I'm excited for this. Hopefully I'll have the energy to follow along this year.
Thank you for organizing it!
I'm excited for this. Hopefully I'll have the energy to follow along this year.
Thank you for organizing it!
Cory likes a suck up, Shad.
me too. $#@!'s wrong with you, chris?
Cory and Cormag like a suck up, Shad.
If any other forums want to chime in about how their structure or rules or cultural norms (for example, fake peeks vs. breadcrumbs vs. no soft claiming at all) in playing the games differs, it would be really cool to hear.
CFC was basically the Gal?pagos Islands before ATPG showed up. The org has its own unique style and culture as well.
We also tend to do things different at the Syndicate too. Like some forums, we like extravagant and in-depth themes. But I think unlike most forums, we don't reveal nightkilled roles, nor do we allow role-claiming/info-dumping in games, leaving quite a bit of mystery. We also run our lynches via a poll that players vote in.
On CFC, there were two variants, "mafia" and "Night of the Werewolves", with little overlap in the playerbase.
Mafia were clue games. Each night, every mafia member kills one person and leaves a clue about their identity (it can be true or false, but has to alternate between true and false). During the day, people got to vote as many times as there were mafia, and that many people were lynched. So the games went by pretty rapidly, given the amount of people that were dying each phase relative to the small size of the games. Catching mafia was mostly based on clue analysis. These clue games mostly died off by 2009/2010 and were replaced by more conventional mafia games.
NOTW was a pretty complex form of mafia. Example 1, Example 2. Multiple scum teams, neutrals, and such were the norm, and there were no vanilla roles. Everyone had a role (and role-playing was a significant element, particularly earlier on), an ability, possibility an item(s) (that could transfer to other players), and a personal goal in addition to team victory. Notably, private out-of-thread communication between players was basically unlimited (not just between the mafia and masons - any two players could talk to each other in private) and a huge part of the game, so much so that sometimes the game thread might look somewhat dull to an outsider, because most of the scheming and plotting was happening in private.
Askthepizzaguy invaded in 2009, and hosted more conventional games that rocked CFC's world. Native members started hosting their own mafia games that weren't clue-based and weren't NOTWs, yet still distinct from mafia games you'd see here.
A few key differences remain:
- Obviously the activity levels is not so hyper as seen here.
- Private communication is still widespread.
- Sometimes night talk and even dead-talk is allowed.
- Only flavor role and alignment is revealed on death (ie not "x was the town roleblocker").
- Pretty much all setups are closed, and vanilla roles are less common. Setups are more convoluted in general.
The Org's history has its own uniqueness to it.
- In many games, especially older ones, reveals on death were either nonexistent or delayed.
- Dead players could almost always talk, and were even allowed to make their own cases and such, as long as they used only information from the public thread (e.g. if the cop died they couldn't just say "I scanned all these people: ").
- Capo-style games. Huge games where townies can form groups to perform actions (e.g. five townies working together can vigilante-kill), progress to more powerful roles through promotion, become mafia and even start their own mafia families, and so on. Several variants. Private communication was extremely widespread in these types of games.
Anyways, that was probably more detail than anyone wanted. ATPG could give a good rundown too, especially wrt the Org.
that is super interesting, wow
reading through the Capo one now
I can't tell if this a long con troll by Gad or if he's serious
I really like how varied mafia is over all the different forums. The game is flexible enough to suit lots of different tastes. Over at Bay12 we tend to have a lot of very experimental games with novel role mechanics, and the majority have flavour but aren't themed to an existing film, game or tv series. So for example, I run games where players pick their role abilities using point-based character creation system.
I prefer complex open setups where all the possibilities are known but there's a logic-puzzle element to figuring out what exact setup is in play. As such, I'm looking forward to seeing how these Championship games pan out.
I hope more people post examples of how their ways of playing mafia differs materially from most of the rest of the web.
You just seems so wide-eyed and full of wonder
Standard caveats apply
Have you played outside of POG (besides here LDO)?
here's a post i wrote in the Toon Mash postgame:
but there's a difference between things like fakepeeking vs. no fakepeeking (which is interesting enough in itself) and things like (1) dead players getting to continue to post and solve the game as long as they don't reveal the results of their night actions; (2) day phases and night phases happening simultaneously; (3) players being given unfettered private communication and the ability to team up to submit vig shots; or (4) players starting out villa and being able to form their own mafia families over the course of the game such that they're no longer villa-aligned
I also played at Giraffe Board and IdleBoards for a bit during my SDMB days.
I was a leek once.
We have a no role reveal open set-up game on VS right now looking to fill. Instead of conjecture let's play some internet yelling games?
