M9: Host Sign-Ups (Nien wins)

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.

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Which game do you want to play?

(8bitmushroom's) Stölheim
5
25%
(Blue Bomber's) Fantasy is My Ecstasy
0
No votes
(GMarinaX's) Wherewolf?
0
No votes
(krazykat's) A Mystery Train to Nowhere
3
15%
(Nien's) Shadowrun
9
45%
(PaperPlayerX's) Food Chain
0
No votes
(Pseudo-dino's) Night of the Day of the Terror of the Mafia
1
5%
(TNTTimelord's) Rock of Ages
2
10%
 
Total votes: 20
FallingSnow
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M9: Host Sign-Ups (Nien wins)

Postby FallingSnow » Thu Oct 16, 2014 5:17 pm

It's that time of the year again...

Mafia: Match 9

We're looking for your quality mafia hosting skills and your quality mafia games for our next match!

You've seen Mafia.
You've watched Mafia.
Now, it might just be your time to host some Mafia!


How do I apply?
We're changing it up just a little this time around.
All you need to do is post your game suggestion in this topic!

After you have posted, your two Game Masters, Pseudo-dino and I, will edit your post and respond in green at the bottom if we approve.
If we have comments or changes that we recommend, we will edit in red.
Optional suggestions may be in orange.


Tips to Remember:
Each user may only submit one game, so choose wisely!
Your game should contain between 15 and 20 players.
Have about 1 mafia member for each 4 townies.


Who's ready to play some mafia?
Let's see those games!

Pseudo-dino edit:
Please don't submit any more games! The poll will be created soon.


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Re: M9: Host Sign-Ups

Postby Magna » Thu Oct 16, 2014 5:21 pm

Depending on how this game will go, it may be my final Mafia game.

Mafia 5: Fantasy is my Ectasy
Team Arachnids:
Bloody Baron: Leads the team, is immune to night kills but that is his only ability.
Eastern Magicion: Can paint any players color to his choosing once per every night. Limit of three uses. Ability lasts a single night and day.
Kamikaze Underling: If he WAS NOT voted to get lynched, he will kill any person who didn't vote for him.
Northern King: His lynch votes count as two.


Team Cobras:
Midnight General: Leads the team, is immune to night kills but that is his only ability.
Morphing Miller: Has the ability to become any players role of his choosing for a night. He has two uses only.
Wise Wizard: Can read a players color. He will then know the color of that player. Paintings affect his results.
Apoplexy Ogre: Will kill the first person to have voted for him to be lynched at night.


Team Lions:
Light Commander: Leads the team, is immune to night kills but that is his only ability.
Western Magician: Can swap the colors of any two players each night. Limit of three uses. Ability lasts a single night and day.
Honorable Knight: Can choose to kill any person per night. If he kills one of his own team members he dies, too.
Fearless Fairy: Can escape a night kill, but can only if he uses his ability. Has only three uses.


Team Wolverines:
Dark Lord: Leads the team, is immune to night kills but that is his only ability.
Ancient Healer: Can heal any player he chooses if that player dies by night kill. Has only one self heal.
Goblin Swordsman: Can block any players ability for the night.
Southern King: His vote can only be submitted through PMing the host, his vote will be hidden from the public.


FallingSnow wrote:My problem with how people do faction games is that people like to give every player in the game a random ability. Personally, I dislike this and think it leads to a general mess.
It's probably okay now.

You only have 12 players at current which is below the recommended player count for this match.
You have a painter equivalent which will increase the lack of coordination and concrete factual information in the game exponentially. This is even worse if the effect is permanent. You might want to consider limiting his amount of uses.
The Southern King's ability is useless given that this game has 12 max players and only needs 6 votes for an insta anyway after the first night phase.
Pseudo-dino wrote: Game has a few problems...
Like FallingSnow said, the Eastern Magician is too powerful. Paintings either need to be extremely limited in uses or only last one night, or both. It's already hard enough to figure out who your team members are in factions...
Kamikaze Underling isn't terrible, but seems a bit redundant with the Apoplexy Ogre around. If he gets lynched, it'll make things a lot harder for his team anyways with one of their members down. I'd suggest replacing with something else, maybe a sheriff or something.
Game could use a couple more sheriffs in general. It's very hard to identify team members without them. Maybe add one to the teams that don't have one, it would increase player count anyways.
Purple team seems a bit overpowered in general, it's the only team with a sheriff and also has a double voter and the Morphing Miller, which seems really powerful to me. I'd move the double voter to another team, it's really powerful in combination with the sheriff.
Yellow team seems pretty good to me overall, but the Western Magician's ability needs to only last one night.
Blue team also seems good, but like FallingSnow said the Southern King needs to need less lynch votes to cause his insta.
Pseudo-dino's revised review wrote: Looks good to me now. I would add more sheriffs personally, but the game will work without them. Approved.
Last edited by Magna on Thu Oct 16, 2014 8:52 pm, edited 5 times in total.

