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Crazy Gameplay Ideas

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Re: Crazy Gameplay Ideas

Postby / on Fri May 27, 2011 2:33 pm

Town: A technological utopian society where overpowered technology has pretty much done away with all crime, until a small gang of old fashioned mafioso move to take everything for themselves. The power grid is destroyed and all of town is rendered useless unless they can convince the townies with emergency solar powered chargers to use a day action to power their role's gadgets for the night.

Probably a hard game to play, the charger(s) would have to figure out how not to overlap actions (perhaps they would be masoned or otherwise informed as the day went by) and get a good feel of a working combination of townies before scum caught on to who everyone is, claims would also be dangerous since there may or may not be protection/watching roles at any given night.
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Re: Crazy Gameplay Ideas

Postby strike wolf on Fri Jun 17, 2011 11:29 am

So I have a bit of an idea...it may not work but I was thinking of a series of games where the outcome of the prior game can have consequences towards the set up of the next.

Issues: I see this as having reallly difficult balance issues.
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Re: Crazy Gameplay Ideas

Postby safariguy5 on Fri Jun 17, 2011 12:36 pm

strike wolf wrote:So I have a bit of an idea...it may not work but I was thinking of a series of games where the outcome of the prior game can have consequences towards the set up of the next.

Issues: I see this as having reallly difficult balance issues.

Yeah, I'm mulling over how I can use the surviving characters from POTC to use in the new On Stranger Tides movie. I'm thinking two rival town factions who have recruiting powers to recruit nonaffiliated pirates and they both have to deal with mafia.

The twist is that the mafia win after a certain number of days unless all the mafia are rooted out and lynched/nked.
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Re: Crazy Gameplay Ideas

Postby shieldgenerator7 on Fri Jun 17, 2011 3:21 pm

About linking two consecutive games: I had thoughts of just adding the surviving characters into the next game. So if 2 players survived, then those same two roles would be added into the next game. I don't think that wouold be too hard to balance.
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Re: Crazy Gameplay Ideas

Postby safariguy5 on Fri Jun 17, 2011 4:42 pm

shieldgenerator7 wrote:About linking two consecutive games: I had thoughts of just adding the surviving characters into the next game. So if 2 players survived, then those same two roles would be added into the next game. I don't think that wouold be too hard to balance.

Yes, but you would probably have to change abilities.
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Re: Crazy Gameplay Ideas

Postby ShaggyDan on Mon Jun 20, 2011 7:39 pm

I've been thinking about a lucky dip mafia.

Basically before the game everyone sends in the powers of a role. I then randomly decide who is mafia and randomly allocate all the sent in roles. So everyone playing has chosen one of the roles in the game.

So lets say we have 16 people; it might be something like 4 mafia, 12 town. I would randomly assign 4 players to be mafia, 12 to be town and then randomly assign all the roles to the players. Could end up with some fun combinations.

It'd be interesting in seeing what roles people would send in. Someone could send a powerful investigative role just for them to get scum and have it used against them. Someone could put forward a crazy killing role just to get survivor and have their chances to win severely hurt. Fircoal could put in a busdriving, insane cop that targets everyone just for the hell of it. The exciting thing is whatever power you put in could either be used for or against you.

I would probably have to put some restrictions in (i.e. can only be one-time bulletproof, or one-time lynchproof, but not both) to stop really un-balanced roles.

Thoughts? If there's any support for it I might consider running it in the near future.
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Re: Crazy Gameplay Ideas

Postby safariguy5 on Mon Jun 20, 2011 10:04 pm

Could be very fun, but I could potentially see either town or mafia overpowered depending on the luck of the distribution.

I'd definitely give it a shot.

What about a role with a PR?
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Re: Crazy Gameplay Ideas

Postby shieldgenerator7 on Tue Jun 21, 2011 3:06 pm

I had similar thoughts, Shaggy. That game sounds fun. If you create that game, I'll be the first one in (unless I get fastposted).
Yeah, are we allowed to give players PRs as well? That'd be neat, and funny.
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Re: Crazy Gameplay Ideas

Postby Rodion on Tue Jun 21, 2011 3:48 pm

shieldgenerator7 wrote:I had similar thoughts, Shaggy. That game sounds fun. If you create that game, I'll be the first one in (unless I get fastposted).
Yeah, are we allowed to give players PRs as well? That'd be neat, and funny.


I think it would be too easy for town if PRs are allowed.
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Re: Crazy Gameplay Ideas

Postby safariguy5 on Tue Jun 21, 2011 4:53 pm

Rodion wrote:
shieldgenerator7 wrote:I had similar thoughts, Shaggy. That game sounds fun. If you create that game, I'll be the first one in (unless I get fastposted).
Yeah, are we allowed to give players PRs as well? That'd be neat, and funny.


I think it would be too easy for town if PRs are allowed.

Yeah, then you get into all sorts of WIFOM about the roles people design.
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Re: Crazy Gameplay Ideas

Postby Rodion on Tue Jun 21, 2011 5:24 pm

safariguy5 wrote:
Rodion wrote:
shieldgenerator7 wrote:I had similar thoughts, Shaggy. That game sounds fun. If you create that game, I'll be the first one in (unless I get fastposted).
Yeah, are we allowed to give players PRs as well? That'd be neat, and funny.


I think it would be too easy for town if PRs are allowed.

Yeah, then you get into all sorts of WIFOM about the roles people design.


Except that the person who designed the role with the PR would know exactly who got that role. If everyone does that, town could massclaim the roles and kill scum over the days. Since you're more likely to be randomly slotted to town, you could make roles that help town but do not help mafia.

