Game Concept Thread

The popular forum game that separates the good from the bad, the strong from the weak, and the loose-cannon cops from the slightly schizophrenic. That's all after we figure out who's who, of course.

Moderator: Userbase Moderators

Forum rules
Before you make a topic/post, consider the following:
-Is there a topic for this already?
-Is your post on-topic/appropriate?
-Are you posting in the right forum/following the forum rules?
PersonNamedUser
Reznor
Reznor
Posts: 2882
Joined: Fri Feb 27, 2015 8:07 pm

Re: Game Concept Thread

Postby PersonNamedUser » Wed Apr 05, 2017 11:39 pm

Yes, you do know if you've been merged and who you've merged with.

I messed up on the sludge monster a bit, i meant that they can kill someone each night AND either silence another player
or cover up their nightkill.

PixelPest
Link
Link
Posts: 7111
Joined: Sun Jul 12, 2015 5:38 pm
Flair: Tamer of Boom Booms
Contact:

Re: Game Concept Thread

Postby PixelPest » Wed Apr 05, 2017 11:41 pm

Do you know the role of who you've merged with though?

You also didn't respond to my other questions and comments

PersonNamedUser
Reznor
Reznor
Posts: 2882
Joined: Fri Feb 27, 2015 8:07 pm

Re: Game Concept Thread

Postby PersonNamedUser » Wed Apr 05, 2017 11:47 pm

PixelPest wrote:Do you know the role of who you've merged with though?
No you don't
PixelPest wrote:You also didn't respond to my other questions and comments
Well alright

About visting, i think that i am going to include some kind of mechanic that makes it where each night 2 random townies are choosen that are REQUIRED to vist
someone.

I think this will end up as a roleflip since there is no godfather and most of the townie roles are green or blue

Oh, and cover up means the public won't be notified that they were killed.

PixelPest
Link
Link
Posts: 7111
Joined: Sun Jul 12, 2015 5:38 pm
Flair: Tamer of Boom Booms
Contact:

Re: Game Concept Thread

Postby PixelPest » Thu Apr 06, 2017 6:37 am

Covering up fully is never a good idea. It's confusing because no one knows who they can talk to and who's in or out of the game. Also anything random is usually not good. If you make it that there are enough positive and negative implications of visiting and allow anyone to visit someone else, that would be better

Valentine
Silver Yoshi Egg
Silver Yoshi Egg
Posts: 2049
Joined: Wed Jan 01, 2014 6:50 am
Flair: evil device
Pronouns: She/They

Re: Game Concept Thread

Postby Valentine » Thu Apr 06, 2017 7:10 am

The game you have is a regular

Godfather-Sheriff-Vigilante-Doctor

Type deal, try experimenting. If it doesn't work out people will tell you what's bad about it and you can fix it

Witchking666
Silver Yoshi Egg
Silver Yoshi Egg
Posts: 1769
Joined: Mon Dec 15, 2014 10:47 am

Re: Game Concept Thread

Postby Witchking666 » Thu Apr 06, 2017 8:32 am

Sanct wrote:The game you have is a regular

Godfather-Sheriff-Vigilante-Doctor

Type deal, try experimenting. If it doesn't work out people will tell you what's bad about it and you can fix it
What Sanct said, also "Experimenting" doesn't necessary mean you have to apply a gimmick to the whole game (though it can be fucking cool when people do this)
Often times, having a bunch of original or underused blues or mafioso's are enough. If you want a third party, make it interesting. A boring old serial killer is very underpowered and unfun to play as.

A perfect example of a game made interesting using roles is Celestial Assault by Waddle Derp. This game is very simple with the only real concept being that the mafia's abilities are mostly during the night and the town's during the day. This is however not a problem in this particular game, for Waddle Derp has twisted the roles to be very interesting. The mafia (Moon Cult) had two very basic roles in there: a Painter and a Nightkill Immune. There was also a third role that was rather basic but made original because he merged two roles. (The Twilight priest was a combination of a sherriff and a roleblocker.) The most interesting role IMO is the Moon Beast. It was a very simple concept that resulted in a perfect weak mafioso. The same thing applies to Celestial Assault's town. There were once again a few basic roles (Nightkill immune, Vigilante, Sherriff and doctor.) But there also was an original town special. The Sun Golem could reveal his role to someone else every day. This was very useful for the blue alliance if done correctly. But if the player who got this role fucked up then it would be completely useless. But the most interesting part was the third party. It was basically a cult leader with a limited amount of cultist it could recruit. Thing is, these cultists would become the third party If it died.