Danny
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Re: M9: Host Sign-Ups

Postby Danny » Thu Oct 16, 2014 5:37 pm

I WAS WAITING FOR THIS.

Stölheim
20 players (5 Mafia, 5 Utility, 10 Town), Cardflip

It is the dark of night in the small forested town of Stölheim, and the noble of the town, Frederik Ziënger, has been found dead in his home with scratch marks on his chest and face. Werewolves are the suspected cause of this murdering, and so the town guard has been on active duty to try and rid of the menace that may still be lurking in the once peaceful town...

-Werewolves-
Traitor: Can kill a player once per night. Cardflips green when inspected.
Werewolf: Can kill a player once per night.
Werewolf: Can kill a player once per night.
Sorceror: Can disable the powers of a player once per night.
Spy: Can inspect any player each night (player's color will be revealed to the Spy only).

-Village-
Mayor: Can choose to either host a second lynching during the day where a second player gets lynched, or can inspect any player each night (player's color will be revealed to the Mayor only).
Town Guard: Prevents the death of a player once per night.
Town Guard: Prevents the death of a player once per night.
Cleric: Can heal any player he chooses at night if that player dies.
Executioner: Can choose to kill any player at night. If he kills an innocent, he loses his ability for one night.
Villager: A normal player with no special abilities. They vote each day to get someone lynched.
Villager: A normal player with no special abilities. They vote each day to get someone lynched.
Villager: A normal player with no special abilities. They vote each day to get someone lynched.
Villager: A normal player with no special abilities. They vote each day to get someone lynched.
Villager: A normal player with no special abilities. They vote each day to get someone lynched.
Villager: A normal player with no special abilities. They vote each day to get someone lynched.
Villager: A normal player with no special abilities. They vote each day to get someone lynched.
Villager: A normal player with no special abilities. They vote each day to get someone lynched.
Villager: A normal player with no special abilities. They vote each day to get someone lynched.
Mysterious Villager: A normal villager that cardflips red.

Werewolves win if they manage to kill the Village.
Village wins if they manage to kill or lynch the Werewolves.
If the Mayor wishes to hold a second lynching, he/she messages the Game Master during the night, and when it becomes day, an announcement will be made that there will be a second lynching, so everybody votes for 2 people to be lynched instead of 1.
If the Mayor dies and his color is revealed, his identity will also be revealed.
Each Night, the Traitor decides upon him/herself who to kill. Each Night, both Werewolf players will decide together on who to kill. A total of 5 deaths can occur in a Day/Night cycle; The Executioner's kill, the Traitor's kill, the Werewolf (Player) kill, the first lynching, and the second lynching. This provides with a pretty fast-paced first few nights as there will most probably be two lynchings, two deaths caused by the Werewolf team, and at least one death caused by the Executioner.
FallingSnow wrote:Generally looks pretty good.
You have 25 players which is above the recommended player count of 20. This will likely be a problem due to the amount of activity recently and our general player count maintaining steady around 20.
If I understand the game correctly, there is only one kill per night from the Werewolves (Team). The game will likely take a very long time to complete if that is true.
Pseudo-dino wrote:Generally looks good to me. Basically what FallingSnow said for the most part.
Remove 5 of the villagers and give the mafia another kill and I approve.
Pseudo-dino's revised review wrote:Changes made, game approved.
Last edited by Danny on Thu Oct 16, 2014 9:58 pm, edited 5 times in total.

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Re: M9: Host Sign-Ups

Postby MacheTheFerret » Thu Oct 16, 2014 5:47 pm

This post has been edited. It has a different game now. Disregard the previous game.

M9: Food Chain
This mafia game takes place on a farm, and everyone (except three people) is an animal. Recently the farm has been attacked by wild animals. These are no ordinary wild animals, however. These wild animals are unnaturally intelligent, and are masters of disguise. The farm animals will have to figure out who isn't who they seem before they all get attacked and eaten. Oh yea, and the farmer dude needs some friggin money, so don't let his livestock die or else he'll become one of those hobo dudes.

