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George Kansas
Sep 1, 2008

preface all my posts with this

Welcome to the Mafia New Game Announcement Thread!
(Here's a link to the Mafia Discussion Thread.)


What is Mafia?

Mafia (also known as Werewolf) is a party game of social deduction, in the vein of Town of Salem or Among Us, that has been adapted to a play-by-post forums game. Mafia games usually have two factions: Town make up the uninformed majority of the players, do not know each other’s identities or roles, and cannot communicate outside the thread. Mafia (commonly called Scum in the SA forums) are an informed minority of players that can coordinate outside the thread, and are able to kill other players at night. Both town and mafia players can have additional powers.

After signing up to play, players are assigned a role (via a Role PM) by the Moderator, who is the person in charge of coordinating the game and writing the underlying story. Roles are usually private and sharing them verbatim is not allowed.

Most games nowadays are run using Discord for communication with both the mod and with other players. You will probably be asked to join a Discord group prior to starting play, so be sure to have an account!

Games have two phases:

Day phase: All players debate in thread and try to reach a consensus about eliminating a living player. Eliminations happen by majority vote; if a consensus is not reached before the end of the day, no elimination will happen. Votes are registered by the votefinder bot, and need to be formatted in the ##vote [playername] (bolded) format. You can also retract your vote using ##unvote. To change your vote to another player, you usually just need to vote again, but you also might be asked to unvote prior to voting someone else – always check the OP of your game to make sure of the system being used!

Night phase: Threads are usually closed. If open, players will not be allowed to vote, and may be asked to not discuss the game, at the moderator’s discretion. During night phase, mafia players will be allowed to attempt to kill a player, removing them from the game. Night actions that are part of roles will also take place during that time.

Both Day and Night phases have deadlines that are set by the moderator. Always check those carefully; once a deadline is reached, no more actions can be input, and the game will proceed to the next phase.
Game ends when one of the factions reaches their win condition. Typically, for town players this will involve removing any threats to town; for mafia players, they will need to control the majority of the vote. Some players may have additional win conditions that will be specified in their role PM.

What is this thread for?

Listing new Mafia games, and acting as a quick reference guide! Please note, as per any other non-game Mafia threads :siren: Don’t comment on any ongoing mafia games here :siren:

Be also sure to check General Mafia Discussion thread for general discussion about mafia games, rules, strategies and general mafia chat. Feel free to ask anything you want to know about playing or modding, or ask about future games, if there are none open. You can also join the SA Mafia Discord (for mafia game planning and quick questions) for new game notifications.



General tips

Signing up for a game
You can sign up for games by posting in a thread that is currently recruiting players. Most games are announced in both this thread and the Announcement thread, so if you want to play, check those up! If there are no games open at the moment, feel free to ask in this thread - sometimes mods will have a game ready that they are planning to drop soon.
If you want to play, but are not sure of how it works, feel free to ask any questions in this thread, or contact the mod for information!
Always read the OP of the game you are joining. Some games will be simpler, while others will have more complex or custom rules. Again, when in doubt, contact the mod and ask them if the game will be fine for a new player. Most SA games are accessible to newcomers, and mods will be happy to explain away any doubts you may have before or after signing.

During the game
First rule is - have fun! This is a social manipulation game. There will be times you will be pressed, suspected, or accused of lying, but you should try to take it as lightly as possible. There are many reasons that can lead to being suspected, including other players not being on your side! Dying in Mafia is also not a big deal, since there will always be more games to play. Your death can also end up helping your side, even if you don’t think so at the time - you never know!

Do not talk about an ongoing game outside of the game thread or designated game communication channels. This is a very important rule that all threads will have, no exceptions, and it will be enforced. Even if you are dead, don’t post in any public threads about how the game went or what role you got. After you die, you will usually be given a way to chat privately with other dead players and observers, should you wish to comment, but it is not a given. Games do rely on secrecy to work, so don’t spoil the fun for everyone, or you will probably not be allowed to play anymore.

Communicate with your mod. They are there to help you play. If you have any doubts about how your role plays, how the game mechanics work, or anything of the sort, always ask them!

Always remember to be civil. You are playing with other people. Things getting heated from time to time are not unusual during a game, but any personal attacks on other players are extremely not OK. If you feel that you are not taking things well, take a break from playing and return later.

When in doubt, always post. Do not lurk. You may not be confident in reading the other players’ intentions, but posting your thoughts will always help them read you. If you are not sure who is scum, you can at least make sure the other players have enough readable material from you to make them think you are not scum. Lurking in a mafia game is also extremely frowned upon. Most games will have a minimum amount of posts, typically ranging from 10-20, that need to be made during a game day. Real life also happens - if for some reason you are unable to play at a given time, always contact the mod about it.

