OT: The SPF Mafia Game Round Three

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I had great fun in the first game, would be great to play again.

Witness - not so keen on this one. I'd prefer to see it changed a bit if it's to be included again, the idea of this role identifying it's killer sounds interesting.
Crooked Detective - I thought this worked well from what I saw, wouldn't object to this being used as is again.
Serial Killer - This seems like an interesting idea, adding in a third party to the mix. I don't think there's a very high chance of winning and it's probably best to try and off the mafia first, but it seems like it could be fun if we get enough players.
Traitor - Seems like an interesting role. Being on the Mafia's side but not able to ally properly with either side would make this an interesting position to hold, I think.
Army Veteran - Not too sure about, though I probably lean towards the sane variant.
 
Witness - I like the idea of the "passive" witness much better than the "active" one.
Crooked Cop - Maybe later, but seemed to me to serve more as confusion in the last game. Not like the townies were short on that :wink3:
Serial Killer - I think this'd be an awesome idea, but one that should perhaps wait for a bit more experience and players. Right now I'm a bit affraid it'll just get messy.
Traitor - I'm not sure I understand this role correctly. Wouldn't it be a bit much to have the mafia kill one of their own?
Army Vet - I like the idea as well, but I'm not sure if I like the sane or the paranoid one better.

I've also been pondering a sort of partner to the cop. Call him the Homeless Guy. He wanders around town each night, but is too drunk to remember everything in the morning. Each night he gets the name of a random person who was active that night, but he doesn't get the role. I think this one would be especially interesting if we start adding more "night" roles, such as the sane Army Veteran or the Serial Killer.
 
I've also been pondering a sort of partner to the cop. Call him the Homeless Guy. He wanders around town each night, but is too drunk to remember everything in the morning. Each night he gets the name of a random person who was active that night, but he doesn't get the role. I think this one would be especially interesting if we start adding more "night" roles, such as the sane Army Veteran or the Serial Killer.

I really like this one. Who knows if the person he remembers would be the cop, doctor, mafia, etc.? Could be fun.



 
Posting my ideas about the gameplay.

First of all, I think it's better to keep the roles of lynched/killed people in secret, makes the game more interesting, imho. I also prefer fixed day/night cycles.

About the roles.
Witness: A passive witness would be better, whether or not s/he knows being it.
Crooked det: I found the crooked detective a good role, offering some more food for thought for players; though I'd like to see some adjustment in this role, if possible.
Homeless guy: The idea is interesting, especially in a larger group where there are more night roles for townies. Like a sleepwalker who doesn't know it.
Traitor: I'd prefer not to have a traitor as such, but an insane cop that always gets the wrong alignment when investigating would be fun.
Serial killer: Not yet.
Veteran: I like both versions, though the passive is a little scary.
 
The problem with the drunk is that if he names a townsperson role as active during the night, the mafia will instantly know that person is a doctor/cop/whatever and will certainly instigate the lynching of that person.

And all that person can do is reveal their role, but would they be believed?
 
The homeless guy doesn't have to reveal anything, s/he can make assumptions from what s/he sees and let it out when it feels like a good idea. If s/he decides to reveal someone and the doc or cop gets killed because of that, it would be sad, but it's the nature of the game. besides the chances are low(ish) that s/he'd reveal an important townie right away. Also, the role comes even more interesting (and powerful) if doc and cop are dead already.
 
I'd be happy to join in this round.

For the roles, the witness, at least, the active version, is not such a good one, to me at least. You basically get to sacrifice yourself to take out a mafia member. Good for the townies, as this is a 1 to 1 trade, and since the townies start with more people, this can improve the ratio, but in turn hide the remaining mafia better. Of course, the identified mafia doesn't have to be lynched immediately, once they're known, everyone can just ignore their reasoning in the day. Just watch out for them to swing a vote that's close. The passive witness is more of a trap for the mafia.

The crooked detective is a very interesting role. Being able to detain somebody can definitely help the mafia, and careful use can throw the townies into utter confusion. Another idea would be to have the crooked detective be tied to the cop. Basically, the cop chooses who to investigate, and both the cop and crooked detective get this person's role. Obviously, the crooked detective already knows who is mafia and who is a townie, but revealing special roles can help identify the doctor sooner. Though this could be too powerful for the mafia if there are multiple special roles.

The serial killer I'm not so sure about. While it is an interesting aspect, it seems that it would work best when there are a large number of players.

The traitor adds an interesting twist. Is somebody really trustworthy or not, in addition to how accurate could there guesses be?

The army veteran, passive, effectively becomes a trap for everyone. I'm not so sure I like this one, but in a large game, it could still be effective.

Also, if there are enough players, how about adding multiples of certain roles. Say 2 doctors, cops, and crooked detectives?

As for day/night, a time limit is a good idea, otherwise a single day (especially the first) could drag on for a VERY long time. Depending on the number of people, start with 72 or 48 hour days, and possibly shorten it as there are less players remaining.