Gameplay:

This game has 20 players.
This is a cardflip game. Players' colors will be revealed upon inspection or death.
This is a ballot-box game. Players will privately submit their lynch votes to the host.
This is a Towns Syndrome game. Players do not know the roles or colors of other players, unless stated otherwise.

Roles:

Wild Animals:
Wolf (X3): Disguised wild animal. Decides who to eat each night and knows who the other wild animals are.
Fox: Disguised wild animal. Decides who to eat each night and knows who the other wild animals are.
Winning Conditions: Most of the farm animals need to be eaten.

The Farm:
Dog: Can "sniff" out the scent of suspicious players and learn their color, like a Sheriff.
Puppy: Takes on the role and color of the Dog if the Dog dies.
Cat: Can defend itself for one Night.
Livestock (x9): They have no special abilities.
Aggressive Chicken: It has no special abilities.
*Farmer: Immune to lynches, knows all player roles with stars beside their name.
*Farmer's Son: Immune to lynches, knows all player roles with stars beside their name. Carries a bee-bee gun and can choose to shoot and kill an animal at Night. If he kills a innocent animal, he gets his bee-bee gun taken away for one Night.
*Farmer's Daughter: Immune to lynches, knows all player roles with stars beside their name. Is a veterinarian, and can choose to protect an animal at night.
Winning Conditions: All wild animals need to be dead.

Other Notes:
Inactivity will result in Phantoms.
Ability usage is optional, but you must PM the host that you are doing so so that you don't accumulate Phantoms.
FallingSnow wrote:Looks good. Get ready to be spammed with PMs!
Pseudo-dino wrote:Looks good to me as well! I like the concept a lot.
Last edited by Julia Pseudo on Thu Oct 16, 2014 7:48 pm, edited 4 times in total.
Reason: Posted opinion.

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Re: M9: Host Sign-Ups

Postby Marina » Thu Oct 16, 2014 6:04 pm

Mafia 9: Wherewolf?

This is a cardflip game. The player's colors will be revealed on death or inspection.

Game is for 20 players.


Team Jacob/Werewolves:

Alpha Werewolf
- Head of the pack, cardflips green. The other members don't know he's the Alpha. May chose to save a pack member from being lynched one time during the game.
Suspicious Werewolf - May chose to kill a pack member each night. It's his goal to kill the Regular Wolf.
Shapeshifting Werewolf - Cardflips green upon first examination/kill. After that he cardflips red.
Regular Wolf - It's his goal to kill everyone. Cardflips red and works with the rest of the werewolf pack. The other pack members don't know he's the regular wolf.

Their goal is to kill the entire town, including Regular Wolf and Vampire, until only 3 people are left.

The Town:

Sheriff - You know the game, he inspects a player each night to learn their color. Cardflips blue.
Witch - Has two potions. One of them can protect a player from being killed that night, the other one can kill a player. The healing potion can be used every night, the killing potion can only be used once. Cardflips blue.
Cupido - Choses two players at the beginning of the game who fall in love with each other. If one of the two players dies, the other one dies as well. Cardflips blue.
Little girl - Can chose to wake up during the night and watch a murder. She then learns the name of one player who killed someone during that night. Only works once during the game. Cardflips blue.
Compassionate Fairy - May chose to save one player from getting lynched one time during the game.
Townie - Normal townsperson. Votes to lynch a player during the day. Cardflips green.
Townie
Townie
Townie
Townie
Townie
Townie
Townie
Townie
Their goal is to find all the Werewolves, the Regular Wolf and the vampire.

Team Edward:

Vampire
- His goal is it to kill everyone. He can chose to kill a player each night. Immune to nightkills. Cardflips yellow.


Some clarification:

- The mafia doesn't know who the Alpha Male is. Kill votes will be sent to the host by one in the group. This leaves the opportunity for the Regular Wolf to claim that he is the Godfather/Alpha to confuse the other pack members.
- The vampire and the Regular Wolf do NOT necessarely work together. In fact they don't even know each other in the beginning of the game.
- If the Shapeshifting Werewolf is killed/lynched, but gets saved by the Witch, Alpha or Fairy, he will cardflip red after that.
- Inactivity will result in phantoms/substitution.
- Power usage is optional, however the game host has to be PMed if the power is not gonna be used, to avoid inactivity.
FallingSnow wrote:Looks pretty good in general although I'm not entirely sure how the Regular Wolf and Vampire are going to play out.
Pseudo-dino wrote: Looks pretty good overall.
However, the Vampire is a bit confusing. I'd honestly just change him into a straight Serial Killer if I were you (like still with the Vampire name if you'd like though), there's really no advantage to the Vampire by biting someone as opposed to killing them. It's a nice concept but I don't think it'd work very well in practice.
Not actually required, but I'd suggest moving the Regular Wolf to Team Jacob just to make his allegiance clearer.
Pseudo-dino's revised review wrote:Fully approved.
Last edited by Marina on Fri Oct 17, 2014 9:56 am, edited 3 times in total.

