Mafia #69: Ghost Hunters Sign Up Thread

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I thought it would be a fitting setting.
 
Specific Game Mechanics:

Townies: You win when all of the evil players are eliminated. Good spirits may communicate in a private thread (provided by me). Good spirits will send in the investigations each night. If no good spirits are participating (ie. no investigation PM to me at nightfall) then I will randomly choose who is investigated.

(>1) Vanilla Innocents: You are equipped with EMF scanners, EVP recorders, Ultraviolet/Infrared Cameras. Don’t get excited, because all of this gear probably does nothing at all. Your only power is to cast a vote each night. If you are killed you will become a good spirit.

(1) Doctor: You have the skill to save a life, but you have to get there fast. You can protect one player from death (except by lynch) each night. Because you have a pure heart, you may privately communicate with the psychic if you are found. Upon your death, if you could communicate with the psychic you may continue to do so, otherwise you will become a good spirit.

(1) Psychic: You have the ability to feel the presence and emotions of spirits. Each night you will be given investigation results as chosen by the good spirits.

(1) Exorcist: Once during the game you may give the last rights for a lynch victim. If the lynch victim is scum, then their dead soul will be saved and go to generic-afterlife-paradise. They will still be allowed to participate in scum-chat after death, but their soul will not count as an evil soul for purposes of random events. Use it carefully. If you are found by the Psychic you may privately communicate. Upon your death, if you could communicate with the psychic you may continue to do so, otherwise you will become a good spirit.

Scum: You win when your population is greater than or equal to the population of townies. Each night you will be able to investigate one player and have their alignment revealed to you. The souls of the Doctor, Exorcist and Psychic are pure, so you will know they are a PR, but not which one.

(1) Prime Evil: You are possessed by an evil presence. You may communicate with other evil players. Upon your death you will become an evil spirit, you may continue to communicate with the other evil players.

(1) Murderous Evil: You are possessed by an evil presence. At one point during the game (night or day) you may kill one other player. If you kill the player during the day it's likely there will be witnesses. You may communicate with other evil players. Upon your death you will become an evil spirit, you may continue to communicate with the other evil players.

(>1) Regular Evil: You are possessed by an evil presence. You carry the same gear as the vanilla townies. You may communicate with other evil players. Upon your death you will become an evil spirit, you may continue to communicate with the other evil players.

Random events:
Throughout the game, Random events may or may not occur. The likelihood of random events happening depends on the number and type of spirits in play at the time of the random event. It is possible for multiple events to happen on the same night or for none to happen at all.


Anyone have thoughts on this part? Does it weaken the scum too much/at all? I moved it from the prime evil role, so that the scum doesn't lose invests if prime evil is killed.

This is new feedback. I Might not go with it.

Sign Ups are still open.
 
Got my new avatar for the game! :woot:
 
LOL. Well the game takes place in a factory with evil spirits.......I might try to find something else......IDK!
 
Naaaahhhh! Back to my goofy Corgi! :)
 
Scum: You win when your population is greater than or equal to the population of townies. Each night you will be able to investigate one player and have their alignment revealed to you. The souls of the Doctor, Exorcist and Psychic are pure, so you will know they are a PR, but not which one.

(1) Murderous Evil: You are possessed by an evil presence. At one point during the game (night or day) you may kill one other player. If you kill the player during the day it's likely there will be witnesses. You may communicate with other evil players. Upon your death you will become an evil spirit, you may continue to communicate with the other evil players.

Anyone have thoughts on this part? Does it weaken the scum too much/at all? I moved it from the prime evil role, so that the scum doesn't lose invests if prime evil is killed.

This is new feedback. I Might not go with it.

Sign Ups are still open.

Red part - Starting out in a game, the mafia have all the advantages they need. They already (1) know who their teammates are. Thus, they (2) already know who all the townies are. (3) They can communicate with each other and (4) they have the power to kill anyone they want, either by influencing the nightly lynches or by using their hit. The only thing they don't know are who the townie PRs are. The scum's objective, therefore, is to target those PRs and kill them as quickly as possible instead of just killing regular townies off one by one.

In a standard format mafia game: I see no reason why the mafia should get investigations at all. As far as I'm concerned, let them have to figure out the PR identities based only on what they can discern from game play. That gives them something productive and tactical to do while scheming and plotting away with each other beyond just sitting there pretending to be innocent and yukking it up in their scum den thread.

The only time I feel the mafia should have investigations is either when some of their teammates are non-communicating or when you have rival mafia teams competing against each other.

In this game format: With no non-communicating teammates to locate and protect and with no rivals to worry about... as long as their investigation results identify a player as a PR, that's the person the scum team needs to kill over anyone else at that point in the game. It makes no difference to the scum side which townie PR it is. Any dead townie PR is a good townie PR. And the scum team will target and kill that person whichever power role they have.

So... not telling the scum which PR a person is (doctor vs. exocist vs. psychic) is a mute point. You're withholding no real information of value to them.

Blue Part -- I like this part. It adds a bit of a challenge to the game on both sides by creating a minor element of risk. If the scum hits the wrong person, someone else in the game (the possible witness) might get an important piece of the puzzle. Then whether that townie can make actual use of this knowledge or not depends on how the game is going and their ability to convince people that someone is scummy without making a target of themself.
 
Specific Game Mechanics:
Scum: You win when your population is greater than or equal to the population of townies. Each night you will be able to investigate one player and have their alignment revealed to you. The souls of the Doctor, Exorcist and Psychic are pure, so you will know they are a PR, but not which one.[/color]

I think just saying PR (vs which PR) is sufficient, and shouldn't weaken the scum team...

(1) Murderous Evil: You are possessed by an evil presence. At one point during the game (night or day) you may kill one other player. If you kill the player during the day it's likely there will be witnesses. You may communicate with other evil players. Upon your death you will become an evil spirit, you may continue to communicate with the other evil players.

Not sure how you plan to 'inform' witnesses and if you're just going to give cryptic clues (vs. flat out naming the day-killer), but you might consider giving the town a watcher role instead.

Make them strictly a 'day-watcher' in that they only have power during the day. On each day, they choose one person to watch. If that 'watched' person performs an action (or has one performed on them) the watcher is notified...

Examples:

If the watcher watches player A, and player D day-kills player A, then in addition to to the mod reporting the death scene in the thread, the watcher receives a PM saying 'Player A was visited by Player D'.

If the watcher watches player D, and player D day-kills player A, then in addition to the mod reporting the death scene in the thread, the watcher receives a PM saying 'Player D visited Player A'.

If nothing happens with the watched player, the watcher receives a PM saying 'Nothing to report'.

With the watcher role there's a chance of a witness to any day-kill, but not a guarantee.

Just a thought.
 
should i use this avater for the game?

demotivational_posters_23.jpg
 
oh, and just a set of pics i liked. The first one will shoot you and then eat you, the second one will kick your butt into next week.

demotivational_posters_22.jpg demotivational_posters_23.jpg
 
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