I don't think I'm good enough for a no role reveal setup
role reveals are 90 percent of the fun
I was waiting to make my first post until after Hypixel had decided who's gonna be our representative (I've got the video clip and the music all ready for the announcement), but this is too interesting.
Hypixel hosts an up and coming mafia community (we had our "first" game signups early march last year).
Almost everyone wants to host a game, so we've got a pretty diverse game-type, with games as vanilla as they can be, all the way to the extreme bastard of the goo. Most of our games are definitely role madness, so we tend to experiment and invent new roles, as well as mess around with day and night mechanics.
I'll go back to hiding in the dark now.
Glad to have you, definitely stick around and play some games if you've got the time. Also, if Hypixel likes to host games, be sure to let us know when a game is about to start in our Off-Site Games forum!
leaping up into the air getting juiced up beyond belief
I also don't care for no reveals. On the other hand, I think sites like MU go too far with the reveals - meaning, I think only alignment should be revealed, role and role PM is excessive and really hurts the mafia.
Hi. I'm an old fart.
I believe it all matters from game to game. You can't really claim blanket truths.
You don't have to follow hard and fast rules. Approach each game with what you want and then decide the limitations needed to balance it.
Lots of interestingness here. I'm not sure what "breadcrumbs" are or "fake peeks", but I thought I'd share more about the Paradox setups. There are two basic types of games; "Big" and "Lite" games. There are more players in Big games, while for a while now Lites have been fairly standard at 17. The Lite setup is simple 4x Baddies (wolf/mafia scum), 1x seer/cop, 12x villager/townie. Despite the simple, open setup it's considered a bit more intense than a Big game. Big games can have anywhere from 20ish to 40+ players (our largest game had 65 players) and there are a wide range of roles and traits available. Not all roles/traits will always be used, so there's a lot more room for creativity within the Big setup, and because of all the players and multiple packs analysis is harder; so the games are usually considered more relaxed. JLs (Justice League) exist, which are groups of Goodies in contact with one another via private conversation. All players can PM each other with few to no limits in our games, which means that a lot of the times (in Bigs especially) there's a lot of intrigue behind the scenes.
These are some facts for the Lite games played:
Total number of completed games: 322
Mass suicides: 1 (0,3077%)
GM loses 1 (0,3077%)
Baddie wins: 153 (47,08%)
Goodie wins: 167 (51,38%)
Abandoned: 3 (0.9231%)
Longest goodie streak: 6 games
Longest baddie streak: 8 games
The setup is fairly balanced between Baddies and Goodies (it's not been standardized for all 300 games, however).
Breadcrumbs are essentially soft claims that if you pick them all up you can learn someones role.
this forum needs kitten emojis.
But usually the problem with breadcrumbs is that even though they are easy to leave behind, they are often difficult to pick up. Most players don't read the thread with a magnifying glass looking for breadcrumbs, and even if any do, they rarely know what to look for. But since they are difficult to pick up, they are usually relatively safe claims to make.
The simplest example I can think of: I've seen a cop post a daily list of all players from least to most suspicious. Each day he civ-peaked a player, he would bump them to the top of the list.
I decided to play the part of a grouchy retired Veteran.
Everyone eventually decided I was a PGO, (I was actually a 1-shot Elite Bodyguard), and left me alone until the cult blasted me 2-3 nights before endgame. (They picked up the NK N1)
Beru - Today at 1:36 PM
what's the eimm equivalent of free dead villagerBored (Excerpt)
Sometimes he would whistle, sometimes
I would. The boring rhythm of doing
things over and over, carrying
the wood, drying
the dishes. Such minutiae. It's what
the animals spend most of their time at,
ferrying the sand, grain by grain, from their tunnels,
shuffling the leaves in their burrows. He pointed
such things out, and I would look
at the whorled texture of his square finger, earth under
- MU Anniversary 2018 (Aquilla and FA): Still accepting subs!
- Anon Invitational Mash - Start: Sept. 9th
Just wondering, but how many pages/posts do y'all normally see in a game?
How many players?
Each community has different standards of post volume, so if you get a 40 player game with a lot of people from a certain site, you might have four thousand posts in the first 24 hours.
In terms of the usual number of players, that varies too.
There have been 3 "large" scale games, of 80, 57 and 48 players respectively, there have been a multitude of 20-30 player games, and a 13er runs almost every week ( or two).
In addition, 9 player "turbo" games (that take about an hour) run with relative frequency depending on how many regulars are interested.
Since s1/s2 finalists aren't eligible and most people won't have played on MU or pog before, the posting level might not actually be that outrageous