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Re: M9: Host Sign-Ups

Postby Danny » Thu Oct 16, 2014 6:18 pm

FallingSnow wrote:Generally looks pretty good, however:
You have 25 players which is above the recommended player count of 20. This will likely be a problem due to the amount of activity recently and our general player count maintaining steady around 20.
If I understand the game correctly, there is only one kill per night from the Werewolves (Team). The game will likely take a very long time to complete if that is true.
I can knock down a few of the Villagers if necessary to compensate for the 20 player limit.

I should clarify it better, but basically here is how it works. The Traitor can choose his own target to kill each night, while both the Werewolves (Players) decide who to kill each night, meaning there would be 2 deaths each night. I was thinking of making it so there would be 3 deaths each night, but that would be faster than it should be because you still have to take lynching/second lynching into account.

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Re: M9: Host Sign-Ups

Postby FallingSnow » Thu Oct 16, 2014 6:23 pm

Two kills and then lynching is probably better.

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Re: M9: Host Sign-Ups

Postby MistakesWereMade » Thu Oct 16, 2014 6:25 pm

M9: Shadowrun
20 players
cardflip
role usage is optional
mafia killing is optional
if there's the same ammount of mafia members and townies, mafia wins.

Mafiososos
Grammar Nazi - Chooses a player each night, if that player makes a spelling mistake on any word, they die.
Earth Spirit - Can turn a player into stone each night, the next day, that person can't say anything, and won't be able to die.
Wraith - If the wraith gets killed, his "death" will be announced to the public, but he will stay alive. This only works once.
Morpher - Can change his own color once throughout the game each night.

TOWnies
Dancer - Chooses a player each night, that player will be able to use their ability twice that night.
Sheriff - Inspects a player each night
Fyrus - Eats a player and guards it in his stomach, if that player is to be killed, the fyrus will die instead of the player, The eaten player will be too disgusted to talk at day.
Penguin (x2) - At night, the penguin is able to "waddle" over to someone and tell them a secret about another random player. (For example, "A fluffy penguin visits you and tells you Player 1 tried to do something funny with Player 2. Or "A fluffy penguin visits you and tells you Player has taken no action during the course of the night). If a penguin visits another penguin, they will mate all night and none of the other players will be able to use an ability. This can only happen once throughout the game.
Townie(X8)

THIrd party
Voodoo Lady - Selects a player and a word of their choice each night. Next day, if the player says the selected word, they will die. Can only choose words that have 5 or more letters. ya this bitch was nerfed
FallingSnow wrote:Looks good to me. #n0M0r3(0dE5
Pseudo-dino wrote:I approve as well, as I said in that PM.
Last edited by Julia Pseudo on Thu Oct 16, 2014 7:50 pm, edited 2 times in total.
Reason: Posted opinion.

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Re: M9: Host Sign-Ups

Postby Marina » Thu Oct 16, 2014 6:36 pm

Lol nien how do you always come up with these roles

Also I forgot to mention, if the vampire is killed the same night as he bites someone, the hite wont take effect, otherwise there would be no way to get rid of the vampire
The wolf is basically just to mix up the game between the "mafias" a bit so they have an extra thread to get rid of

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Re: M9: Host Sign-Ups

Postby zioy » Thu Oct 16, 2014 6:40 pm

M9 - A Mystery Train to Nowhere

Capacity - 20


Cardflip
Semi-Mystery Game


This game has a slightly different ruleset from normal Mafia. The premise is that every player is on a train, and the Mafia has infiltrated the train. The train automatically arrives at the start of any given phase (in this case, the end of Day 8). When this phase is reached, the game ends.

This game would change around the Mystery Game mechanic to better suit creative players. Each player will receive a Role PM as usual, but the Role PM will have a variety of options if the player is chosen as a special role. There is a set number of Mafia, a set number of town, and a set number of third parties, but the player will be able to anonymously choose their role out of a set of possible choices. The game does not start until all players have decided on their role.

