Game Concept Thread

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Julia Pseudo
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Re: Game Concept Thread

Postby Julia Pseudo » Tue Jan 12, 2016 11:22 am

10 outta 10 nien

but uh

do the roles actually change their cardflip color when they're upgraded or is that for readability? just curious

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Re: Game Concept Thread

Postby MistakesWereMade » Tue Jan 12, 2016 4:32 pm

they change their cardflip color, except if the roaming dude already changed his color to green, he will keep that color regardless of him upgrading or not.

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Re: Game Concept Thread

Postby MECHDRAGON777 » Tue Jan 12, 2016 5:00 pm

I like Nien's game, except for the lore and termanology! Mostly the language...

This means everyone would have a special role at some point...

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Re: Game Concept Thread

Postby MistakesWereMade » Tue Jan 12, 2016 5:25 pm

MECHDRAGON777 wrote:
This means everyone would have a special role at some point...
exactly, if everyone is overpowered, nobody is overpowered

btw how would i go about hosting this dogshit?

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Re: Game Concept Thread

Postby Julia Pseudo » Tue Jan 12, 2016 5:27 pm

I like Nien balance (once in a while at least)

as for hosting? it's a pretty good game... i'd be fine with you hosting next if you wanted. Post signups in like half a week if you'd like.

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Re: Game Concept Thread

Postby MistakesWereMade » Tue Jan 12, 2016 5:36 pm

Pseudo-dino wrote:I like Nien balance (once in a while at least)

as for hosting? it's a pretty good game... i'd be fine with you hosting next if you wanted. Post signups in like half a week if you'd like.
kkk i got this ez

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Re: Game Concept Thread

Postby Zeldamaster12 » Tue Jan 12, 2016 5:40 pm

Nien, your game looks exciting, I'd definitely be down to play!

I might whip up a game this time around, I dunno. I'd say Nien's got this one in the bag though.

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Re: Game Concept Thread

Postby Delete if Allowed 2 » Thu Jan 14, 2016 11:06 pm

Nien wrote:
Pseudo-dino wrote:I like Nien balance (once in a while at least)

as for hosting? it's a pretty good game... i'd be fine with you hosting next if you wanted. Post signups in like half a week if you'd like.
kkk i got this ez
I refuse to call the roles by those names.
It's just utterly nonsensical.
Could you please rename them, so the game is more playable. Thanks?

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Re: Game Concept Thread

Postby PixelPest » Thu Jan 14, 2016 11:09 pm

If Nien's game is hosted, I think I'll sit this one out. I don't like the concept, the names, or some of the unneeded vulgar language in a game like this.

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Re: Game Concept Thread

Postby Sevennights » Thu Jan 14, 2016 11:15 pm

It does bot matter with the names or language, i just ignore it and call it something else. I just play... like what is the problem with names i know people have personal peevs but really these ones are easy just to ignore

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Re: Game Concept Thread

Postby Shadow Yoshi » Thu Jan 14, 2016 11:23 pm

Other than "Inspector Dipshit" and the "lore" section, I see no issue. What is it that you guys don't like about this game besides those things?

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Re: Game Concept Thread

Postby Zeldamaster12 » Thu Jan 14, 2016 11:26 pm

PixelPest wrote:If Nien's game is hosted, I think I'll sit this one out. I don't like the concept, the names, or some of the unneeded vulgar language in a game like this.
Nien's games are actually very fun, you should really reconsider.

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Re: Game Concept Thread

Postby PixelPest » Thu Jan 14, 2016 11:29 pm

Maybe I will reconsider. It's mainly the inspector dipshit and lore parts I dislike but if you say it's worth it, maybe I will. I'm not sure I really like the upgrades concept overall, although I guess I might turn out to enjoy it if I try it. Kind of like Escargots.

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Re: Game Concept Thread

Postby PixelPest » Thu Jan 14, 2016 11:40 pm

The Dragon Guild is causing chaos in two kingdoms, who through the turmoil are trying to save each other; and themselves. The kings have withdrawn to their royal chambers and no one knows what to do. Previously the Noblefolk and Peasants kept to themselves but now...

Mafia __: Kingdoms

Cardflip -- 20 players

EAST KINGDOM (10)

The Dragon Guild--Red Branch (Mafia)
(x2) Red Dragon Assassin: Can choose to kill one player each night who is residing in the same kingdom all remaining Dragon Assassins or hold them for Ransom (see below). Knows who the other members of the Red Branch are as well as the members of the Silver Branch. Can Travel. Cardflips Red.
Red Branch Ally: Can intercept one Secret Message (see below) each day and send it to the Red Dragon Guild; it still reaches it's intended target. Knows who the other members of the Red Branch are but not the members of the Silver Branch. Can Travel. Cardflips Green.