You can also make completely revolutionary concepts, but you need to keep in mind that would be a lot of balancing and a bigger chance of failure.

PersonNamedUser
Reznor
Reznor
Posts: 2882
Joined: Fri Feb 27, 2015 8:07 pm

Re: Game Concept Thread

Postby PersonNamedUser » Thu Apr 06, 2017 6:12 pm

So i made a couple slight adjustments, how does it look now?

ShadowStarX
Bronze Yoshi Egg
Bronze Yoshi Egg
Posts: 1751
Joined: Mon Jan 27, 2014 7:21 am
Pronouns: he/him
Contact:

Game Concept - Let's Raise the Flag of Rebellion

Postby ShadowStarX » Sun Apr 09, 2017 7:45 am

M40+: Let's raise the flag of rebellion
- 20 players (14 town, 5 mafia and 1 third-party)
- Cardflip
- Classic win conditions
- Role usage is OPTIONAL

The Despots
Tyrant: Can threaten a player each night to prevent them from speaking the following day phase. Alternatively, he can roleblock a player. However, his violent behavior gives him a unique cardflip color.
Bomber: Can give a bomb to a player during odd-numbered day phases which is going to explode the following night. Cannot give bombs to his teammates.*
Doublespeaker: Each day, he can fake a lynch vote by sending the host their real vote. When this ability is used, votes in the thread won't count. However, in order to use the ability, he is still forced to make a public vote as well.
Spy: During the night, he can visit a player and learn who visited them.
Crazy Chemist: On even-numbered nights, he can either kick the player they killed into a barrel of acid avoiding any kind of protection or burn the body and make the victim cardflip black.

Rebels of the Village
Detective: An inspector from the nearby town that has already been conquered by the despots. With his inspecting experience, he can learn a player’s color each night.
Dissector: Can anatomize a dead player and learn his exact role each night.
Medic: Has a good knowledge of healing people, which makes him able to protect a player from death each night. Has the ability to self-protect.
Guerilla: A partisan who handles guns very well. With his skills, he can kill a player each night. If he kills an innocent, his cardflip color will change to red for the following day and night phase.
Spokesman: A high-ranked rebel who can visit a player each night and send them a message via the game host.
Assistant: Has a bit of knowledge about a lot of things. Thus, he can visit a player each night to support them and make them able to use their ability twice. (has to make the decision during the previous day phase) Can't support the same player twice in a row.
Former Gangster: A former criminal who helps the village to take down the despots. He can roleblock a player each night. However, his criminal record makes him cardflip red.
Politician: A power-hungry but compassionate politician. His team of bodyguards protect him from being nightkilled.
Rebel
Rebel
Rebel
Rebel
Rebel
Rebel


The Fallen Politician
Dictator: A power-hungry, manipulative and merciless politician who was formerly the leader of the region but eventually got taken down by the people. His team of mercenaries protect him from being nightkilled and make him able to kill a player each night. With the power of propaganda, he can either: a) blackmail someone to prevent them from speaking for the following day phase b) make the player he killed cardflip black c) send a message to someone (similarly to the Spokesman) in order to distract them

General notes:
Spoiler: show
- Role usage is optional
- If someone gets roleblocked, they'll be notified about that at the end of the phase. However, if they're protected but nobody attempted to kill them, they won't know they were protected
- If someone has nightkill immunity and there's a nightkill-attempt against them, it won't be revealed to the public. But if someone is protected and there's a nightkill-attempt against them, it'll be announced that someone tried to kill them. (even if they had nightkill-immunity to begin with)
Role-specific notes:
Spoiler: show
- Bombs given by the Bomber: The targeted player will be alerted that they received and that they must kill someone with it. If they don't get rid of the bomb, they'll die.
- If the Former Gangster and the Assistant target the same player, the targeted player will be able to use their ability once (this is very unlikely to happen, but it's still mathematically possible), in other words, neither of the abilities will have an effect
- If the Tyrant roleblocks the player the Assistant visited, the player is still going to be completely roleblocked
- The Assistant cannot support the Guerilla
- If the Assistant somehow targets the Dictator, he won't get an extra kill, but he'll be able to use all 3 of his additional abilities at once.
EDIT #1:
- Nerfed the Assistant's powers by making him unable to support the vigilante and also not being able to help the same person twice in a row
- Added an extra Rebel and a new Mafia member, which is the Suicide Bomber to make the game more balanced. (there's also the fact that mafia has been gaining popularity recently)

EDIT #2:
- Removed the Suicide Bomber and added the Crazy Chemist instead
- Added a few extra notes about roleblocking and protection

EDIT #3:
- Made the Spy only able to learn who visited the player he visited
- Changed the Wicked Scientist to the Doublespeaker
Last edited by ShadowStarX on Wed Apr 19, 2017 9:42 am, edited 6 times in total.

