Go Town!
Hey Darth
Please could you give your reasonijng for killing me night 1? I would be interested to hear what I said that got me killed.
Go Town!
Hey Darth
Please could you give your reasonijng for killing me night 1? I would be interested to hear what I said that got me killed.
I think super-power roles should be avoided. If the game hinges on the life expectancy of a single player, then balancing such a game is not only difficult, but ultimately futile. The loss of one player should hurt its team, but it should not determine the outcome of the game. In future game design, I would look at each role and consider the impact of eliminating that role. If the effect wildly sways the expected outcome, then I think that role is over-powered.
I’ll call this the “Eggs in One Basket” design philosophy.
You’re probably right, sachertorte, but I still find a recruitment game so sexy. I do plan to make a few changes next time. Plus, it changes the game’s dynamic completely and I think it’s handy to shake things up once in awhile.
Oh, and did I mention I really want in on that upcoming newb game? Mafia is so awesome, I wanna become a wi-fi enabled cyborg so I can play it in my head.
Sitting at the corporate cafeteria eating breakfast with her wi fi laptop
Resistance is futile.
OaOW - Nothing specific, I essentially chose randomly, with a very slight emphasis on the people I figured would be problematic in late game or might be power roles, you were both.
I was mainly focusing on being unpredictable.
Thanks for running the game, fluiddruid. I had a great time, even though I played pretty badly this time around!
I have a few thoughts on recruitment games. For one, I noticed some major differences between this game and Mafia 3 (the other Mafia game I played). There was very little vote analysis or holding people accountable for votes, and voting felt a lot more haphazard. I suggested doing a master vote spreadsheet like I did before, and not only was I unenthused about it, but no one said a word! Also, there were large posting droughts. Maybe this is due to the days of the week that Day/Night fell into. I suggested during the game that it was partly out of frustration. In a game where you basically start over every day, there’s such a small chance you’re going to be able to analyze your way into trapping scum. I’m terrible with “slips” (as you can see!) and seeing changes in posting style, so my strength lies in more concrete analysis, which was really hard!! Overall, though, the town did have such an advantage that we were able to beat scum, but I think it came down to the eagle eyes of a few players and a couple of smart power roles. Great job, you guys. 
Hear, hear - three cheers for our good mod. I had a blast, fluiddruid! 
Indeed - thank you, fluiddruid!
It’s beem mentioned that Nights should take place over the weekend - I agree with this. The weekend always ends up being slow anyway - you’ll notice that most of the happenings in this game took place between Monday and Tuesday very abruptly.
Put me on the sub list please. I hate mafia and everything about it, but I must win one. I’m doing the shotgun approach now. Thx pls.
So is someone going to start a new one or what?
I’m planning to do a Conspiracy 2 “The Cabal Strikes Back!”, but it’ll have to wait until June, due to my work schedule.
Yeah, I will be running a game that USCdiver designed soon, but we need to put a couple of last tweaks on it. I don’t think anyone was expecting this game to end so quickly.
Maybe someone else can run one in the meantime.
But that means that scum players who don’t have much internet access over the weekend won’t be able to contribute very much on the scum board. Hmm. You could ameliorate that a bit by making night friday morning to monday noon, or something like that I guess.
I liked the schedule I used: Day from Friday noon to Wednesday noon. Night from Wednesday to Friday. This lets Night-acting players a chance to do things during the week. And it matches the slow weekend with the slowest part of the Day, the beginning.
If Night actioners insist on having a weekday to discuss stuff, I’d say Day from Saturday Noon (Pacific) to Thursday Noon, and Night from Thursday Noon to Saturday Noon would be best.
Starting the Day on Friday afternoon was not so great. Split the weekend over Day/Night. Starting Day on Saturday doesn’t hurt anyone.
Except for the moderator who doesn’t have time to moderate on the weekends.
But yeah, starting the Day on Saturday is probably the best, assuming the moderator can manage it.
True.
An idle thought, but I wonder what would happen if a game setup forced the Day to end over the weekend. Like you said, everything seems to happen all at once near the end of Day, resulting in most of the infamous clusterfucks in the course of the onboard Mafia games. Would matching the most intense part of the Day with the slowest part of the week result in a different kind of gameplay?
(Not that I’m suggesting this be implemented, but I thought it was interesting to ponder.)
I actually have a game idea that would potentially put an interesting spin on the whole clusterfuck at the end of the Day and could make for some interesting discussion early in the Day. If I can get the rest figured out, I may start it sooner rather than later. The problem is that it’s a fairly radical change to one of the basic mechanics, so balancing the power roles would be particularly tricky.