Definitely don't reveal roles on death. Or if you do, don't reveal them immediately, wait a few days, to account for a complete investigation.
 
It would probably be best if we didn't add too many roles too quick. The townies will have enough to be confused about as it is.

As for another role suggestion, we could have Masons. At the beginning of the game the Masons find out that each of them is not mafia, and optionally they may converse amongst themselves at night. If this game has 20-30 people, we should probably have 2-3 masons.
 
Things I want you all to voice opinion on (if you don't I choose and you must live with it):
1- How we do day/night. Either like round 1, or round 2. If round 2 style, how long of time limit do you want?
2- Reveal roles upon death? Keep in mind, if you all decide you want this, this hurts the mafia when the game starts.
3- Roles you want and ones you do not want.
4- Any changes to the game or rules.
5- Anything else you can think of.



1-I like the playstyle of round 2 better but a longer day would be nice. There wasn't much time for a back and forth across the globe. I'd say limit it to 36-48 hrs for such discussions.

2-I'm OK with not revealing roles upon death but it would be nice to have more investigative roles for the townies. With just the cop townies are pretty much just shooting in the dark. I'd say add in the Coroner who can investigate any dead person, and I really like the idea of a Town Drunk/Sleepwalker who can know somebody is active at night but not how. I also very much prefer Sint's version of the witness were they reveal a mafia when someone kills them. Makes the townies careful and also prevents this player from having to sacrifice themselves.

3-Suggested Coroner/Mortition above, and second town drunk/sleepwalker. I would only do the serial killer if we get enough people. No opinion on the Vet.

4-Nope

5-I'd be happy to play next round.



 
I only request that a different name is given to the Army Vetran character.

But hey, thanks for stereotyping a guy like me as a trigger-happy lunatic.
 
I've been contemplating about the crooked detective role, mainly because I thought it was a great addition to the second round of this game, but was maybe a bit too powerful (at least with that townie/mafia ratio).

The simplest way to weaken the role would be to limit the amount of times the crooked detective could question people, something like 2 or 3. However, I don't think this would work out too well.

Another option is to make the crooked detective only be able to detain townies for questioning. That would probably make the crooked detective think twice before taking anybody into custody, as it confirms the detained person to be a townie. The late-game scenarios of this version would be fairly interesting, though. I belive that if used intelligently, this version of the role could still be an important factor in the mob's strategy.

A third option is that the persion in custody wouldn't be silenced perfectly, but he could either slip one short post or a vote or something into the day's discussion. I don't know how this would fit in storywise.

Also, It could be altered to some dramatic one-of event in the game.

Or the role could be removed or kept the same just as well. That was just some random train of thought. :hide:
 
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- Days will last ~48 hours and nights ~24 hours.
- The game will begin with Night 1.
- The witness role will be changed. The witness will now reveal one of their murderers if they get murdered at night. If they are targeted for murder, and the doctor saves them the same night, they still will reveal one attempted murderer. If they get lynched, nothing special happens. I'm going to include this in the next round.
- The Crooked detective will be included next round, but see Jaago's post and let me know if you want to change it any.
- The Army Veteran role will now be known as the Vigilante role. As of right now, I'm going to include this in the next round. Right now there isn't a decisive yes/no on the passive vs. active style. With a name like Vigilante, I think that the passive mode would be better (they don't get a say in who they kill).
- Any thoughts on the homeless guy? I like this role, but we will need quite a few night roles for it to work I think.

Response to posts (in no order whatsoever)

Also, if there are enough players, how about adding multiples of certain roles. Say 2 doctors, cops, and crooked detectives?

...

Definitely don't reveal roles on death. Or if you do, don't reveal them immediately, wait a few days, to account for a complete investigation.

Multiples of roles is definately a possibility, but if we don't get ~30+ people, but two doctors would be way too big of advantage for the town without a Serial Killer (though not the way the past two games went). Still undecided on revealing roles upon death, but I think this would be the best way to do it if I did. However, I think that two doctors and/or two cops would be a fair trade off right now (without many more signing up) if we include a Serial Killer.

As for another role suggestion, we could have Masons. At the beginning of the game the Masons find out that each of them is not mafia, and optionally they may converse amongst themselves at night. If this game has 20-30 people, we should probably have 2-3 masons.

I'd completely forgotten about masons. There's two ways of doing the masons. Either they are all townsfolk, or there is one mafia who is also a mason. With a mafia hidden amongst them, it creates a new challenge for them by guessing who they can trust. But masons all know who each other are, and can talk during night just like the mafia.

I'd say add in the Coroner who can investigate any dead person

I like this idea.

Another option is to make the crooked detective only be able to detain townies for questioning. That would probably make the crooked detective think twice before taking anybody into custody, as it confirms the detained person to be a townie. The late-game scenarios of this version would be fairly interesting, though. I belive that if used intelligently, this version of the role could still be an important factor in the mob's strategy.