Remember that people can lie. Taking everyone’s word as gospel is not a good idea in a Mafia setting. Scum players are liable to be lying on principle, and there are valid reasons for someone to be withholding information as any alignment.

Odd alignment and role combinations exist. Just because someone claims to be an oddly specific or dodgy sounding role, does not mean they are lying, or that they share your alignment!

Don’t feel bad about making mistakes. Everyone, from newbies to experienced players, gets fooled sometimes. There is an old saying that goes “everyone is bad at Mafia” . If you get played by someone else, that is just part of the game!

George Kansas fucked around with this message at 01:41 on Apr 17, 2023

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George Kansas
Sep 1, 2008

preface all my posts with this

Common Mafia terms and abbreviations

Town - A player who is part of the uninformed majority. Town players do not know each other’s alignment and, except for some specific cases, cannot communicate outside the thread.
Mafia (Scum) - A player who is part of the informed minority. Mafia players know each other’s identities and can communicate collectively outside the thread.
Third party (3p, Self-aligned) - A player whose win condition does not align with that of Town or Mafia players.
Masonry/Masons - Two or more players of any alignment that are allowed to communicate outside the thread. Can be confirmed if the Mod reveals the masons’ alignment to each other, or unconfirmed if not.
Vanilla - A player that has no powers apart from voting.
Role madness (Role heavy) - A game that will have everyone or almost everyone have an action they can take, as opposed to being vanilla.
Lunch (Launch, Execute, Eliminate, Yeet) - Removing someone from the game by majority vote during the day. The term “lynch” is frowned upon and seldom used due to unpleasant connotations. Nowadays, use of the other terms in parenthesis in its place is also heavily encouraged.
Hammer - The final vote that reaches majority, aka “dropping the hammer” on someone. This causes the Day phase to end, and some mods may request that all players stop posting at hammer. (If you are the one hammered, you should absolutely stop posting immediately.)
EoD - End of day. Typically used in reference to actions that resolve after hammer.
Flip - When the moderator posts the role/alignment details of a player who has died, aka “flipping the role card”.
Night Kill (NK) - Removing someone from play during Night phase by killing them. Typically the scum team will have a shared NK that anyone in the team can perform, but other killing roles may exist.
X-shot - Refers to an ability that can only be used X times.
Bus - From “throwing under the bus”, refers to a situation where scum players knowingly vote or campaign for the elimination of a teammate. Not to be confused with “Busdriving” , an unrelated night action.
Win condition (Wincon) - Your condition for winning the game. Typically for town this is “remove all threats to town,” and for scum this is “gain unassailable control of the vote.” Always play to your win condition!
Lylo (Exlo, ELO, VOLO, YOLO) - “Lunch or Lose” (also known as Exlo or ELO for “Execute or Lose” or VOLO for "Vote out or lose" or YOLO for "Yeet or lose"), referring to a situation where the players must vote someone out that day, or scum are likely to win through gaining control of the vote after another Night Kill. As is the case with "lunch", for LYLO and MYLO abbreviatures in parenthesis are heavily encouraged in its place!
Mylo (MELO, MVLO) - “Mislunch and Lose”, referring to a situation where executing a town player is likely to result in an immediate scum victory. (Remember, sometimes executing no one at all can be a preferred outcome!)

Common Mafia roles

As a reference, below is a quick, simplified list of roles that can be found in Mafia games. This list is nowhere near comprehensive. Not all games will have all or even most of those, and a lot of variants, combinations or custom roles can also exist in a given game! If you are not sure how your given role should work, always ask your mod.

Protective roles

Doctor - Protects one person from a night kill. Typically cannot target themselves or the same person twice in a row.
Bodyguard - A weaker version of a doctor, where if they successfully protect another player they die instead. (e.g. throwing themselves in front of the bullet)

Investigative roles

Cop - Finds out their target’s alignment (or simply “SCUM”/”NOT SCUM”).
Gunsmith - Finds out if their target has the ability to kill at night. (note that this does not necessarily indicate alignment!)
Tracker - Finds out who their target visited at night, if anyone.
Watcher - Finds out who visited their target, if anyone.

Disruptive roles

Roleblocker - Causes another person’s night action to fail.
Jailor - Causes another person’s night action to fail, and causes all other actions targeting that person to fail. (Note: There are multiple interpretations of this role - when in doubt, confirm with your moderator!)
Redirector/Bus Driver - Redirects another person’s night action to a different target of their choosing, or causes two people’s night actions to target each other. The action is usually referred to as a redirection or “busdrive”.