Witchking666
Silver Yoshi Egg
Silver Yoshi Egg
Posts: 1769
Joined: Mon Dec 15, 2014 10:47 am

Re: Game Concept - Let's Raise the Flag of Rebellion

Postby Witchking666 » Mon Apr 10, 2017 4:14 am

ShadowStarX wrote:game
That is quite a solid game you have right there, I really like the Dictator role, especially because he can perform the spokesman's ability once.
I does look like your town is severely overpowered though. Especially the dissector and the assistant that is. The dissector basically functions as a roleflip mechanic until he is dead. I do love the role but I would advice you to either make the ability limited to a few uses or to add a longer delay. The assistant is just goddamn stupid. Making someone able to use their ability twice is fine, but not in a game where there are so many strong roles. I would suggest you to either limit the amount of times the assistant can do this or to remove it entirely and replace it with a weaker town role (doublevoter or something). I do absolutely adore the bomber role, I love the way you made the bombs work, if you get a bomb as a regular vanilla townie one may decide to keep it and die in order to protect the town specials. I do think it should have a limited amount of uses in order to stop te mafia from scoring a double-kill every night. Also, one question. The bomber cannot pass the bomb to one of his teammates, but can a townspersom who recieved a bomb pass it on to a mafioso? Because if not that should be added for the sake of balancing. The main point I am trying to make is that you should restrict your abilities more to prevent them from being overpowered.

ShadowStarX
Bronze Yoshi Egg
Bronze Yoshi Egg
Posts: 1751
Joined: Mon Jan 27, 2014 7:21 am
Pronouns: he/him
Contact:

Re: Game Concept - Let's Raise the Flag of Rebellion

Postby ShadowStarX » Mon Apr 10, 2017 9:16 am

witchking666 wrote:
ShadowStarX wrote:game
That is quite a solid game you have right there, I really like the Dictator role, especially because he can perform the spokesman's ability once.
I does look like your town is severely overpowered though. Especially the dissector and the assistant that is. The dissector basically functions as a roleflip mechanic until he is dead. I do love the role but I would advice you to either make the ability limited to a few uses or to add a longer delay. The assistant is just goddamn stupid. Making someone able to use their ability twice is fine, but not in a game where there are so many strong roles. I would suggest you to either limit the amount of times the assistant can do this or to remove it entirely and replace it with a weaker town role (doublevoter or something). I do absolutely adore the bomber role, I love the way you made the bombs work, if you get a bomb as a regular vanilla townie one may decide to keep it and die in order to protect the town specials. I do think it should have a limited amount of uses in order to stop te mafia from scoring a double-kill every night. Also, one question. The bomber cannot pass the bomb to one of his teammates, but can a townspersom who recieved a bomb pass it on to a mafioso? Because if not that should be added for the sake of balancing. The main point I am trying to make is that you should restrict your abilities more to prevent them from being overpowered.
Well, keep in mind that the mafia has the following roles if I wanted to translate it:
Silencer + Roleblocker with a unique color
Evil Doctor
Two versions of the Spy/Stalker combined
The Bomber

Also, the dissector's inspections aren't revealed to the public and the dictator does NOT have limited ability usage at all.

Yes, they can pass it to a mafioso. The idea I had with the bomber is similar to Jonny Peterson from Pseudo's game but it has a chance to backfire to the mafia and it's less likely to kill a special.

But yeah I also worry a bit about the town being overpowered and I might consider replacing the assistant. Thanks for your feedback, though, I really appreciate it.

EDIT: I could make the Tyrant's ability superior compared to the Assistant's:
- If the Tyrant roleblocks the player the Assistant visited, the player is still going to be completely roleblocked
- If the Tyrant roleblocks the Assistant, it will also roleblock the player the Assistant visited
And I should make the Assistant unable to help the Guerilla.