A third option is that the persion in custody wouldn't be silenced perfectly, but he could either slip one short post or a vote or something into the day's discussion. I don't know how this would fit in storywise.

I like the first part, about only letting non-mafia members be detained. Something else I thought of was maybe the mafia could learn something from the prisoner, such as their role, or have a 50/50 chance of learning their role. I don't really like letting the prisoner say something, seems to not be in the spirit of the role, and weakens the mafia.

This is coming mid-post because I just read Cygnus's 'no village idiot?' remark. It reminds me of a 'Jester' role where the Jester is on their own team and wins when they get lynched. If we do do this, we would then finish the rest of the game to see who gets second place. We could make a Village Idiot role that is the same as the Jester.

That actually came end post. What we need to discuss now, do you want a serial killer if you get two doctors or cops? Do you want a village idiot? Do you want a homeless guy? Do you want masons?



 
I don't think it would be such a good idea for one of the masons to be mafia, it would just lead to the masons killing each other off so that the mafia among them dies, hopefully...

I'm also against the crooked detective detaining only townies, gives the other townies too much information. Basically a detained townie will have to be murdered later since they were exonerated by being detained. Very odd...

Edit: Re-read description for vigilante, I'm okay with him.
Although I would prefer the active (gets to choose to kill once during the entire game) in the hopes we won't have a cop/doctor accident... (I'd rather lose a townie with no special powers due to human error than lose cop due to game mechanics)
 
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- The Crooked detective will be included next round, but see Jaago's post and let me know if you want to change it any.
If the crooked detective is only allowed to detain townies, townie roles are immediately revealed to everyone as soon as someone gets detained. I vote for leaving the crooked detective as it is.

- The Army Veteran role will now be known as the Vigilante role. As of right now, I'm going to include this in the next round. Right now there isn't a decisive yes/no on the passive vs. active style. With a name like Vigilante, I think that the passive mode would be better (they don't get a say in who they kill).
Every night, there are three persons targeting someone else: cop, doc and the mafia. Two out of the three are on the side of the townies. Having the vigilante take out one of the two is bad, IMO. Vote against, for this round. I don't think the doc has a very powerful role as, unlike the cop, no knowledge is carried forward from one night to the next.

Mafia-among-the-masons doesn't work. The mafia immediately knows who the innocent masons are and can target them. The last innocent mason can reveal the name of the mafia member among them before they are taken out. But I guess lynchings can complicate this.

Yesfor crooked detective, with no changes from the last round.
No for vigilante until the townies win a round :)
No serial killer with only a little over 20 participants.
Yes for village idiot. It will introduce a nice three-way dynamic; the mafia has to play a guessing game as well. If the village idiot wins, do NOT reveal it until it's game over.
Yes for masons, all on the side of the townies (2-3 at the most for 20-25 players)
Undecided on homeless guy. But night shifts for more people is a good thing.



 
Seems the Doctor is underpowered since they have to guess amongst all the players... I suggest they be able to "protect" a second person as well or 1 for every 10 players? the odds are still pretty sad that you could save someone.

Masons could work, but no mafia can be part of the group. Unless that person's identity was revealed to the other masons, since after all they have known each other for years...

I like the coroner idea.
 
Some good ideas, Jaago. Here are my thoughts in response...

The simplest way to weaken the role would be to limit the amount of times the crooked detective could question people, something like 2 or 3. However, I don't think this would work out too well.

This might be too limited... but maybe they could only detain someone every odd-numbered night?

Another option is to make the crooked detective only be able to detain townies for questioning. That would probably make the crooked detective think twice before taking anybody into custody, as it confirms the detained person to be a townie. The late-game scenarios of this version would be fairly interesting, though. I belive that if used intelligently, this version of the role could still be an important factor in the mob's strategy.

I really like this.

A third option is that the persion in custody wouldn't be silenced perfectly, but he could either slip one short post or a vote or something into the day's discussion. I don't know how this would fit in storywise.

Not crazy about this one: the point of the CD is that the person they detain cannot participate (and that can be used strategically).



 
Thanks for paying attention to my thoughts. I agree with skool and skunk that the ability of only detaining townies is the most applicable of my ideas. Others don't seem as excited about it though.

I agree that in that case being detained is pretty much a delayed death sentence, but that also ties the hands of the mafia in a sense that they'll have do dispose of the person they've questioned sooner or later; s/he won't be getting lynched. It might help the cop and doc, too. It'd be cool if they hit the jester role, btw. Using the ability in the early game might be pointless, but...

The role would gain more power later in the game when there are less people and one missing townie might just be enough to swing voting into mafia's favor.

Something else I thought of was maybe the mafia could learn something from the prisoner, such as their role, or have a 50/50 chance of learning their role.

I was thinking of this too, but it seems too powerful. But if the detained person also had the chance to learn the crooced detective's personality...



 
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