Could you tell us a fairly average Werewolf setup? Because all I know that cops are called seers, and other similar things. Although that way, it is still the same game.
Oh hey, I hadn't realized there were mafia games here!
I might have to try one sometime. I have quite the win record across several other sites.
It's really a fasinating game. Every community that plays it does so in a different way. Even with the exact same set up, the culture each board has sets them apart. I've played with groups so cautious that mislynches are almost unheard of and groups so agressive that any random person could demand to hear your role for no particular reason on day 2 and you'd better answer because if you don't you'll be lynched before you can blink. And everything in between.
The cool part is that I can't really say any which way is better than another.
My favorite role is town or villager of any type. I love putting the clues together and tracking down the scum. Just something about peeling back the lies and finding even the tiniest inconsistancy that the mafia don't even know they're leaving behind.
The mafia side is fun too. On one hand I'm a big softhearted wimp that feels bad about tricking people and taking them out of the game. On the other hand, there's not much better than when an evil plan comes together. My specialty is making fake role claims that are more believable than the real ones.
Independant roles are a new challenge every game.
Cyber's bastardly Clusterfuck Mafia gave me a scum role. As a dog trainer. Who had to give bodyguard puppies to non-scum players. That one was almost too easy to fake town alignment (but I got monstered by a werewolf anyway.)
I prefer being town-sided.. Lying and misdirection are great in their own way, but I find it's way more fun sorting through everything people are say and digging out the inconsistencies.
To be honest, I love the deductive part of the game enough that I hate playing cop, because it takes away the mystery.
Stripper Cops are still the best cops.
Here are some standard Werewolf characters along with some characters that I don't knwo if anyone but my group uses.
Seer- sees one person at night
Werewolf- simply wakes up at night and votes for the kill
Alpha Wolf- Wolf that is invisible to the seer
Sorceress- A Wolf who has the ability to search for the seer at night.
Dog Lover- Innocent, looks like a Wolf to the seer. I like to call this one the Furry.
Hunter- takes someone with him when he dies. Wants to try to get a wolf.
Cupid- Chooses two people before the game to become lovers. Those two wake up and know who each other are. They are now looking out for nobody but themselves no matter what they were before. They win if they survive until the end of the game.
Turncoat- before the game, wakes up points at one person. The GM tells them what character they just pointed at. They become that character.
Loup Garou- Once per game, they can choose to kill one of their fellow wolves and turn one person of their choice into a wolf. If they do this, then the person that the wolves chose to kill that night does not die.
Werehamster- If the Seer looks at them, they spontaneously explode and die. They are not a Wolf and do not wake up with the Wolves. The Werehamster wins if the wolves are wiped out before he is.
Would you like your possessions identified? (Y/N)
Look on the bright side.
Wasn't the Granny on Mylo.
trackers/watchers (these are stealth powerful. please watch out giving these to the town) bodyguards, millers, jailers, cop/doc variants, bombs/paranoid gun owners, bulletproofs, lynchproofs, inventors/thieves, rolecops, hiders, doublevoters (kind of useless), pardoners, SKs, survivors are all pretty standard but ymmv.
then there are "fucking with roles" like bus drivers, lightning rods, nexus, lynchers, cults, lovers etc. i used to like these roles but the more I mod and play the less I like them. the problem is that they take away agency from the players, or really fuck with game balance. The biggest thing you can do as a mod is give your players transparency. IMO, very rarely should a player NOT know how their role works entirely, and they should never have to worry about alignment change, or have to wonder what their power/alignment is. the more enthused your players are, the more they'll post, and the healthier your game will be.
what I do is when I write roles, I try to think how I would feel as a player if I got the role, without knowing the rest of the setup. Would I be confused, or not understand why I have this role? you gotta realize that every player won't have your vision omnipotent of the setup. this also means don't center your game around one role. nobody likes those games.