ElectriKong
Bowser
Bowser
Posts: 4652
Joined: Mon Jun 06, 2016 4:32 pm
Pronouns: he/him
Contact:

Re: Game Concept Thread

Postby ElectriKong » Wed Apr 12, 2017 4:47 pm

I have a game which is like a tweaked version of Pseudo's "Democracy - NOW!!!" concept

M39+: Democracy is Dead
-Ballot Box Voting
-Cardflip
-16 Players

Mafia
Vote Shuffler: Every 3 nights, can shuffle votes around so they are the reverse of what was actually voted, so the player who originally had the least votes would be the one affected
Mafioso: Normal Mafia member
Mafioso
Mafioso

Town
Mayor: Immune to nightkills
Identifier of bodies: Once per game, can choose to change the regular cardflip mechanic for a roleflip mechanic for one day or one night
Sheriff: Inspects the player that was voted to be inspected each nnight. May also choose to reveal himself to the player who he inspected each night
Vigilante: Kills the player that was voted to be killed each night
Doctor: Protects the player that was voted to be protected each night
New Doctor: Takes the place of the doctor if he dies, but cardflips red
Townie: Nothing Special
Townie
Townie
Townie
Townie
Townie

Notes:
-You will still be able to vote a specific thing even if the blue tied to it dies, it just means that that vote in particular won't affect anything (I.E: If the sheriff dies, you can still vote for players to be inspected, it just means the player with the most votes for inspection (or least if the vote shuffler's ability activates) won't be inspected)
-The Vote Shuffler does not have to use his ability every three nights. If he does not use the ability, then it can be used at anytime after, and can not use again for another 3 nights when he does
-If there is a tie in any vote, then a random player of the tied players will win, similar a KITB for lynch votes
-All votes, except lynch votes, take place during the night
-All votes are done via ballot box (in private via role PM)

Amyrakunejo
Spike
Spike
Posts: 268
Joined: Thu Apr 06, 2017 10:23 am
Flair: Philosophical, Pagan, Anarchist Femme Fair Gamer
Pronouns: she/her, they/them

Re: Game Concept Thread

Postby Amyrakunejo » Thu Apr 13, 2017 2:21 am

DarkStar Force:

HP State (A low number is good-like no more than 10)
Players Anonymously Choose who to attack (each attack is == -1)
Even Teams of two Factions (names can be whatever the GM chooses) (Deities do not count towards the total amount of players)
Two Special Deity Players that are allowed only to attack the other Deity or assist their respective Faction (the names of either Deity can also be chosen)
Deities take damage like other Players but heal +1HP every shift plus an additional 1HP for assisting their Faction rather than attacking the opposing Deity
Players cannot attack Deities directly (but can deal indirect damage if the player the Deity is assisting is slain [-1HP])
The exception is if the opposing Faction is down to one player and the Gunner chooses to use their special ability to attack two targets, which by default will allow the Deity to be directly attacked by the player.

Disciplines (determine Abilities):
Deity:

Mage (uses magic to assail the opposing Deity or to augment a single player from their own Faction)

Healer (uses magic to place a barrier around themselves and halting damage for one shift or can choose to heal their whole Faction partially, heal one player fully, or revive one slain player to 25% HP)

Gunner (uses tactical weapons to assail the opposing Deity or uses their power to boost the effectiveness of their Faction)

Illusionist (uses Slight of Hand to either make an underhanded move against the opposing Deity (such as setting a trap) or allows their Faction to use these sneaky tactics to do extra damage or try to convince opposing players to commit treason)

Players:

Fighter (uses physical strength to attack and can attack one player twice in exchange for no being able to move next shift)

Mage (uses magic to assail a player and can use their power to augment another player's attack power by 1 in exchange for taking double damage the following shift)

Healer (uses magic to heal other players and can use their power to heal everyone in their Faction or revive one slain player at 25% HP at a cost of not being able to move next shift)

Gunner (uses tactical weapons to attack and can use their skill to attack two players (or if the exception applies one player and the Deity) at a cost of not being able to move next shift)

Thief (uses their stealth to try to steal items from players, or can use their ability to plant phony treasonous evidence at the cost of taking double damage the following shift, and if the Thief is found out (the other Faction believes the player was framed), also cannot move the following shift)

Abilities in depth:

Mage: Deities can either attack their opposing Deity or augment one of their own players by +2, or can augment their whole Faction by +1, but the Deity cannot commit any action for one shift if they choose to augment their whole Faction.

Mage: Players can either attack a single opposing player or augment one of their own players' attack power by +1, but by assisting their own player, they will take double damage for one shift.

Healer: Deities can either create a damage nullifying barrier around themselves for one shift, or can choose to heal their whole Faction partially (25%HP), without invoking any penalty. However, if the Deity decides to use their power to heal one player fully or heal a slain player to 25% HP, they cannot commit any actions next shift.

Healer: Players can use their power to heal everyone in their Faction by 25%, or heal a slain player to 25% HP at a cost of not being able to move for one shift.

