Jump to content

Shade939

Forum Game Masters
  • Posts

    8,419
  • Joined

  • Last visited

  • Days Won

    17
  • Donations

    0.00 USD 

Everything posted by Shade939

  1. As far as player count goes and those limitations, I'm looking for something between 6 to 11 players in total. Too many Mafia players could lead to them having an excessive control of the day vote which would require some significant changes to counteract.
  2. It could be a small game, but most of our mafia games last 9-15 days already, so I will disagree with it being a shorter game. 6 players is just the smallest number of people I'd need to balance the setup to run as intended. Which I want to see how well it runs first before complicating it and really making any major balance shifts.
  3. Game last between 3-5 rounds and each round is three days long. So possible run time is 9-15 days.
  4. Certainly, just because I can start the game early due to how easy it is to balance, doesn't mean that I actually need to do so. My general assumption at the moment is I'll likely see about starting the game by the 5th of next month.
  5. Yep, that's really the basic rules/setup for this game.
  6. IntroductionWelcome to a game very loosely based on the Star Trek universe. You are a member of the United Federation of Planets, currently serving upon the Federation star ship USS Explorer as one of it's bridge officers. Your ship has been dispatched to deal with the growing Separatist movement on Valden II. In order to combat the growing threat and ensure that the planet remains loyal to the Federation you will engage in several missions to the planet surface, each one conducted by a carefully selected away team of you and your fellow officers. GameplayIn this game, you have two teams competing against each other in a point based competition mini game. The two sides are divided into the Federation Loyalist and the hidden Federation Separatist. The Separatist are given access to a separate hidden document where they are allowed to discuss the current game state and collaborate with each and plan out their actions. In order for either side to win, they must score a total of three points over a maximum of five rounds. Each round will consist of a 48 Hour Day Phase in which players can discuss the game with each other, and vote for an Away Team to send on today's Mission or nominate their own Away Team for other players to also vote on. The Away Team size will change based on a combination of what round it is and the number of players in game. For example, the first Mission might require only two players to complete it as part of that Day's Away Team, while the following Missions requires three players or more for the Away Team. After the Day phase, the game will enter a 24 Hours Night Phase where the Away Team is sent on the mission, while the remaining players are limited to two night post in the thread, and are allowed to use any actions they have to influence the game. For the Away Team, if a Separatist member is part of the Away Team they will be given an option to Sabotage the Mission gaining a point for their team and denying the point to the Loyalist, or they can allow the mission to succeed giving the point to the Loyalist. If the Away Team only consist of Loyalist members, then the mission will automatically succeed. Regardless of the outcome, the results of a Mission Success for Loyalist or Mission Failure for Loyalist will not be known until it is announced at the start of the next Day Phase, along with the outcome of any actions used during the Night Phase. This does mean that the only way for a mission to fail, is for a Separatist to be part of the Away Team. During the day phase the following actions will be used to vote. ##Vote (Player) - Support a players nomination for an away team. ##Nominate (Player, Player, ect..) - Nominate an away team for other players to vote on. Also, player deaths will not be a thing during this game. So it's up to you to determine by yourself if a player is a Loyalist or a Separatist and to prevent or put them on the Away Team. Sign-upsSix player minimum, with a of soft maximum of 12 players. This is a really easy setup, so I can start this within a day or two after everyone signs up. @Jeod @Mojoman @OrangeP47 @Louis @Category 5 Hurricane Bookmarks Day One Night One Day Two Night Two Day Three Master Game Sheet Scum Doc
  7. I could half way test out the mafia-esque format I've brought up before for a simple Star Trek Away Team game. Throw in a couple of one-shot abilities I could add in while preserving the base balance. Main difference will be everyone can vote on/propose an away team during the day phase. Highest voted team is selected at hammer time, if a player propose a team then they automatically also vote for their own proposal.
  8. No. You had two other players supporting that vote at most.
  9. Yes, let's kill the player you shot to figure out why you shot him. That's pretty logical.
  10. Also, for you to not lynch Mojoman over such obviously flawed reaaoning.
  11. Also a fun point about statistics, but what's the chance Category 5 was a Mafia member this game?
  12. Well, why didn't you vote them up yesterday then you cultist?
  13. To me it really just sounds like you basically just RNG the day lynch until you get lucky enough to hit a cultist and then that's game. It might even give you better odds than trying to actually play the meta game.
  14. Doubtful, I would have pushed for lynching CoolJeod since he was the only viable Mafia partner for you. There were other pairings that might have been in game, but there was only one that would apply to you.
  15. That's because you have to aim your shot and snipe them, you can't just randomly shoot at your target and hope you hit.
  16. Town mostly tore itself apart. As suspicious as Category 5 was, it still didn't preclude the lack of activity from other Town players hiding their motives.
×
×
  • Create New...