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Post by muzzz on Oct 5, 2008 17:25:49 GMT -5
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Liquid Evil
Full Member
The silver in my eyes cuts through any lies.
Posts: 219
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Post by Liquid Evil on Oct 5, 2008 17:36:17 GMT -5
Good show on the initiative. Don't stop pwnin', muzzz. Anyway, as far as rule discussions go, I'm hoping to see more traditional 1-team mafia variants. To have only one group means that townies get to reread after confirmed mafia kills to hunt for the teammates. With small 2-man groups, it's much harder to draw conclusions. Plus, it gives the bigger mafia groups the potential to orchestrate elaborate sacrafices or roleclaims. Just my $.02. I like playing more than hosting, but I'll jump in and host one after Jason and w_m (or anyone else that wants to go soon) if there's no other takers. Here's also a fun link to roles for those interested in hosting. mikeburnfire.sitesled.com/mscumB.swf
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Post by raypatean on Oct 5, 2008 18:26:11 GMT -5
I liked hosting over playing, but I didn't get an elaborate story going...just good ol' fashioned mafia. I'll host when anyone wants me to.
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Post by muzzz on Oct 5, 2008 18:42:34 GMT -5
Nice linky.
Some traditional mafia sounds good. Maybe something with hidden roles? I've got some funky ideas for those. Too bad it'll be a few months before I have the spare time to do a worthy job at hosting.
EDIT: I've added w_m and ray to the queue. Jason and w_m get ?'s until they pop in and confirm they'd like a go.
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Post by Nazdakka on Oct 5, 2008 18:56:32 GMT -5
Retrospective critique of the rules from the last game:
- Hosts need to stop doing abilities for vanilla townies. Everyone always underestimates how powerful they are. The town has never lost a round in which vanilla townies have had abilities.
- Power roles are fun to invent, but when there are too many of them they play hell with the game balance. Remember the 'Cluedo' game? Last game was another example of too many power roles and not enough vanilla townies. There were 7 claimable townie roles (including the resurrectee), 4 bad guys, and 5 vanilla townies... and the result was a townie victory with lots of roleclaiming. IMO in the future we should never have more power roles than bad guys, or indeed more power roles than vanilla townies.
- We never saw them in action, but in retrospect I don't think that the Dragonslayer/Cleric roles were a terribly good idea. They were just a bit too lethal at what they did. When there's only one member of a bad guy faction left, every NK is like playing Russian Roulette. You can't not kill... but every kill risks running headlong into a landmine.
- I liked the idea of the ghosts, although due to the short length of the game and the town's unerring accuracy after day 1, they didn't come into play as much as they could have.
- NacRuno's bad guy abilites were pretty fair.
- Removing role reveal on death doesn't seem to hurt the town as much as we thought.
- The ex-hero was a pretty good role, although the fact that the Oracle could communicate the result of the investigation to the ex-hero on the night when the investigation happened was perhaps a little mean. Next time, how about sending the message the following nightfall?
- Two small teams versus one big team... two small teams means a high casualty rate and a reduction in the relative power of the lynch... but the lack of co-operation hurts the bad guys and removes any chance of interesting shenangigans. I think another go at 1-team games would be interesting.
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friedbananazzzz
New Member
My eyes are blue, and I don't lie about there being silver in them.
Posts: 47
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Post by friedbananazzzz on Oct 5, 2008 20:08:25 GMT -5
I personally like the idea of unannounced quirky roles, though it usually just means that Liq and a couple others just role-claim random things like crazy... Or tell their scummy partners to.
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Liquid Evil
Full Member
The silver in my eyes cuts through any lies.
Posts: 219
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Post by Liquid Evil on Oct 5, 2008 20:53:00 GMT -5
Yeah, I'll echo muzzz and fried on the hidden roles agenda. They give the mafia some leway and the townies can't turn off their brains and coast.
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Post by goltar on Oct 5, 2008 23:47:03 GMT -5
I guess I couldn't stay away forever. I'll join in, and stick me on the list of hosts, but not too soon. I've got a bizarre and possibly interesting idea, but I want to flesh out the details better first.
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Post by water_moon on Oct 6, 2008 0:31:49 GMT -5
I certianlly wouldn't mind another go at it but didn't we have a list started already? And I agree that a one group mafia is good... to an extent. when it gets too bg it take for ever for everyone to pick a target at night. (not to mention settling on a target) p.s. I stickied this. Good idea.
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Post by Nac Runo on Oct 6, 2008 3:34:15 GMT -5
I never participated such game but i have always liked the idea of hidden roles. Mafia games are not about honesty and truth and when people try to use false claims in order to win the game becomes much more fun to watch imo. I just didn't see myself experienced enough to host such a game.
About the game i hosted, i should admit that the town turned out to be much more advantages than i had foresaw. I had wanted to use two small anti-town groups and since i was expecting a small number of people i felt the need to compensate the town with some additional powers compared to my original game plan. "Hide in the cellar" ability was a result of that and it was certainly more powerful than i had anticipated. Even the existence of such an ability is a limiting factor for the mafia.
In the game i gave the oracle two PM chances to me. One to ask for a inspect target other one to send a message to the ex-Hero. Limiting this to one message so that the oracle can only send the information about previous nights inspection as Naz has suggested would have been a more logical choice.
Other than that the limited number of ghosts gave the undead group a hard time to use their ability. And we did not see as much night action as i hoped due to the lynches being anti-town mostly (i guess). Turning every dead (lynch and NK) other than pro towns would have been something to try. And since the dragons didn't had the chance to use their silence ability we did not see any anti-town power roles.
Hope you enjoyed the game in the abstract ;D I will gladly host a new game in the future.
Nac.
EDIT: BTW although rule discussion is allowed please be aware that Round Two is still ongoing and there shouldn't be any discussion of the personal roles within this thread. And when the round is over those discussions are better be discussed in the round thread itself anyway.
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SiTro
Junior Member
Posts: 56
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Post by SiTro on Oct 6, 2008 7:47:18 GMT -5
I have the previous rounds from diii.net bookmarked. Do you want me to list them Muzzz, so you can editi your first post?
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Post by nolecub on Oct 6, 2008 8:11:25 GMT -5
Another thumbs up to hidden roles. Games like these with the addition of someone able to identify the role, ala a coroner, make these games more interesting. In fact, I am more of a fan of games in which the roles used are not known to anyone.
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Post by muzzz on Oct 6, 2008 14:41:47 GMT -5
@w_m: I know we've started several lists in the past, but I can't seem to find one at the moment. SiTro: that'd be great! I'll just go ahead and add people in least-recently-hosted order. But for the record, I don't intend that list to be carved in stone. Any suggestions should be posted, pronto.
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Post by Nazdakka on Oct 6, 2008 14:49:53 GMT -5
Nac Runo - Don't think that I didn't enjoy the game . You've done a good job hosting and made sensible decisions when called upon to clarify stuff. I'm just figuring out what lessons we've learned about the game balance and what worked.
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Post by Nazdakka on Oct 6, 2008 14:50:51 GMT -5
Also, @muzzz: - I'd like to go in the queue too please.
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