Passive roles

Bulletproof - Protected from being killed at night. Note that this is usually X-shot, and you may or may not find out when it’s been expended - ask your moderator.
Stump - May continue posting after being killed, but may not vote.
Godfather - A mafia player that will return a result of “NOT SCUM” or equivalent if targeted by a Cop.
Miller - A town player that will return a result of “SCUM” or equivalent if targeted by a Cop.
Survivor - Has an alternative win condition to survive until the end of the game, and can win with any faction.

Killing roles

Poisoner - Their target will die the following night. (Typically, a Doctor protection or equivalent on that night will save their target from death)
Ninja - Will not be seen while performing the kill. (Applies to Tracker/Watcher and equivalent)
Juggernaut (Strongman) - Cannot be stopped while performing the kill. (Applies to Doctor/Jailor/Roleblocker/etc.)
Vigilante - A town-aligned player who can kill. Typically X-shot.
Serial Killer - A self-aligned player who can kill, typically with a win condition to be the last one left alive.



Modding A Game: Dos and Don'ts and What Am I Even Doing (original post by EccoRaven)

So you want to mod a game of mafia! The most important thing to know is the basics: how the mechanics of different roles work and how they affect each other in tandem. For instance, a Cop is a standard town role, as well as a Doctor. But if the Cop claims, the Doctor can protect the Cop while the Cop investigates and clears players, meaning the Mafia can only stop the Cop once they find and stop the Doctor! This makes the game a lot harder for the Mafia than the moderator might have otherwise intended. However, giving the Mafia a Roleblocker or Godfather are helpful ways to organize the game so that, in case the Cop and Doc team up, the Mafia aren't left totally high and dry.

Ultimately you want a game that's balanced: a game where everyone has an equal chance of winning the game through roles alone, meaning players win or lose based solely on luck and skill. General pointers and balancing strategies:
  • The Mafia are always at an inherent advantage over the town because they alone already know everyone's alignment and have a team of players upon whom to rely. One Goon should be considered the equivalent of 2 or 3 Vanilla Townies for balancing purposes.

  • It can be tempting to fill your game with plenty of roles and powers, but doing so makes the game a lot more chaotic, making it that much harder to keep a game balanced.

  • Beware roles working in tandem; the above Cop-Doc combo is one example, but a Watcher-Doc combo can be even more devastating for the Mafia without the proper counters.

  • It is common practice to give the Mafia a role to dodge each town power role: a Roleblocker against a Doctor, a Godfather against a Cop, etc. Be careful with this however, since if you essentially nullify all the town's power roles, the Mafia - with their inherent advantage over the town - will steamroll the game.

  • Ask yourself: "what if everything goes absolutely right for the town. How quickly would the game be over? What if for the scum?" If your answer is "the game could end before Day 3," your setup is probably not balanced. Dumb down some of the power roles or take a mafioso or two away.

  • Also try to avoid a game that "plays itself." It's hard to describe what that is precisely, but it's easy to describe what it's not. Player agency should be tantamount: the game should be decided based on what the players do, the alliances they form, the posts they make and the cases they produce. If a game lacks agency - if players are just following roles to their inevitable conclusions - it's a less fun game.

  • Finally, don't be afraid to experiment! Especially if you're a newer mod, people will be very forgiving if you make an imbalanced game, even more so if they had a lot of fun playing it. Without experimentation games get dull and repetitive. But the best game is one that has new elements combined with solid, predictable balance, and a healthy number of vanilla townies round out the setup.

Other modding notes

● When designing a game, you may want to take into account the type of setup you are aiming for. More vanilla games tend to favor scum players, who find themselves unchecked by the town. Power-heavy games will favor town, as they get a bigger array of tools to box scum in. No matter the type of game, roles should aim to balance both sides in.

● There are a number of small, fixed traditional setups that can be appropriate for a first-time mod, such as C9 (for nine players - 2 Mafia, 0-1 cop, 0-1 doc, 3-5 vanilla town players) or F11 (for eleven players, four fixed variants).

Modding/Co-modding help

If you feel like you need a bit more help in designing your game, or you want a more experienced mod to take a look at your setup and check for any balance issues, feel free to ask! You can do so in the thread, and below is also a list of experienced mods that are up to helping you with questions or acting as co-mods for your setup.

Grandicap
Yami Fenrir
Opopanax
Somberbrero
CapitalistPig



Community Stuff and Resources

For Players

The Mafia New Game Sandbox & Announcement Thread - Use this thread to find new games that are looking for players, or to announce your game.
MafiaScum Wiki - Another Mafia Wiki with useful information (please note - some roles in there may differ from their SA implementation!)
Spreadsheet with some more roles (common and uncommon)
General SA Mafia Discord for chatting about various things!
A more lightweight SA Mafia Discord for new game notifications, planning and questions about games!