I mean, I really like the idea, but it has to be carefully thought through because there are so many ways to break the game. Unless Shaggy's aiming for pure fun and 0 balance (which is actually ok).
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Re: Crazy Gameplay Ideas

Postby pancakemix on Tue Jun 21, 2011 9:56 pm

Have everyone send in roles AND PRs, then randomly distribute both. In other words, I could get the role that Rodion sends in and the PR that safari sends in, while Rodion gets the role Commander sent in and the PR Fircoal sends in, etc.
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Re: Crazy Gameplay Ideas

Postby Rodion on Tue Jun 21, 2011 10:18 pm

pancakemix wrote:Have everyone send in roles AND PRs, then randomly distribute both. In other words, I could get the role that Rodion sends in and the PR that safari sends in, while Rodion gets the role Commander sent in and the PR Fircoal sends in, etc.


That definitely makes the roles "untrackable". Could be a good solution.
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Re: Crazy Gameplay Ideas

Postby safariguy5 on Wed Jun 22, 2011 12:45 am

Rodion wrote:
pancakemix wrote:Have everyone send in roles AND PRs, then randomly distribute both. In other words, I could get the role that Rodion sends in and the PR that safari sends in, while Rodion gets the role Commander sent in and the PR Fircoal sends in, etc.


That definitely makes the roles "untrackable". Could be a good solution.

Sounds fun, but 5 bucks says Fircoal's PR will be something about buizels, pokemon, or PHD's.
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Re: Crazy Gameplay Ideas

Postby Fircoal on Wed Jun 22, 2011 1:30 am

safariguy5 wrote:
Rodion wrote:
pancakemix wrote:Have everyone send in roles AND PRs, then randomly distribute both. In other words, I could get the role that Rodion sends in and the PR that safari sends in, while Rodion gets the role Commander sent in and the PR Fircoal sends in, etc.


That definitely makes the roles "untrackable". Could be a good solution.

Sounds fun, but 5 bucks says Fircoal's PR will be something about buizels, pokemon, or PHD's.


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Re: Crazy Gameplay Ideas

Postby ShaggyDan on Wed Jun 22, 2011 5:51 am

I don't know how I'd go trying to keep track of up to 15 PR's but sounds like fun. I might get everyone to send in one then randomly only use 5 of them (or something like that) and distribute them between all the roles sent in.

Seeing as there's some support for it I should have sign-ups open in a week or so :). Just going through and trying to work out some kind of system that will have a little balance. The idea I have now is a 15 people game with somewhere between 4 and 6 anti-town win-con's.

Rodion wrote:Except that the person who designed the role with the PR would know exactly who got that role. If everyone does that, town could massclaim the roles and kill scum over the days. Since you're more likely to be randomly slotted to town, you could make roles that help town but do not help mafia.


The problem with making roles that will help town is that if you get a scum role then your role is against you. Yes; it's a lower chance. But it's sure to be funny when someone sends in a multi-investigative cop with bulletproof only to get a vanilla mafia as their role :P.
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Re: Crazy Gameplay Ideas

Postby Mr. Squirrel on Thu Jun 23, 2011 4:07 pm

I was bored today and thought up something interesting that I might try after I run my Legend of Zelda mafia game. Recently I've started playing D&D for the first time and I was thinking of a way to incorporate those mechanics into a mafia game. Here is what I came up with:

The 'scum' group will be an adventuring party that is on a quest. The 'town' would be all of the monsters in the game that are trying to kill the group. Each monster would have a certain HP and the party members would each have attacks that could lower the monsters' HP at night.

For example, say there is a goblin and I give him 5 hp. The party members would use their abilities at night and lets say that the Ranger hits the goblin for 3 hp and the fighter hits him for 2. The goblin would then die. The monsters would not know when they were hit (unless they had an ability) or how much HP they had left. So the party members could choose to all concentrate on one person each night and kill that one person, or they could target different monsters and lower all of their hp without the monsters knowing. Each party member would have a smattering of different one shot abilities that they could use in place of their standard attack (like in d&d) and most of the monsters would be empowered as well.

There would be a variety of other little things to add flavor, but that is the gist of the gameplay. The story would follow the adventurers on their quest to slay their arch enemy (a very powerful townie who dooms the town if he dies). The day phase, instead of voting, would have people attacking each other. Once one player is attacked enough, he is killed by the monsters. It's still basically a bunch of ideas right now, but I'm not sure if it would have enough support to run.
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Re: Crazy Gameplay Ideas

Postby Victor Sullivan on Thu Jun 23, 2011 5:40 pm

Nice! As a former D&D player myself (3.0, 3.5, and 4.0), I'd love to play/contribute. :geek: 8-)

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Re: Crazy Gameplay Ideas

Postby safariguy5 on Thu Jun 23, 2011 6:27 pm

Victor Sullivan wrote:Nice! As a former D&D player myself (3.0, 3.5, and 4.0), I'd love to play/contribute. :geek: 8-)

-Sully

Sounds interesting, I wonder if the mafia would gain benefits or loot from killing monsters?
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Re: Crazy Gameplay Ideas

Postby shieldgenerator7 on Thu Jun 23, 2011 9:35 pm

Whoa. Nice one Mr. Squirrel. I think that would be cool to play.
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Re: Crazy Gameplay Ideas

Postby Mr. Squirrel on Thu Jun 23, 2011 9:48 pm

safariguy5 wrote:
Victor Sullivan wrote:Nice! As a former D&D player myself (3.0, 3.5, and 4.0), I'd love to play/contribute. :geek: 8-)

-Sully

Sounds interesting, I wonder if the mafia would gain benefits or loot from killing monsters?

I wasn't thinking of using loot, but I was considering using a level up system. The more monsters that are killed, the more abilities the party has at its disposal. That kind of thing. Like I said, this is still just a large jumble of ideas so I would still need to sit down one afternoon and flesh it out into a workable, balanced system.
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