Gunner: Deities can use their tactical weapons to assail their opposing Deity, and can also attempt to place their opposing Deity in a Stunned state. The Deity can also use their knowledge to buff their Faction's attack power by 1, or can give their Faction each a chance to Stun an opposing player. The chance to Stun, if used against the opposing Deity, whether it connects or not, allows the Deity to take double damage for one shift. Same if the chance to Stun is given to the Deity's Faction.

Gunner: Players can use their tactical weapons to attack opposing players, or can use their abilities to attack two players (or if the exception applies one player and the opposing Deity), but in doing so they forfeit their next move.

Player Only Abilities:

Fighter: Players can use their physical strength to attack opposing players, and any attack power buffs provided by Mages or Gunner Deities will be worth double, or they can attack a single opposing player twice (ignoring the doubled attack power buff for the second hit), but will not be able to move for one shift.

Thief: Similar to the Illusionist Deity, players can use their stealth to steal items from other players (provided they have any), or can attempt to plant phony evidence of treason on the opposing player, at a cost of taking double damage for one shift. The catch is that it takes one shift to see if anyone catches on to the Thief and if they do, the Thief also cannot move for one shift.

Deity Only Abilities:

Illusionist: Deities can use their slight of hand to either attempt to set traps for the opposing Deity (Stun, Damage or Unable to Heal), which will be randomly avoided or stumbled on, or the Deity can cast an illusion spell that will make their Faction harder to hit, or can make one of their own Faction invisible and immune to all damage and effects for one shift, at a cost of not being able to commit an action next shift. If they choose to give their Faction the chance to convince an opposing player to commit treason, they cannot heal for one shift.

States:
Normal: Nothing special or detrimental.
Buff: Attack Power is increased.
Stun: Immobile. Can still be healed.
Blink: Evasion Increased; 50% less likely to be assailed by damage or effects, but heals just as effectively as Normal.
Invisible: Cannot be touched by anything, including healing and other buffs.
Cannot Heal: Healing is disabled.
Slain: Dead. Can only be revived. All buffs and detrimental effects are lost.
Cannot Move: Special Status inflicted after certain abilities are sued. Cannot Move/Commit an Action.
Double Damage: Special Status after certain abilities are used. Takes double damage, effective up to two times attacked.
Ace!: Special Status after scoring five straight attacks without taking any damage. Doubles total damage done next attack before buffs are applied, and negates all detrimental effects but is lost the following shift.
Evaporated: Eliminated from the game. Happens if a slain player is dead for five shifts (this can be altered by the GM as needed), or if certain other things have occurred such as too many shift passes by one player (not counting if the player cannot move due to detrimental state).
Special Award: A player who has been put into this state is out of the game, but usually is given special recognition for playing well or is going through a Real Life event that is taking all of their spare time, etcetera.

Rules:
All players must choose an action to perform when it is time to do so, unless they're unable to move.

Once all players have chosen an action, the actions are executed.

A player can pass once every five shifts, but must provide good reason for doing so (things that occur in Real Life that force the player to be away that cannot be negated are not included in this-these are automatically forgiven even if the original Mafia rules say otherwise).

If at any time, a player's HP is reduced to 0, they are Slain, but this is negated if any healing applied keeps the player to at least 1 HP. Damage is always applied before healing, but if the healing amount does not bring the player to at least 1 HP, they are Slain (yes, damage will force HP into negative integers).

A player that has passed is fair game, but any buffs applied to the passed player that decrease the odds of dealing damage still apply.

A player that commits three consecutive passes, unless they have given valid reason (with the exception as stated above for excepted Real Life events), is automatically Slain, and two of those three passes are counted as Slain turns, meaning that instead of five shifts before Evaporation, it is now three.

Shifts are to last a full day before another starts. Also, due to the difference in time zones, the player with the earliest time zone (i.e. if the western-most player lives in Honolulu, Hawaii) is the determining factor for when the next shift starts.

Players, when they sign up, must say what time-zone they are currently in, and if they intend to be leaving that area and where to, if applicable (i.e. for those that are traveling for a living, etcetera).

Teams will have at least one attacking player, or if there are five or more per team, two attackers minimum.

Also, no more than one Thief per team, since the Thief cannot attack at all nor buff other players.