For Mods

VoteFinder - Tracks votes happening in thread and allows mods to register living and dead players and spectators, get a list of players, set deadlines and other utilities. Can also be used to post a list of current votes in the thread.
Random.org - Allows to create RNG lists, useful to assign roles to players prior to game start.
Time Zone Converter - Easy conversion between time zones. While most Mafia players are from North America, not everyone is, so being mindful of time zones is always appreciated!

For Help with Discord

Step-by-step instructions to setting up your Discord server for a Mafia game (in .pdf format)
A Discord Mafia server template with moderator/observer/unspoiled/player roles set up and basic channels with permissions, based on the above. Just clic it to activate it - will ask for a name and image, and net you a basic, hopefully working, server for your game that you can edit and mess up with.

George Kansas fucked around with this message at 01:39 on Apr 17, 2023

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

other jargon that may be helpful to new players: the "flip" is when a player dies and the mod reveals their alignment. such a player is said to be "flipped." This often the only way alignment is truly confirmed. "Claim" is word that has specific meaning in a game, it means to identify what your own role is. A "softclaim" is an allusion to having a role, a "hardclaim" is specifically saying that you have a role.

Lumpen
Apr 2, 2004

I'd been happy, and I was happy still. For all to be accomplished,
for me to feel less lonely,
all that remained to hope
was that on the day of my execution
there should be a huge crowd of spectators and that they should
greet me with howls of execration.
Plaster Town Cop

Let's try SLACK! This is a new experimental Mafia game experience and I need 13 brave volunteers. Rather than being played on the forum, this game instead will play out over the team communication platform Slack. There can be multiple communication and discussion channels, emoji reactions to posts, automated statistics, indexing of namedrops, searchable text, and who knows what other new ways to play will emerge...

Players should install the Slack app on their mobile devices, and use the slack page to play. I have no experience with Slack and I have no idea whether it will be awesome or terrible as a platform for Mafia! There's no better way to find out than to just try.

Slack Mafia #1 is a flavorless open-setup Mafia game for 13 players. There will be a Town Cop, a Town Doctor, 8 Vanilla Townies, a Scum Godfather, a Scum Roleblocker, and a Scum Goon.
https://www.youtube.com/watch?v=B6zVzWU95Sw

Signup thread is here!

Lumpen fucked around with this message at 15:13 on Sep 25, 2015

EccoRaven
Aug 15, 2004

there is only one hell:
the one we live in now
I am announcing a new

:coffeepal: ECCO GAME :coffeepal:

A thread will be made and signups will be taken on Monday of next week. Since it's me it'll probably start sometime Q1 2016.

The theme is "dragons."

It will probably be a big game but it might be a mini stay tuned.

Rarity
Oct 21, 2010

~*4 LIFE*~

Captain Foo posted:

other jargon that may be helpful to new players: the "flip" is when a player dies and the mod reveals their alignment. such a player is said to be "flipped." This often the only way alignment is truly confirmed. "Claim" is word that has specific meaning in a game, it means to identify what your own role is. A "softclaim" is an allusion to having a role, a "hardclaim" is specifically saying that you have a role.

Perhaps a vocab section in the OP would be useful?

Lumpen
Apr 2, 2004

I'd been happy, and I was happy still. For all to be accomplished,
for me to feel less lonely,
all that remained to hope
was that on the day of my execution
there should be a huge crowd of spectators and that they should
greet me with howls of execration.
Plaster Town Cop

Rarity posted:

Perhaps a vocab section in the OP would be useful?
lynch (lĭnch)
v. To execute without due process of law, especially to hang, as by a mob.
etymology
1835, from earlier Lynch law (1811), likely named after William Lynch (1742-1820) of Pittsylvania, Virginia, who c. 1780 led a vigilance committee to keep order there during the Revolution. Other sources trace the name to Charles Lynch (1736-1796) a Virginia magistrate who fined and imprisoned Tories in his district c. 1782, but the connection to him is less likely. Originally any sort of summary justice, especially by flogging; narrowing of focus to "extralegal execution by hanging" is 20c. Lynch mob is attested from 1838.

This is the word we use in Mafia to describe the removal of a player from the game at the end of a game day, usually by majority vote.

imgay
May 12, 2014

by Jeffrey of YOSPOS
Very informative thread, rated 5

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Rarity posted:

Perhaps a vocab section in the OP would be useful?

Probably!!

EccoRaven
Aug 15, 2004

there is only one hell:
the one we live in now

Rarity posted:

Perhaps a vocab section in the OP would be useful?

I think the wiki covers most common vocab really well, and I suspect Foo just wanted to make a first post without saying "first post yeah woo."

Lumpen posted:

lynch (lĭnch)

Note also that many players also use variations like "execution," "hang," and the humorous "plorp" and "cuddle", since the word "lynch" has a lot of really nasty racial baggage, especially in a US context.