The Noblefolk
The King: Surrogate role. If the Mafia defeat the Guards/Knights in one kingdom, then the next night they can sneak into the castle and kill the king. (No specific target needed; cannot Ransom.)
Cardinal (1HP--Counts as 1.5HP for Ransoms): Can find the identity of one person each night. Can Travel. Cardflips Gold.
Guard (2HP): Protects the King of the East Kingdom. Cannot Travel. Cardflips Gold.
Knight (2HP--Counts as 1.5HP for Ransoms): Protects the King. May kill one player each night who resides in the East Kingdom, but if he kills an innocent he loses his ability for the remainder of the game. Can only be killed by the Mafia if all four reside in the East Kingdom on the night they have decided to kill the Knight. Cannot Travel. Cardflips Gold.

The Peasants
Swordsman (2HP): If the Guard and Knight are killed and the Swordsman is still alive, he will become the Guard. Must Travel at least once every three Days, unless he becomes the Guard. Cardflips Green, even as the Guard.
(x3) Peasant: Can Travel. Cardflips Green.

WEST KINGDOM (10)

The Dragon Guild--Silver Branch (Mafia)
(x2) Silver Dragon Assassin: Can choose to kill one player each night who is residing in the same kingdom all remaining Dragon Assassins or hold them for Ransom (see below). Knows who the other members of the Silver Branch are as well as the members of the Red Branch. Can Travel. Cardflips Red.

The Noblefolk
The King: Surrogate role. If the Mafia defeat the Guards/Knights in one kingdom, then the next night they can sneak into the castle and kill the king. (No specific target needed; cannot Ransom.)
Mystic: Can safeguard one player each night. Can Travel. Cardflips Gold.
Guard (2HP): Protects the King of the East Kingdom. Cannot Travel. Cardflips Gold.
Knight (2HP--Counts as 2.5HP for Ransoms): Protects the King. May kill one player each night who resides in the East Kingdom, but if he kills an innocent he loses his ability for the remainder of the game. Can only be killed by the Mafia if all four reside in the East Kingdom on the night they have decided to kill the Knight. Cannot Travel. Cardflips Gold.

The Peasants
Swordsman (2HP): If the Guard and Knight are killed and the Swordsman is still alive, he will become the Guard. Must Travel at least once every three Days, unless he becomes the Guard. Cardflips Green, even as the Guard.
(x4) Peasant: Can Travel. Cardflips Green.

IMPORTANT NOTES
Travelling:
Players can Travel to the other kingdom each day (if allowed) and do so by PMing the host. On each transition to the night period a headcount of how many people reside in each kingdom will be given, but no names will be provided.
HP:
The number of HP determines the number of Mafia needed in one kingdom to kill a target. Each Mafia member including the Red Branch Ally count as 1. If the attacked player's HP is higher than the number of attacking Mafia, then the Mafia are forced to retreat. One kill can happen in each kingdom each night. If unlisted, HP=1.
Secret Messages:
PMs can only be sent through the host. The host will forward the PMs “as quickly as possible” to their rightful destinations. This allows for the Red Branch Ally’s ability to work and changes up the feel of the game a bit; in these times not all PMs will reach their destination quickly, if at all--this will rarely happen, but there is a chance. If so it will be random and purposeful. The host may not open PMs. PM titles should be written as “Title” / “Recipient”.
Ransoms:
The Mafia can choose to grab a person for ransom instead of kill them, although the number of Mafia in that kingdom must be double the number of HP or listed Ransom HP. The Mafia can then send a message to the host that will be shown at the beginning of the next day. The Mafia can demand any information, etc. (be as creative as they want). If their demands are met they MUST release the captive. However if not they have the option to kill the captive the next night in addition to their normal actions.
Surrogate Roles:
No one plays them.
Instas:
Yes.
Winners and Losers:
Mafia--Kill both kings to win.
Everyone Else--Eliminate all Mafia.

Please ask for clarification if needed and make suggestions! Will add colours and italics/bold later.

