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Hopefully I wont be banned before the game end this time.
[b]please sign my up[b]!
"Being a negative twat" Not at all "supporting a counter point in the political palace." Cheers for banning me so I couldn't double check Frank's phone number, we had a great time not catching up in North America. Life has been off the hook, thanks for asking!
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Alright, an update on the status.
The Two-Timing Whore will be returning this round. However, the bad effects will remain much the same, as well as the good. Crash, would you be so kind as to PM me with the list of possible effects the Black Market had last round? Also, given the large number of sign-ups, The Mysterious Strangers will also be returning this game. Crash, Shin, and Butchere will be excluded from the roll that decides who will be one, however, as the strangers automatically have Night 1 immunity. When Wednesday ends, the sign-ups will be closed and the game will start shortly afterwards. At that time, I will decide which roles are included in the game. Possibly returning are the Infiltrator (Good-oriented Mafia member), with a severely nerfed status, as well as a new role, the Lupis, which is a good-oriented member of the Werewolves. While I am still working out details as to the powers of these two roles, I feel that they will add a nice element that isn't too difficult to maintain for me. ![]() |
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I think the silencers from the last game were a god idea but you should think about having an evil equivalent. Not team affiliated but working towards an evil victory. That'd shake things up a bit I reckon.
Edit: Strangers can't act night one either though. ![]() |
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An evil silencer equivalent would be cool. I think their "evil advantage" would be thay they know who the other evil silencers are within their evil faction.
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While you have a point, nutty, I dunno. Just making them all Mysterious Strangers seems a bit like a cop-out to me.
Also, jacko, I was under the impression that the Infiltrator was a mafia-only role. However, if it was not, then I suppose that only one Infiltrator will be in the game. I'll check up on it later today. Speaking of which, I've been working out the details on the new Infiltrator, and I've finally worked out the kinks: The new infiltrator will be a member of the Mafia, whose goal is to simply out-last the other mafias. He will not have any contact with the Masons, Seers, or any member of Good. He will show up not as an infiltrator but as a Mafia (or a Werewolf) to a Seer check, but if he is lynched or killed, then his status as the Infiltrator is revealed on the following day. In the event that all Mafia but the Infiltrator are eliminated, he becomes another Vigilante, essentially. Also, to prevent the last Mafia from simply killing the Infiltrator or Lupis like in Game 6, it takes a vote of two or more Mafia or Werewolf members to kill the traitor. This is, however, open to change based upon the reaction I receive. ![]() |
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Hmm. I see now... to be honest, Crash's way of handling things was a better option than requiring two votes.
I'm considering other options for the Infiltrator's power. A few things I'm considering: 1) The Mafia and Werewolves cannot win until the Infiltrators have been eliminated. In the event that all Good players except the Infiltrators have been eliminated, a miniature game of Werewolf within the game will start, with the Infiltrators openly killing off members of the Mafia and Werewolves while the others try to kill the Infiltrators first. This "mutiny" should last at most 2 days, in my estimation (maybe 3). 2) The Infiltrator can leak tips a la the Two-Timing Whore. However, there is a chance that he may leak info to the wrong person, who can then rat out the Infiltrator. These are NOT "Jochie is Mafia" tips, but more along the line of vague hints that a smart person must put together. I may delay the extension to tweak this role more. I definitely want to include the Infiltrator, but I also don't want to see a Game 6 scenario where the Mafia gets killed off one by one with no chance to survive. ![]() |
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That still seems kind of boring. A player who gets a tip can't do shit about it unless they just happen to be a vigilante, and that will likely not be the case.
"Look out guys, the infiltrator might tell a hunter that there aren't any girls in our group!" "OH SHIT" Just don't let the masons kill anyone and them getting info won't be as big of a deal. ![]() aaaaaAAAAAH!!! Ka-boom!! The Runaway Five!!! Yeah!! 3--2--1--GO! |
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The situation with the Infiltrator was one I hadn't expected. On the fly, I decided that a "winner-take-all" resolution would be fairest. For the purposes of Game 6, it was.
However, I've since had time to consider how that all worked out. As such, I'd like to propose a small addendum to the Mafia's rules. "If a Mafia Member (or Members) wish to kill off one of their own, they may accuse the player of being an Infiltrator. The accused player may choose a kill target amongst the Mafia Members. If the accused player is, in fact, the Infiltrator, the Mafia's kill gains priority and the Infiltrator dies. However, if the accused player is NOT the Infiltrator, then neither player gains priority and both targets are killed." This would be to reflect that true Mafia Members are more experienced assassins and would gain the upper hand against a poseur. But against their own, it's a draw. This rule would also pertain to the Werewolves, with corresponding terminology swapped into place. I would also like to note that one of the key issues of the Infiltrator was that neither Evil faction could be initially certain that they were safe. Even though I chose the Mafia, the Werewolves were equally paranoid. This was the effect the Infiltrator was designed to create and having more than one in a game would completely ruin the effect. On the subject of Mysterious Strangers and immunity - I think the most elegant solution is to have the three immune players serve as the Strangers. This creates a context for the immunity and avoids a situation where two different sets of players can't be killed the first night. It's also fair, in the sense that Shin, YeOldeButchere and myself have never been Strangers before, so why not let us have a turn? |
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The only problem with that is that people may go for the same voting strategy that was used last game, where it was assumed that at least one of the strangers was bad, so the odds of targeting them were better.
![]() aaaaaAAAAAH!!! Ka-boom!! The Runaway Five!!! Yeah!! 3--2--1--GO! |
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