=====

I have a genuine question about alignment-changing roles and I am wondering if you all can help me. As a mod whose games more resembles stories than games, I like alignment-changing roles very much, but it seems to be mixed reaction from players. Some are okay with them, others hate them a lot. I know the few times I've changed alignment it's affected me in different ways depending on a few factors. What would be the best way - if any - for you to have an alignment-changing role be palatable?

Generally I try to keep alignment-changes some variation of:
- In addition to your original win condition (e.g. someone becomes an original-alignment survivor);
- One that is not inherently exclusive to your original condition (e.g. a vanilla town becoming an SK);
- A result of the player's actions in-game;
- Can "wear off" after a time or event (e.g. a player dying returns to their original alignment);
- If recruited, severely limited in focus (e.g., recruitments on power roles are just a normal nightkill, certain vanillas are protected, etc.)

I know many people take a hard-line stance against alignment-changers and it's very understandable why. But if there is a way to "do" them that most people can enjoy, I would like to figure it out.

What have been your experiences with alignment-changers?!

Asiina
Apr 26, 2011

No going back
Grimey Drawer
Additions that don't change the original alignment may be alright but add something extra might be alright, but I hate outright alignment changes. It can really mess with the game and town's strongest weapon of going back to look for connections. You don't know when someone changed and what that change did to them, so it makes things very difficult. A specific example I can only sorta remember is Ernie being town and changing to scum, but I could not believe that scum Ernie would behave a certain way D1 and D2, and I was right, since he wasn't scum then.

If you're going to have true alignment change it needs to be announced as a mechanic at the beginning of the game so town can adjust, but I still would prefer it not existing at all.

Pinterest Mom
Jun 9, 2009

Asiina posted:

You don't know when someone changed and what that change did to them, so it makes things very difficult. A specific example I can only sorta remember is Ernie being town and changing to scum, but I could not believe that scum Ernie would behave a certain way D1 and D2, and I was right, since he wasn't scum then.

That was Secret Invasion! Scum got to flip a townie instead of the nk every other night. It kinda made the game unwinnable for town.

Ernie was a public daycop who had outed a scum, so he was very strongly confirmed as town, and him getting flipped to scum was really unfair. He became an insane public daycop when flipped. :v:

Pinterest Mom fucked around with this message at 18:46 on Sep 24, 2015

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

How would you feel about some sort of ambiguous mod announcement when it happened, perhaps tied into flavor? This would indicate that something happened to that player, but not necessarily what.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

EccoRaven posted:

I think the wiki covers most common vocab really well, and I suspect Foo just wanted to make a first post without saying "first post yeah woo."

i did want to firstpost but i was also addressing a couple of things that came up in the previous game i played, which had a bunch of new players in it!

EccoRaven
Aug 15, 2004

there is only one hell:
the one we live in now

Asiina posted:

It can really mess with the game and town's strongest weapon of going back to look for connections.
Agreed, though I think balance is a separate (but intimately related) issue to "is it fun for the player." Though something like this:

Pinterest Mom posted:

That was Secret Invasion! Scum got to flip a townie instead of the nk every other night. It kinda made the game unwinnable for town.
at a glance seems like a great way for it to be fun for nobody and super unbalanced.

Captain Foo posted:

How would you feel about some sort of ambiguous mod announcement when it happened, perhaps tied into flavor? This would indicate that something happened to that player, but not necessarily what.
People are hit or miss whether they read flavor at all. Some people skip over it and just look at the bolded results (even if the flavor tells a totally different story). Others read every word and then extrapolate a massive (incorrect) vision of the setup from it. That might be good in general re: balancing but it'd need something more consistently reliable I think.


==

Captain Foo posted:

i did want to firstpost but i was also addressing a couple of things that came up in the previous game i played, which had a bunch of new players in it!

oh cool! then I am (as we all already knew) just a jerk.

CapitalistPig
Nov 3, 2005

A Winner is you!
Alignment change chat:

I am actually currently making a setup that will be a direct sequel to "This mod is a Liar" I am calling it "This mod is a bastard" and making it all modified Bastard roles, one of which is going to be an alignment changer of some kind I just haven't worked out the specifics yet but I was thinking along the lines of a 3p who needs to change people's alignments 3 times in order to win but only certain people in the game are able to have their alignments changed and they would be sort of blank slate 3p's that would get a different power based on whether or not they were changed to scum or town.

Lumpen
Apr 2, 2004

I'd been happy, and I was happy still. For all to be accomplished,
for me to feel less lonely,
all that remained to hope
was that on the day of my execution
there should be a huge crowd of spectators and that they should
greet me with howls of execration.
Plaster Town Cop
Alignment changes are one of the biggest game-ruiners, after death-millers.