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Re: Game Concept Thread

Postby Julia Pseudo » Fri Jan 15, 2016 12:54 am

8flight wrote:
PixelPest wrote:
Trust me guys, Nien's games are great, and they've all been like this. You can still call the roles stuff like "sheriff" or "doctor", it's all just for some goofy flavor. Believe me, participate and it'll be worth it.

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Re: Game Concept Thread

Postby MistakesWereMade » Fri Jan 15, 2016 1:19 am

alright, gonna have the thread up tomorrow...or today considering its 1 am

btw i think i'll increase the player count by 3 so the town doesn't instantly lose

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Re: Game Concept Thread

Postby Dreamer » Fri Jan 15, 2016 9:49 am

can i like, reserve a spot so i don't miss out this time
i'll post as soon as i can but knowing my luck it'll probably be too late

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Re: Game Concept Thread

Postby Shadow Yoshi » Fri Jan 15, 2016 9:53 am

PixelPest wrote:Maybe I will reconsider. It's mainly the inspector dipshit and lore parts I dislike
That's fair.
8flight wrote:I refuse to call the roles by those names.
It's just utterly nonsensical.
Could you please rename them, so the game is more playable. Thanks?
I hope you, like PixelPest, are only really concerned about the Inspector Dipshit role and the lore section, because calling humans "chill dudes" (for example) has no impact on the game's playability.

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Re: Game Concept Thread

Postby Delete if Allowed 2 » Fri Jan 15, 2016 2:58 pm

Nien wrote:
ALL MY CRITICISMS are in Red

Tryhard - dumpsters someone back to the stone age, meaning they shall not be able to speak for the following day phase, upgrades into Professional e-sports player.
*Professional e-sports player: the dumpstered person will have their night ability blocked along with the previous effect.

Good

Mirror Man - targets a player, all abilities casted on that player will be reflected towards their respective users (the abilities still work on the target). upgrades into Mirror Master.
*Mirror Master: Will get knowledge the name of the players who used their ability on the target (they will not know their role nor color).

Good

Voodoo lady - Can select a player and a word that contains >=7 letters, if the player says that word for the following day phase, they will die. upgrades into Social Justice Warrior.
*Social Justice Warrior: Minimum trigger word letter count reduced to >=2

Good

Student in bad arts - Once one of his teammates are killed, they can choose to obtain their base role. Upgrades into Scholar in bad arts
*Scholar in bad arts: Can obtain an upgraded role from a teammate if it's available. Both versions of the ability can only be used once.

Good

THE GOOD TOWN THAT IS NOT BAD: win condition: kill the bad dudes and the roaming guy.

Weapon Master
- Can choose to target a player to upgrade their role, and can also choose an heir at night to obtain the weapon master's powers in case they die. The heir choice is permanent unless it's changed. The weapon master does not have an upgrade. Can stack with the heir's current abilities.

Try to make it that the Weapon Master has to use his role each night. That way town is not overpowered compared to mafia

Inspector Madget - Can inspect a player each night to learn about their color. Upgrades into Inspector Dipshit.
*Inspector Dipshit: Will also learn the target's actions during the respective night phase.
(NOTE: If either of these abilities is reflected, the target will also get info on the inspector)

Good

Curist - Can save a player each night to prevent their death. Upgrades into Purist.
*Purist: The target will also be immune to any non-blue ability for that night as well.

The Purist seems a little overpowered.

Street hero - Can choose to kill someone each night. Will lose their ability for the next two nights if they kill an innocent person. Upgrades into MANBOY.
*MANBOY: Does not lose their ability if they kill an innocent and they will regain their power in case they lost it.

Good

chill dude - they're just a regular person, wanting to live a peaceful life. upgrades into not-very-chill-dude.
*not-very-chill-dude: lynch vote counts for two.

chill dude
chill dude
chill dude
chill dude
chill dude
chill dude
chill dude
chill dude

Fine

Soul gambler - bet on a player's death each night, if the target dies, the soul gambler will obtain their ability and will be able to use it freely. If his correct bet was on a green , he will gain their color. Upgrades into MASTERMIND BEHIND THE GAME.
*THE MASTERMIND BEHIND THE GAME - his bet will also work if the player dies the following day phase.

Seems extremely under powered and relies more on luck than skill

im sure this is imbalanced as fuck pls give critiscism

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Re: Game Concept Thread

Postby MacheTheFerret » Sat Jan 16, 2016 12:19 pm

PaperPlayerX wrote:Mafia #: Dead Ringer

-snip-

Please suggest balance changes. I have absolutely no way of testing this feigning mechanic.
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