If a player decides to commit treason (which is an action any player can do on any given shift that they can perform an action, the player must tell the Deity of the opposing faction via PM, but the Deity must then inform all the players and the GM that there is at least one player who wishes to commit treason, and the next shift is spent trying to find out who. If one player suspects any player, all other players will interrogate the suspected player with a one sentence question of their choosing. If the suspected player is the treasonous player, the GM will inform all players that the their suspicions are correct, and the player who attempted to commit treason will be Stunned and take Double Damage for the next shift, as well as lose any item they may have held. If the player suspected is not the treasonous player, nothing will be said and the act of treason goes unnoticed. The faction will gain their new player the following shift, but the treasonous player is Invisible.

Treason by Illusionist: Now, if one player convinces an opposing player to commit treason via their Deity's slight of hand tactic, the player must inform their leader that the opposing player is trying to commit treason, and then all the other players of the Faction are notified. In this situation, the Faction's players are allowed to convene and decide whether to accept the treasonous player, to out the player to their own Faction, or to commit a sneaky act and damage the player instead. Only if the treasonous player is outed will the player be penalized with Stun and Double Damage. If the sneaky damage done reduces the player's HP to 0, then the other Faction is notified by the GM of the sneaky tactic used, but no penalty is incurred.

Gunner Discipline-Double Attack Ability Exception: Normally, no Deity can be attacked by a player directly, but if the opposing Faction only has one player left, and the Gunner uses their Double Attack ability, the attack hits both the opposing player as well as the opposing Deity.

Deity Assist Indirect Damage: Another exception to players being unable to attack Deities is if the Deity is assisting one of their own players, and during an attack, the player being assisted is Slain. The Deity will take 1 damage from this. If the chance to Stun is given to the player that attacks the Deity indirectly in this way, the Deity can be Stunned by the player as well (but the chances of the Deity being Stunned in this way are even less likely - 25%).

Defeat: (one or more conditions may apply at any given time)
Condition one: All players of your Faction or all Attack Capable players are Slain/Evaporated.
Condition two: Your Faction Deity is Slain.
Condition three: Three players are Evaporated in the passing of one to two shifts. (This can be altered by the GM as needed)
Condition four: If no players nor the Deity can move for one shift. (Also can be altered by the GM)
Condition five: If after a pre-determined amount of shifts, the overall amount of HP is less than the amount of the opposing Faction's HP (can be altered by the GM)

Victory: (one or more conditions may apply at any given time)
Condition one: All players of the opposing Faction or all Attack Capable players are Slain/Evaporated.
Condition two: The opposing Faction Deity is Slain.
Condition three: Three opposing players are Evaporated in the passing of one to two shifts. (This can be altered by the GM as needed)
Condition four: If no opposing players nor the opposing Deity can move for one shift. (Also can be altered by the GM)
Condition five: If after a pre-determined amount of shifts, the overall amount of HP is more than the amount of the opposing Faction's HP (can be altered by the GM)

The following is a non-negotiable and absolute Victory Condition (just because of the unlikelihood):
Condition six: Double Ace! Have two or more of your own players be imbued with the Ace! Status buff at the same time. (Also can be referred to as 'Snake Eyes')

Player sign-up requirements:
Provide a unique name for their character, as well as gender and race (of course, the latter two options can be completely made up).
Players must request directly to be a Deity, and will be assigned their Faction once all players have been signed up.
If the GM allows it, choose their Discipline (if not, the GM will PM each player with the chosen Discipline).
Once the amount of players have been chosen and signed up, there will be a PM sent out to each player stating when the game will start, as well as which Faction they will be assigned to. If a player has requested to be a Deity, this PM will also tell them which Discipline has been selected for them, unless the GM asks for the player to respond with a chosen Discipline (there is no restrictions on Deity Disciplines).
Before the game starts, there will be a blurb about the two warring Factions, with a description of what each Faction stands for, along with unique names for both Factions and where they are from (all decided by the GM with no limitations other than to be nice).

Terms:
Shift: A turn in which both Factions choose and execute their next moves, if applicable.

Discipline: This determines a player's, and Deities' abilities.

HP: Health Points. The more you have, the better. If 0, you're Slain.

GM: Game Master.

DM: Dungeon Master.

MoP: Master of Puppets, I'm pulling your strings!

Ace!: A super status buff that negates all detrimental stats and doubles total damage done before buffs are applied which is automatically given to any player that has attacked five shifts in a row without taking any damage.

Double Ace! An instant victory condition that requires two players be given the Ace! super status buff simultaneously.

Faction: An attacking force designed to eliminate other Factions that stand in their way.

Deity/-ies: In reference to non-mortals/Gods/Goddesses, usually the leaders of armies or keepers of the peace, among many other things. Here, the leaders of the Factions.

