- READ OPENING POSTS!
I have some balance questions that I want to ask without giving away too much for the game I plan to run. So, might be phrased a little oddly.
Do you think it'd be broken to have 2 Serial Killer neutrals? In sense of goal, not necessarily them both having a NK.
I'm contemplating a couple roles that have a normal night power, but can then lose their power permanently to do a strong power. For example, a voider who normally voids 1 person, but they can void all actions for a night (including the wolf-kill) in exchange for becoming a vanillager. Thoughts?
I'm also contemplating, akin to the HP game, of a pair of Lovers who don't die if their partner dies. But that seems too easily making a verified townie. On the other hand, I'm not allowed QTs in my game (besides 1 night-power that allows such), so it's not like the Lovers could be networked with the rest of Town without the wolves knowing who their partner is. So I guess maybe that is balanced if townchat is banned?
One power dynamic I'm considering (which would be public in the opening post) is a strange sort of scry.
The game's premise is that there's 3 factions: the diabolists working for a law firm (wolves), the Town (practitioners), and some neutrals (Others). But the Town might contain a diabolist, just a good one.
Most scrys only detect if someone is a diabolist, practitioner, or Other. So there's a chance of getting misinfo if you target the good diabolist. There might also be a role like the hexblade in the Wizards game that make someone read as diabolist for the night.
There'll probably be 1 true seer who detects if someone is wolf, Town, or neutral. But some half-seers who can detect if someone is a diabolist or not.
----
And a question not for this game, but for a maybe-future one.
What would be the balancing of a all-power-role Town, but no-power wolves? But the wolves have a higher starting number than Town. Like, I could see if 20 players, doing 15 Town and 5 wolves. With some talk of vanilla Town, it made me wonder if that might work well. Maybe if no QT for Town, too.
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Re: Mafia Capital (WWC XIII): Important Info Here -- READ OPENING POSTS!
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Originally Posted by
JeenLeen
Do you think it'd be broken to have 2 Serial Killer neutrals? In sense of goal, not necessarily them both having a NK.
No, it's been done.
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I'm contemplating a couple roles that have a normal night power, but can then lose their power permanently to do a strong power. For example, a voider who normally voids 1 person, but they can void all actions for a night (including the wolf-kill) in exchange for becoming a vanillager. Thoughts?
That kind of idea is decent (I did something similar with the Alien Psychotrooper in Crazy Idea, giving them a 1/game ability to scramble all scries and an always-on ability to scramble scries against them), although I think the idea of roleblocking everyone might be too strong. Also I don't feel like making them lose their powers is necessarily a good idea as it encourages everyone to use their most powerful abilities all at once, at the end of the game.
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I'm also contemplating, akin to the HP game, of a pair of Lovers who don't die if their partner dies. But that seems too easily making a verified townie. On the other hand, I'm not allowed QTs in my game (besides 1 night-power that allows such), so it's not like the Lovers could be networked with the rest of Town without the wolves knowing who their partner is. So I guess maybe that is balanced if townchat is banned?
Masons are fine in PMless games, and are fairly common - so common that MafiaScum uses them in their newbie games.
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One power dynamic I'm considering (which would be public in the opening post) is a strange sort of scry.
The game's premise is that there's 3 factions: the diabolists working for a law firm (wolves), the Town (practitioners), and some neutrals (Others). But the Town might contain a diabolist, just a good one.
Most scrys only detect if someone is a diabolist, practitioner, or Other. So there's a chance of getting misinfo if you target the good diabolist. There might also be a role like the hexblade in the Wizards game that make someone read as diabolist for the night.
There'll probably be 1 true seer who detects if someone is wolf, Town, or neutral. But some half-seers who can detect if someone is a diabolist or not.
Millers and framers are both relatively normal roles, although framers are less common.
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What would be the balancing of a all-power-role Town, but no-power wolves? But the wolves have a higher starting number than Town. Like, I could see if 20 players, doing 15 Town and 5 wolves. With some talk of vanilla Town, it made me wonder if that might work well. Maybe if no QT for Town, too.
Generally, the setup is about 1 mafia per 4 town if all the mafia and one in four town have powers, or rough equivalent. I would suggest more like 1 mafia per 3 town if all town and no mafia have powers.
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Re: Mafia Capital (WWC XIII): Important Info Here -- READ OPENING POSTS!
Quote:
Originally Posted by
Unavenger
That kind of idea is decent (I did something similar with the Alien Psychotrooper in Crazy Idea, giving them a 1/game ability to scramble all scries and an always-on ability to scramble scries against them), although I think the idea of roleblocking everyone might be too strong. Also I don't feel like making them lose their powers is necessarily a good idea as it encourages everyone to use their most powerful abilities all at once, at the end of the game.
I know we've had mass voids (one use) at least twice before on this forum, but it was when games were bigger.
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Re: Mafia Capital (WWC XIII): Important Info Here -- READ OPENING POSTS!
That all is helpful.
I'll also throw out one Town power I'm envisioning. I'm wary of mentioning it, but the players won't know if it made it into the game unedited or not.
"Each night, choose one player and then choose their target. Their targeted power(s) gets redirected to that target player if they use it that night. No effect on passive powers or if someone doesn't use a power. Once per game, you activate a Day power to change everyone's vote to a target you select. You are not revealed as doing this, but you must have voted for the person beforehand for the power to take effect. If you use this 1/game ability, you lose your Night ability for the rest of the game."
Based off the Duchamp enchanters.
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Re: Mafia Capital (WWC XIII): Important Info Here -- READ OPENING POSTS!