The known possibility of alignment changes make every day more like a D1, because past posts and votes can't be used to judge present alignment.
If the alignment changing is not known from the OP, it just makes the game a mess and frustrating to people trying to draw coherent conclusions.

That's from the point of view of someone trying to scumhunt in an alignment changing scenario. For someone who is the recipient of an alignment change, it's even worse.

In my experience, having my own alignment changed midgame is one of the most annoying things that can happen in a game. It makes all the effort put into the original win condition feel like a complete waste of time. The new win condition usually doesn't feel very appealing, and it's hard to feel loyal to the people who have inflicted it on you. Working against the win condition of all your previous posts in the thread is an unfair and unfun burden.

Alignment changing makes the outcome of the game more random and unsatisfying, leads to sour grapes and devalues player effort. It creates a lot of reason for players to avoid posting and engaging, and creates a lot of situations that tend to shut down posting and thread momentum, and make it impossible to make logical progress through player reasoning or logical analysis. Just a fountain of the unfun kind of WIFOM.

It should never be used unless it's very clearly announced in the OP so players have a fair chance to avoid the game.

Asiina
Apr 26, 2011

No going back
Grimey Drawer

Captain Foo posted:

How would you feel about some sort of ambiguous mod announcement when it happened, perhaps tied into flavor? This would indicate that something happened to that player, but not necessarily what.

That may just bring suspicion onto a player where there was none before, which isn't fair to the team doing the alignment changing.

Although, unintentional,. I did sorta like the public cult that PMom and ANarc had Pummeling in Pimonia. I think it wasn't great in that game since it was a pro-town cult and the scum team got a little screwed, but having something like a public unkillable cult recruiter in the game might be an interesting mechanic, and then it's a race against time for town. Having no scum team but the recruit as an alternative to the nightkill would be interesting since the only deaths would be from lynches.

EccoRaven
Aug 15, 2004

there is only one hell:
the one we live in now

Asiina posted:

I did sorta like the public cult that PMom and ANarc had Pummeling in Pimonia.

I think that was Misery in Madriu actually. The main reason it turned into a hard situation for the scum though was the cult faction accidentally fullclaiming day 1 and the town accepting them wholeheartedly. I never anticipated that when designing the setup.

Pinterest Mom
Jun 9, 2009

Asiina posted:

That may just bring suspicion onto a player where there was none before, which isn't fair to the team doing the alignment changing.

Although, unintentional,. I did sorta like the public cult that PMom and ANarc had Pummeling in Pimonia. I think it wasn't great in that game since it was a pro-town cult and the scum team got a little screwed, but having something like a public unkillable cult recruiter in the game might be an interesting mechanic, and then it's a race against time for town. Having no scum team but the recruit as an alternative to the nightkill would be interesting since the only deaths would be from lynches.

There were like 8 scum in that 20ish player game, 5 scum and 3 in a second anti-cult faction. I don't think the setup was skewed in favour of the cult, especially given that, unbeknownst to us, if we tried to recruit scum three times the entire cult died.

I loved that game and I think it was a successful alignment-change setup.

Asiina
Apr 26, 2011

No going back
Grimey Drawer

EccoRaven posted:

I think that was Misery in Madriu actually. The main reason it turned into a hard situation for the scum though was the cult faction accidentally fullclaiming day 1 and the town accepting them wholeheartedly. I never anticipated that when designing the setup.

It was. I had both game threads open because I couldn't remember, and then said the wrong one.

JakeP
Apr 27, 2003

by Jeffrey of YOSPOS
Lipstick Apathy
alliance changing is bad in mafia, unless you are playing some kind of mafia-like designed and balanced around it where the players know ahead of time they are not playing mafia

Pinterest Mom
Jun 9, 2009

EccoRaven posted:

I think that was Misery in Madriu actually. The main reason it turned into a hard situation for the scum though was the cult faction accidentally fullclaiming day 1 and the town accepting them wholeheartedly. I never anticipated that when designing the setup.

Oh and also scum never tried to nk us until like N4, and by that time it was too late.

Asiina
Apr 26, 2011

No going back
Grimey Drawer

Pinterest Mom posted:

There were like 8 scum in that 20ish player game, 5 scum and 3 in a second anti-cult faction. I don't think the setup was skewed in favour of the cult, especially given that, unbeknownst to us, if we tried to recruit scum three times the entire cult died.

I loved that game and I think it was a successful alignment-change setup.

You were part of the original cult and had full control of that mechanic though, and if we're talking about what is fun for the players, as someone who was on the other end of that, it was very frustrating as scum. We thought we were playing a very good game and had set ourselves up for victory, but the alignment changing being pro-town and accepted by town completely negated all of our effort otherwise.