Snake Eyes: Typically the reference to when someone throws a pair of ones in Craps. Actually pays out well if one bets the Don't Pass Lane on the Come Out Roll...(because Seven is a nightmare then!)

Treason: When any given player decides to attempt to switch sides.

Mage: Magic user, typically uses their magic to inflict harm, or sometimes to boost the attack power of allies.

Healer: Magic user, typically uses their magic to restore or revive, as well as buff other allies defenses.

Fighter: Uses their physical strength and agility to attack. Sometimes, a Fighter can also use weapons. Not here.

Gunner: An individual skilled with tactical weapons such as pistols, shotguns, rifles and military grade assault weapons like rocket launchers and grenades.

Illusionist: Magic user, typically uses their magic powers to cause illusory effects.

Thief: Skilled in stealth, they pilfer items and try to plant phony incriminating evidence, among other insidious but clever crimes.

Even Teams: Forces an even amount of players on all teams. In this case, sixteen players would become two teams of eight.

-------
And...not bad for borderline exhausted...

Cedur
Link
Link
Posts: 7073
Joined: Tue Jun 28, 2016 10:14 am
Flair: I'm gone, for chess and minesweeper
Pronouns: he/him

Re: Game Concept Thread

Postby Cedur » Thu Apr 13, 2017 4:53 am

M39+: Luigi's Fight for the Underground Village

(might as well add a different plot for M39 if I find one)

Obsessed as always by his neverending thirst for unlimited richness, Wario and his cronies have attacked the peaceful underground village of toads who have lived peacefully mining mineral deposits for centuries. Now Wario has built up a strong fortress together with a few loyal toads and now he tries to take over the rest of the village too. But as if that wasn’t terrible enough, they accidentally freed a zombie enclosed deep in the ground, who now wants to take revenge and curse every person alive.

Cardflip, 17 players
Enhanced vanilla roles
- each vanilla townie, as well as Wario and the TP, receive two items for the game. The remaining special roles can't use items.
Visiting mechanic and cult-esque TP.
Forced lynching (no lynch results into all-player kitb).
If you're dead, keep paying attention to the game, chances are the Guru Toad wants to seance you.

Wario and his lackeys

Wario: Leader of the outlandish, can temporarily disable a player’s items for the night; and can use items himself.
Devil Toad: Can kill the first person who visits them.
Wizard Toad: Can paint a person and can additionally control their vote.
Cat Toad: Can inspect a player.

The mafia must always choose a member to visit the player they want to kill collaboratively.
Instead of becoming doomed souls, mafia members die if the zombie is after them.

The toad village

Luigi: Patron of the village, can reveal his role to a player at night. Can’t be killed or converted Night 1.
Captain Toad: Leader of the toads, inspects a player each night.
Gunsmith Toad: Can kill at night. If they kill an innocent they can’t kill for the next night.
Tanooki Toad: Protects a player against nightkill (but not conversion).
Guru Toad: Can have a seance (Discord communication) with a dead player every even-numbered night. Target must be announced to the host on the day before. Can’t be killed or converted Night 1.
Green Toad: Starts the game with two random items. (no steady ability)
Green Toad
Green Toad
Green Toad
Green Toad
Red Toad
Purple Toad

The undead

Zombie: Converts a player to a doomed soul each odd-numbered night. If he targets an outlandish, he’ll kill them instead. Immune to nightkills. Starts with two items.
Doomed Soul: Has one nightkill available. Not nightkill-immune and can't convert themselves. Keeps items and can still receive items from dead players if they originally started with items.

Items: The game contains 18 items. If a player with items dies, their items will be randomly distributed over the people alive who can use items. There’s no limit on how many items you can use for a night.
  • Tanooki Suit: Investigate whether a player is a vanillager, or receive three potential roles if they’re special (counts as visit). x2
  • Magnifier: Investigate whether a player is a special or what items they possess (counts as visit). x2
  • Ballot paper: Gain an additional vote for the next day. x4
  • Burgler alert: Reveal everyone who visits you at night. x3
  • Wiretap: Eavesdrop on another player to see who visits them (counts as visit). x3
  • Pinned Message: Post an anonymous message (if you don’t die) or a public last will (in case you die) at phase shift. x2
  • Crystal Ball: Effect a roleflip on a player if they die in the same night or the following day (doesn't count as visit, can’t be used on yourself). x2

Valentine
Silver Yoshi Egg
Silver Yoshi Egg
Posts: 2049
Joined: Wed Jan 01, 2014 6:50 am
Flair: evil device
Pronouns: She/They