Therefore, here are the possible Role PMs:
x1 wrote:You are in the Mafia. You can choose to be the Assassin or the Godfather.

Assassin - Carries out the Mafia's dirty deeds each night.
Godfather - A normal Mafioso who cardflips green. However, this means that all three members of the Mafia visit the victim for the night, and therefore, if anybody else visits the victim, two members of the Mafia are revealed.


Your fellow Mafiosos are:
x2 wrote:You are in the Mafia. You can choose to be a Spy or a Roleblocker.

Spy - Can choose one person each night. If that person is visited or visits somebody, then he learns who they were, but not in any specific order.
Roleblocker - Can choose one person each night. Any potential actions performed by that person are blocked.


You fellow Mafiosos are:
x4 wrote:You are in the Town. You can choose to be either a Night Guard, the Conductor, a Detective, or a Doctor. There can only be one Conductor.

Night Guard - Can kill one person each night, but if that person was innocent (town-aligned), then the Night Guard loses his ability permanently.
Conductor - The boss of the train. He can choose to "stop" the train twice. Each time he stops the train, all players will be notified that the train has stopped moving. This delays the end of the game by ONE phase. There can only be one Conductor.
Detective - Can inspect one person each night to learn their color.
Doctor - Can save one person from dying each night.
x8 wrote:You are in the Town. You are a Passenger, who may be a Miller or Millwright.

Passenger - No special abilities.
Miller - Thinks he's a normal passenger.
Millwright - Thinks he's a normal passenger.
x2 wrote:You are in the Town. You are a Sleepwalker.

Sleepwalker - If anyone tries to nightkill him, it will backfire.
x3 wrote:You are a Hobo. It is your goal to prolong the game until the train arrives. If at least two of you survive, you will win at this point. You can choose to be either a Yellow Hobo or a Red Hobo. There can only be one Red Hobo.

Yellow Hobo - It is their goal to prolong the game until the train arrives at its destination. Is a third party. They know who the other hobos are.
Red Hobo - Can choose to distract the conductor once throughout the whole game. If the conductor planned to stop the train the phase, the train will not stop but the conductor will use one usage of his ability anyway. but the train will not stop. It is their goal to prolong the game until the train arrives at its destination. Is a third party. They know who the other hobos are.


Your fellow Hobos are:
Added Rules:
-If you are in the Mafia or if you are a hobo, you do not get the identities of your teammates until you have chosen your role.
FallingSnow wrote:Looks good.
Pseudo-dino wrote: Looks pretty good overall.
Choosing red hobo seems needlessly dangerous though, if you're sheriffed folks will assume you're mafia and probably get you killed, it's a lot more urgent to kill mafia than hobos. I'd give the red hobos some kind of special ability that the yellow ones don't have to balance the risk, though I'm not sure what that would be. I still approve the game either way, but I think it would be a good idea to change.
Pseudo-dino's revised review wrote:Change made, game fully approved.
Last edited by zioy on Thu Oct 16, 2014 8:28 pm, edited 3 times in total.

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Re: M9: Host Sign-Ups

Postby Julia Pseudo » Thu Oct 16, 2014 7:35 pm

Same game as before, folks.

————

M8 - Night of the Day of the Terror of the Mafia
Format: Cardflip - 15 players

The Mafia
Godfather: Immune to night kills. Cardflips red.
Consort: Can block one player's ability each night.
Thug: Can paint one player black each night. Paintings last until the next night.

The Townspeople
Vigilante: Can kill one player each night. Loses this ability for one night if s/he kills an innocent.
Doctor
Sheriff
Freemason: Knows who the other Freemasons are.
Freemason
Freemason
Townsperson
Townsperson
Townsperson
Townsperson
Witch: Immune to night kills, but cardflips red. Knows s/he's the Witch.

Serial Killer
Serial Killer: Can kill one player each night.

- Win conditions are standard.
- Power usage is optional.
- Insta-lynches can happen.
FallingSnow wrote:Looks good.

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Re: M9: Host Sign-Ups

Postby TLtimelord » Thu Oct 16, 2014 8:23 pm

M9 - Rock of Ages

The special events potentially used in this game are rare events.

Mafia Team:
-Driver - Can choose to swap the actions committed on two different users.
-Janitor - Can choose to wash a player and restore them to their original color
-Spy - Can choose to learn a player's color.
-Disguiser - Can choose to visit a player and take on the color of their target.