If it was something we had known about at the beginning of the game we would have played very differently, but it seemed that by the time we figured out the setup of the game, it was too late to do anything about it because of the number of people who had been confirmed town by the cult. It felt like the setup beat us rather than the players.

So I feel it's a pretty good example of how having an alignment change that's not announced is something that is really bad for the overall experience.

Asiina
Apr 26, 2011

No going back
Grimey Drawer

Pinterest Mom posted:

Oh and also scum never tried to nk us until like N4, and by that time it was too late.

Because once again, we didn't understand what was happening. We didn't see the threat until it was too late to do anything about it.

Pinterest Mom
Jun 9, 2009

Asiina posted:

You were part of the original cult and had full control of that mechanic though,

We didn't! The cult recruit power was just called "empower", we didn't know it was a recruitment power until we finally recruited someone successfully on N3. It failed N1 and N2 and we were just told "unable to empower because not town".

Asiina
Apr 26, 2011

No going back
Grimey Drawer
I don't really want to argue about that game in particular, but the question was asked how do people feel about alignment-changing, and I'm saying I don't like it, and citing that game as an example as to why. It was quite unfun to play against and as Lumpen said, it makes what happens before feel pointless and frustrates you if you're converted because why should I care about this alignment that I've now been forced into.

I think the only exceptions are when it is known at the beginning of the game so people can know what to expect, and then whether it is called mafia at that point is debatable.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

EccoRaven posted:

Agreed, though I think balance is a separate (but intimately related) issue to "is it fun for the player." Though something like this:

at a glance seems like a great way for it to be fun for nobody and super unbalanced.

People are hit or miss whether they read flavor at all. Some people skip over it and just look at the bolded results (even if the flavor tells a totally different story). Others read every word and then extrapolate a massive (incorrect) vision of the setup from it. That might be good in general re: balancing but it'd need something more consistently reliable I think.


==


oh cool! then I am (as we all already knew) just a jerk.

I was thinking a bolded flavor thing, e.g. i had a 1-shot deathproof player in one of my games; when that player otherwise would have died, the thread got the notice e.g. EccoRaven was gravely wounded Night 2!

EccoRaven
Aug 15, 2004

there is only one hell:
the one we live in now

Asiina posted:

I don't really want to argue about that game in particular
Well I do think that game should be discussed, since I think it was an interesting look at how a certain kind of alignment-changer can work in practice in a game.

For those who don't want to read it (fair), merk had a power where he could target a player in the game and, if they were town they would have their alignment changed to: "Wins with the town AND if merk is alive at endgame." Upon flip their alignments read (town revolution-aligned).

The players recruited didn't seem to mind the change, but as Asiina notes it was bad for the scum since eventually the cult-players had enough numbers (and credibility among the town) to convince the town to vote out everyone non-cult.

Which is kinda crazy when you think about it!!

Captain Foo posted:

I was thinking a bolded flavor thing, e.g. i had a 1-shot deathproof player in one of my games; when that player otherwise would have died, the thread got the notice e.g. EccoRaven was gravely wounded Night 2!

So would the town be told "Captain Foo was visited by Hal Incandenza" the next day or something? And then if/when Hal dies and flips cult recruiter the town has their work cut out for them?

Asiina
Apr 26, 2011

No going back
Grimey Drawer
I just meant I don't want to argue about whether that game was balanced anymore. PMom thinks it was, I think it wasn't. I think like you said it's important to note whether players are having fun, and I dd not have fun, and it was primarily the result of that mechanic.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

EccoRaven posted:

So would the town be told "Captain Foo was visited by Hal Incandenza" the next day or something? And then if/when Hal dies and flips cult recruiter the town has their work cut out for them?

perhaps, or something less direct, like EccoRaven had an unusual encounter! Just something that can be pointed to as an indicator that something happened, to avoid

Asiina posted:

A specific example I can only sorta remember is Ernie being town and changing to scum, but I could not believe that scum Ernie would behave a certain way D1 and D2, and I was right, since he wasn't scum then.

Asiina
Apr 26, 2011

No going back
Grimey Drawer

EccoRaven posted:


So would the town be told "Captain Foo was visited by Hal Incandenza" the next day or something? And then if/when Hal dies and flips cult recruiter the town has their work cut out for them?