Re: Game Concept Thread

Postby Valentine » Thu Apr 13, 2017 5:59 am

Amyrakunejo wrote:
Honestly, the main problem problem with this game is that it's a fucking chore to read. Most people don't have the patience to read a fucking book before playing mafia

ElectriKong
Bowser
Bowser
Posts: 4652
Joined: Mon Jun 06, 2016 4:32 pm
Pronouns: he/him
Contact:

Re: Game Concept Thread

Postby ElectriKong » Thu Apr 13, 2017 6:15 am

Amyrakunejo wrote:Wall of Text
I agree with Witchking. No one will vote for your game no matter how good it is if you post it in a host sign-ups becuase no one will read it (even I didn't). Make the post shorter. And if I were a GM, I would probably disapprove of it because there is too much to read. Reading it would not be worth anyone's time and therefore writing it was probably not worth your time as a result.

Also, feedback on my game?

Valentine
Silver Yoshi Egg
Silver Yoshi Egg
Posts: 2049
Joined: Wed Jan 01, 2014 6:50 am
Flair: evil device
Pronouns: She/They

Re: Game Concept Thread

Postby Valentine » Thu Apr 13, 2017 6:23 am

King of Eterity wrote:[I agree with Witchking. No one will vote for your game no matter how good it is if you post it in a host sign-ups becuase no one will read it (even I didn't). Make the post shorter. And if I were a GM, I would probably disapprove of it because there is too much to read. Reading it would not be worth anyone's time and therefore writing it was probably not worth your time as a result.

Also, feedback on my game?
I agree with thehelmetguy1 on this matter aswell

Witchking666
Silver Yoshi Egg
Silver Yoshi Egg
Posts: 1769
Joined: Mon Dec 15, 2014 10:47 am

Re: Game Concept Thread

Postby Witchking666 » Thu Apr 13, 2017 7:33 am

King of Eterity wrote:
Amyrakunejo wrote:Wall of Text
I agree with Witchking. No one will vote for your game no matter how good it is if you post it in a host sign-ups becuase no one will read it (even I didn't). Make the post shorter. And if I were a GM, I would probably disapprove of it because there is too much to read. Reading it would not be worth anyone's time and therefore writing it was probably not worth your time as a result.

Also, feedback on my game?
Thank you for agreeing with me even though I didn't post anything, it means the world to me.

ElectriKong
Bowser
Bowser
Posts: 4652
Joined: Mon Jun 06, 2016 4:32 pm
Pronouns: he/him
Contact:

Re: Game Concept Thread

Postby ElectriKong » Thu Apr 13, 2017 7:36 am

witchking666 wrote:
King of Eterity wrote:
Amyrakunejo wrote:Wall of Text
I agree with Witchking. No one will vote for your game no matter how good it is if you post it in a host sign-ups becuase no one will read it (even I didn't). Make the post shorter. And if I were a GM, I would probably disapprove of it because there is too much to read. Reading it would not be worth anyone's time and therefore writing it was probably not worth your time as a result.

Also, feedback on my game?
Thank you for agreeing with me even though I didn't post anything, it means the world to me.
I was trying to agreed with Sanct but something happened

ShadowStarX
Bronze Yoshi Egg
Bronze Yoshi Egg
Posts: 1751
Joined: Mon Jan 27, 2014 7:21 am
Pronouns: he/him
Contact:

Re: Game Concept Thread

Postby ShadowStarX » Thu Apr 13, 2017 7:48 am

Sanct wrote:
King of Eterity wrote:[I agree with Witchking. No one will vote for your game no matter how good it is if you post it in a host sign-ups becuase no one will read it (even I didn't). Make the post shorter. And if I were a GM, I would probably disapprove of it because there is too much to read. Reading it would not be worth anyone's time and therefore writing it was probably not worth your time as a result.

Also, feedback on my game?
I agree with thehelmetguy1 on this matter aswell
Sadly I have to disagree with Megar on this one.

Witchking666
Silver Yoshi Egg
Silver Yoshi Egg
Posts: 1769
Joined: Mon Dec 15, 2014 10:47 am

Re: Game Concept Thread

Postby Witchking666 » Thu Apr 13, 2017 7:56 am

Supershroom wrote:Game
That looks pretty neat, I love it when vanilla townies aren't completely useless! There should be a role that protects against conversion too if you ask me, the Zombie is a tad overpowered if there isn't any way for the conversions to fail.


Return to “Mafia”

Who is online

Users browsing this forum: No registered users and 3 guests

SMWCentralTalkhausMario Fan Games GalaxyKafukaMarioWikiSMBXEquipoEstelari