Town:
-Sheriff
-Doctor
-Vigilante
-Lookout - Can choose to learn either who all was visited or who all visited for each phase.
-Nightrider - Immune to night actions. Does not know they are one.
-Operator - Immune to day actions and lynching. Does not know they are one.
-Townsperson (x9)

Third Party:
-Monk - Can choose to "paint" a player and make them a Miller, Millwright, or Veteran.
-Sleepwalker - Can choose to visit someone random each night. No other special power.

Dynamic (Fake roles. The Disguiser can give one to themself or the Monk can change anyone's role)
-Miller
-Millwright
-Veteran

Extra Info:
-All NONKILLING roles have the option to use their role during the day except for those specified. Every role can only use their power ONCE per day/night cycle. Updates happen between day and night phases.
-The Miller, Millwright, and Veteran are never aware of their new colors unless the Monk tells them so.
-Unlike most of the recent custom games, the vigilante DOES NOT lose their power if an innocent is killed. Instead, their default cardflip color with change from blue to red or yellow.
-If the mafia and serial killer are dead, the monk defaults and wins with the town. If the townspeople and serial killer are dead, the monk defaults and wins with the mafia. If all are dead except the serial killer and monk, the serial killer wins.
Spoiler: show
Rare Events:
Paradise City - No nightkilling for one phase or no lynching for one phase.
Welcome to the Jungle - All killing roles can choose to kill during the day for a high risk of being revealed.
Nightrain - The Nightrider learns their role
Moneytalks - The Operator learns their role
Dirty Deeds Done Dirt Cheap - One random townsperson can choose a second nightkill for the Vigilante
Pseudo-dino wrote: Looking pretty good and balanced overall.
I like the events overall, especially Dirty Deeds.
You need to specify whether abilities are used during the day or during the night. I assume they're all used during the night, but I could be wrong considering that the Operator exists.
The Operator seems pretty useless. Without Welcome to the Jungle active, I assume all role actions are performed during the nighttime, so the Operator is immune to lynching. Immunity to lynching is pretty useless, since it immediately reveals you as the Operator.
I would personally put the Sleepwalker on the Mafia team (perhaps replacing the Spy, sheriffs aren't really all that useful for the Mafia honestly). It's your choice, but all visiting folks does is confuse the Lookout, who's supposed to be the Sleepwalker's teammate. You could also give the Mafia a lookout, again perhaps replacing the Spy instead. This isn't all that big a deal honestly and I'll approve even if you keep it the way it is, but the Sleepwalker seems pointless to me.
Also, perhaps cut the townies in half? We can barely support 25 players, and the town is pretty powerful without them considering all the special roles.
Pseudo-dino's revised review wrote: Looks good to me now. I approve.
FallingSnow wrote:I think you need to limit the amount of times that the Monk can "paint" people or how often he can do it. That's my only change I think. Also: does the Monk only lose if he dies?
Last edited by TLtimelord on Fri Oct 17, 2014 10:13 pm, edited 6 times in total.

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Re: M9: Host Sign-Ups

Postby zioy » Thu Oct 16, 2014 8:25 pm

I updated my game so the red hobo has an added advantage, but there can only be one red hobo. I also added a rule to prevent strategic planning before the game starts.

Magna
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Re: M9: Host Sign-Ups

Postby Magna » Thu Oct 16, 2014 8:52 pm

Fixed my game according to the comments.

Danny
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Re: M9: Host Sign-Ups

Postby Danny » Thu Oct 16, 2014 9:59 pm

Fixed up my game, comments on it should be revised.

Marina
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Re: M9: Host Sign-Ups

Postby Marina » Fri Oct 17, 2014 9:57 am

Fixed my game, comments should be revised.

TLtimelord
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Re: M9: Host Sign-Ups

Postby TLtimelord » Fri Oct 17, 2014 2:17 pm

Fixed my game, modified and removed a few roles just to make it easier to follow.

MacheTheFerret
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Re: M9: Host Sign-Ups

Postby MacheTheFerret » Fri Oct 17, 2014 4:43 pm

Do we have enough games for a poll?

zioy
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Re: M9: Host Sign-Ups

Postby zioy » Fri Oct 17, 2014 7:57 pm

PaperPlayerX wrote:Do we have enough games for a poll?
I would also like to know this.

Julia Pseudo
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Re: M9: Host Sign-Ups

Postby Julia Pseudo » Fri Oct 17, 2014 8:49 pm

FallingSnow just needs to review TNTTimelord's game then we can have a poll, I think.


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