I tie everything together with flavor well. And I'm as thorough as I can be and I can answer almost any questions about their role that someone has. You can ask anyone in my game and they'll be able to tell you, at the very least, I put a lot of effort behind my roles and setup. That being said, this is technically my first-time running a Mafia game and it is heavily experimented with. Everything works out in my head but there are some things that could have been handled better.
I like making the players feel like a part of the game. This means all 23 of my players will be getting a Morning Flavor PM from me, even if they didn't use their abilities or are "basically vanilla". On average my morning flavor PMs are about 300-400 words so far with and my role PMs were larger still (I think the average was about 600 words per PM). I've been doing a LOT of writing, and I've made a couple of mistakes but largely I think things have been going good. I can't really give examples of some of the roles I'm proud of because the game is On-Going (N0 is about to end as soon as I finish these PMs and get the Dawn Flavor up).
Oh yeah that old Fallen City Mafia, I'd still love to host it sometime but I think we simply.y have too many mafia games going on here right now, especially since that sort of needs at least 20 players.
And yeah the different ways forums play mafia is quite an interesting topic. I've always preferred a bit of craziness and chaos, mostly because the place I first played mafia was kind of confusing like that. The forum I play on regularly had two fairly plain games first followed by an almost chocolate game by myself and people loved it. Things there have evolved for many of the games to now be quite crazy and chaotic. It's true things there often aren't quite balanced, often roles are tweaked or entirely new (particularly 3rd parties) so you can never know what to expect. Things aren't quite balanced but they are usually quite fun.
On the which side thing, that's a tough choice. I've played both extremes a fair bit, my first game I was a cop who ended up leading the town to a clean sweep victory. My greatest performance was a 3rd party who was the godfather of two mafias (the fact there was two was a secret) but who's real goal was to be the last man standing, having to deceive both sides and succeeded. I used to not be a fan of deception much but it has grown on me and I must say one thing I do love about being mafia is having a team to work with. But I'd say my favourite thing, particularly in crazy games is figuring stuff out, as either side. Looking through the madness and piecing things together. The feeling when it all just clicks and fits together is great.
I'd be willing to take a look at it if you like, I even know a couple of good people I could run it by for a second (thrid?) opinion.
One of the most dramatic endings to a close game I've ever seen culminated when the town combined their abilities with an independant in order to make a hero (a powerful vig role variant that the mafia must eliminate in order to win) basicly invincible. The mafia countered by using a pair of one-shot abilities in order to momentarily give themselves enough votes to quick lynch. In an incredible display of coordination, across 5 time zones around the world, east and west coasts, europe, and australia (including one person that had her teammates wake her up at 4AM with a text message so she could vote) the mafia exposed themselves to all vote within 3 minutes of eachother and lynch said hero role.
Obviously the game in question was swingy and questionably balanced, but damn if that wasn't amazing to watch.
Last edited by Crav; 12-09-2010 at 10:11 AM.
I have made a role that has a chance of dying if there is no lynch.
Is this a terrible idea?
Also, is the Pengiun, anything?
Like, we just say there is one.
The Penguin was in my Conspiracy Town game. I jokingly said at the start of Day 1 that "There might be a penguin", and people got scared. So, I made the penguin a game mechanic. Each night, Random.org choose a player, who received a penguin tattoo. It had no gameplay effect, but people started to suspect it is either a recruiter, or a serial killer that has some sort of trigger, like saying the name of a certain antarctican nautical avian.
Just got this response from the townie I led a lynch on.
I wish I had something to say to that, but unfortunately he's right. :/
Niall always gets lynched early in the game.
Hell, in Dersehunt, he got lynched on the first night. And then again on the second night. And he's still alive.
People should start joining my game. It will be really cool I promise. >:
Would you like your possessions identified? (Y/N)
The Singing Coelocanth is obviously the Unkillable Watcher whose Watch target is fixed to be the Tacky Souveniers Collector.
His posts can only contain words from the lyrics of "Don't Worry be Happy" or "Take Me to the River."