As the person who got recruited, that would feel terribly unfair.

kumba
Nov 8, 2003

I posted my food for USPOL Thanksgiving!

enjoy the ride

Lipstick Apathy
I think a single person being able to change their alignment is fine as long as they're made aware of the possibility in advance, but in general I think alignment changes en masse are not likely to be a good idea due to reasons already stated

An example role of one person changing alignments was the Chameleon role I used in Lizards Mafia, wherein Ernie would, upon being targeted by any role, PGO-kill the person who targeted him and steal their role and alignment

I think it worked out pretty well but it's a role that adds quite a bit of swing to a setup for sure

EccoRaven
Aug 15, 2004

there is only one hell:
the one we live in now

Captain Foo posted:

perhaps, or something less direct, like EccoRaven had an unusual encounter! Just something that can be pointed to as an indicator that something happened, to avoid

Ooo I'm really digging this.

My game coming up does not have an alignment-changing mechanic in it as a general FYI but I think something like this might resolve a lot of people's issues re:balance and I am considering using something like it if I ever use an alignment-changer again.

Asiina
Apr 26, 2011

No going back
Grimey Drawer

Kumbamontu posted:

I think a single person being able to change their alignment is fine as long as they're made aware of the possibility in advance, but in general I think alignment changes en masse are not likely to be a good idea due to reasons already stated

An example role of one person changing alignments was the Chameleon role I used in Lizards Mafia, wherein Ernie would, upon being targeted by any role, PGO-kill the person who targeted him and steal their role and alignment

I think it worked out pretty well but it's a role that adds quite a bit of swing to a setup for sure

I think that would be a fun way to do it, since the person changing is fully aware of it at the beginning of the game.

It does still lead to situations where early game and late game could not match because of that alignment change, but with only one person being able to do that, it might be alright.

I'd only do that in a role madness game where lots of crazy poo poo was happening though.

Ernie.
Aug 31, 2012

Pinterest Mom posted:

That was Secret Invasion! Scum got to flip a townie instead of the nk every other night. It kinda made the game unwinnable for town.

Ernie was a public daycop who had outed a scum, so he was very strongly confirmed as town, and him getting flipped to scum was really unfair. He became an insane public daycop when flipped. :v:

Kumbamontu posted:

I think a single person being able to change their alignment is fine as long as they're made aware of the possibility in advance, but in general I think alignment changes en masse are not likely to be a good idea due to reasons already stated

An example role of one person changing alignments was the Chameleon role I used in Lizards Mafia, wherein Ernie would, upon being targeted by any role, PGO-kill the person who targeted him and steal their role and alignment

I think it worked out pretty well but it's a role that adds quite a bit of swing to a setup for sure

Every time I have switched alignments I have won the game. It's just crazy overpowered because I usually have a somewhat strong town game and end up doing "impossible for scum" moves. Therefore, alignment switches should not be kept secret from town. The op should state 'a theoretical max of 1 alignment switch will happen in this game' that way the town can wifom their way into correct lunches.

kumba
Nov 8, 2003

I posted my food for USPOL Thanksgiving!

enjoy the ride

Lipstick Apathy

Ernie. posted:

Every time I have switched alignments I have won the game. It's just crazy overpowered because I usually have a somewhat strong town game and end up doing "impossible for scum" moves. Therefore, alignment switches should not be kept secret from town. The op should state 'a theoretical max of 1 alignment switch will happen in this game' that way the town can wifom their way into correct lunches.

Come to think of it, the only time I've seen alignment changing in a game I was in I was scum with the ability to recruit and we won that game when I converted the town doctor as I died so yeah. I wonder what the win% is for scum/cult out of the subset of games that contain alignment changing mechanics

I'd be willing to bet it's really high

Diqnol
May 10, 2010

I think it's a good rule of thumb to just not put alignment changes in the game. It's nice enough as a novelty but it subverts the game significantly and is pretty much inherently unfair and unfun. There are so many ways to spice up a game that it's totally unnecessary to cross that bridge so why even do it? If you are going to do it, though, make it the centerpiece of the game.

Lumpen
Apr 2, 2004

I'd been happy, and I was happy still. For all to be accomplished,
for me to feel less lonely,
all that remained to hope
was that on the day of my execution
there should be a huge crowd of spectators and that they should
greet me with howls of execration.
Plaster Town Cop
A winning strategy in a game with a cult is just post as little as possible and hope to get recruited. Until you get recruited post as little as possible, then after you get recruited continue posting as little as possible. Maybe you'll win, maybe not. If you win, great, that was easy. If not, at least you didn't waste a lot of time or effort.

Fun game?

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Lumpen
Apr 2, 2004

I'd been happy, and I was happy still. For all to be accomplished,
for me to feel less lonely,
all that remained to hope
was that on the day of my execution
there should be a huge crowd of spectators and that they should
greet me with howls of execration.
Plaster Town Cop
If it is a known possibility to win with the Cult, don't bother lynching anyone. Just be passive and let the cult recruit until you get into the cult and win with the cult. Do nothing and hope that you get recruited in the process of the cult winning by recruiting because that's what they do. Fun game?

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