I already imagine the chaos that day ability will create. Or not, if somehow the target would get lynched either way >.>
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Re: Mafia Capital (WWC XIII): Important Info Here -- READ OPENING POSTS!
I知 probably not going to be available when it痴 time for recruitment to start, so I値l let AvatarVecna take my spot to run next
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Re: Mafia Capital (WWC XIII): Important Info Here -- READ OPENING POSTS!
Quote:
Originally Posted by
PartyOfRouges
I知 probably not going to be available when it痴 time for recruitment to start, so I値l let AvatarVecna take my spot to run next
I've switched our spots. Unless you'd prefer to be removed entirely for the time being?
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Originally Posted by
Valmark
Gonna wait for gac3 just in case.
And yeah, it should start Tuesday (2nd of May) with recruitment ending on Monday (1st of May)
To get the game approved one first created the game thread then PMs a mod right?
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I meant June, not May.
That is correct. The full suggestion of how to go about setting up your game is in post #3, but it amounts to "make your thread, then PM a mod about it so it shows up ASAP".
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Re: Mafia Capital (WWC XIII): Important Info Here -- READ OPENING POSTS!
Quote:
Originally Posted by
AvatarVecna
I've switched our spots. Unless you'd prefer to be removed entirely for the time being?
That is correct. The full suggestion of how to go about setting up your game is in post #3, but it amounts to "make your thread, then PM a mod about it so it shows up ASAP".
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Re: Mafia Capital (WWC XIII): Important Info Here -- READ OPENING POSTS!
Do y'all think it's more common/useful to have a voider on the wolf team or the Town team in all-power game? Or on both?
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Re: Mafia Capital (WWC XIII): Important Info Here -- READ OPENING POSTS!
Quote:
Originally Posted by
JeenLeen
Do y'all think it's more common/useful to have a voider on the wolf team or the Town team in all-power game? Or on both?
The wolves will always get more mileage out of powers since they can coordinate while a Town voider is unlikely to hit a Wolf at least the first two days, and even later depending on how the game is going.
Aside from that, it's useful for the side it has. In the HP game it would have been very useful for Town *Stares at Duck*.
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Re: Mafia Capital (WWC XIII): Important Info Here -- READ OPENING POSTS!
Quote:
Originally Posted by
Valmark
Aside from that, it's useful for the side it has. In the HP game it would have been very useful for Town *Stares at Duck*.
Let the record show that in the HP game it was very useful for Town in the end.
Also, I don't know if this is a good idea, but I once gave town a voider that only had like a 50% chance to void if aimed at another townie.
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Re: Mafia Capital (WWC XIII): Important Info Here -- READ OPENING POSTS!
Dang AV took of the recruitment start dates for the games not currently recruiting it looks like. I was using that to know when to sign up for a festive game.
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Re: Mafia Capital (WWC XIII): Important Info Here -- READ OPENING POSTS!
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Originally Posted by
gac3
Dang AV took of the recruitment start dates for the games not currently recruiting it looks like. I was using that to know when to sign up for a festive game.
I can put them back, if people find them useful.
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Re: Mafia Capital (WWC XIII): Important Info Here -- READ OPENING POSTS!
With "Beware Of Bites" moving into final pre-game stages, I've started recruitment for The Jellicle Ball.
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Re: Mafia Capital (WWC XIII): Important Info Here -- READ OPENING POSTS!
Is anyone here familiar with "The Thing" variant? Basically everyone starts human and one person is chosen to be "the Thing" (based on the movie, though could be a werewolf) and then each day phase you are voting to test someone to see if they are infected (thus they are "the Thing"). If you are successful in testing you may chain your test and test someone else, though if you choose a normal person, you must stop testing. Each night 'the Thing" may infect another person to join their team. If "a Thing" is found during testing it dies. There are variants with powers and things too, but I was just wondering if anyone knew of this version of werewolf and would be interested in running a game on here?
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Re: Mafia Capital (WWC XIII): Important Info Here -- READ OPENING POSTS!
I'd like such a game, looks good. It's basically a more Town-oriented version of a game with Cultists right?
If you test somebody who isn't a Thing do they die?
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Re: Mafia Capital (WWC XIII): Important Info Here -- READ OPENING POSTS!
no if you test someone who isn't a thing, then the testing ends, but otherwise nothing negative happens
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Re: Mafia Capital (WWC XIII): Important Info Here -- READ OPENING POSTS!
Joy would love a Day 1 where she doesn't vote for anybody's death (not sure wether she checks this place)
And uh, I'd be game even if it feels very moved towards Town. There again, Cult games might be screwed towards the Cult when compared to a 'standard' game so I guess that may evens out.
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Re: Mafia Capital (WWC XIII): Important Info Here -- READ OPENING POSTS!
I'd be happy to run it, though it looks like it'll be a while before a new game is run.
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Re: Mafia Capital (WWC XIII): Important Info Here -- READ OPENING POSTS!
My game is coming up soon, I should really figure out whether I'm doing a general final Fantasy game for a final Fantasy 4 specifically
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Re: Mafia Capital (WWC XIII): Important Info Here -- READ OPENING POSTS!
Evil Villains has ended in victory for Town and the Avenger (Apogee1). Schedule and archives have been updated.
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Re: Mafia Capital (WWC XIII): Important Info Here -- READ OPENING POSTS!
Quote:
Originally Posted by
AvatarVecna
Evil Villains has ended in victory for Town and the Avenger (Apogee1). Schedule and archives have been updated.
Oh, right, I was supposed to announce that myself. Oops.
In other news, stick me back on the end of the narration list. I値l have new ideas by the time I need them, hopefully.