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esme
Daedalian Member
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Posted: Sat Sep 29, 2012 5:38 pm Post subject: 41 |
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| The Great Crep'er wrote: |
| but it almost seems like a good idea to advertise. |
It might be enough to improve the googlity of this site. Searching "mafia game" mostly gives something completely different. Searching "mafia werewolves" gives mafiascum on the third page.
I have found that linking a page on homepages in different countries helps a lot for this. _________________ Mundus vult decipi, ergo decipiatur. |
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Jedo the Jedi
Paragon in Training
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Posted: Sat Sep 29, 2012 7:58 pm Post subject: 42 |
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| The Great Crep'er wrote: |
| @Jedo: Because there are people here who genuinely want to play and discuss in a leisure format. Putting deadlines feels somewhat like a punishment for those who need more time to discuss and think, enforced by those who have to be almost "coaxed" into caring and playing. It's a good idea, but making it a "hard" deadline almost seems to hurt those who wish to take a pro-longed interest in it (which is exactly what those types of things are intended to produce). |
But notice my point: all three of those games have gone for the almost exact same length of time on Day 1. If we just set from the outset that Day 1 is three weeks, it at least adds the impetus to make sure the town is still moving. The problems I have with soft deadlines that are imposed and removed at the whim of the mod are 1) that's actually more interference by the mod in terms of ramping up participation and 2) it's inconsistent.
To the first, I've seen many mods mention they don't like deadlines because they feel like that is them interfering with the game too much, but in actuality, imposing soft deadlines in lulls in the conversation artificially brings participation back up. If you have a hard deadline from the beginning, a natural lull is perfectly acceptable because the deadline is coming and the town will self regulate. Plus, it actually encourages participation the whole time because the town has to manage their time appropriately.
To the second, it's just reminiscent of a parent who threatens punishment but doesn't deliver. Eventually, the kid learns to manipulate the system. I think we see something similar in our mafia games: people drop into the background, but then rush to participate when they know the crunch is on. They feel more at ease to drop into the background because the mod will enforce a deadline when it actually becomes important for the player to participate.
If we want to get more in-depth, I'll be happy to investigate why the hard deadline disappeared. It was there originally for a reason, and it's still used on scum for a reason. I think it's worth while to ask why our system is the way it is and improve it if necessary. _________________ Paragon Tally: 19 mafia, 3 SKs (1 twice), 1 cultist, numerous chat scum...and counting. |
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Zag
Unintentionally offensive old coot
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Posted: Sun Sep 30, 2012 1:40 am Post subject: 43 |
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| I hadn't really thought about it that way before, but I think you have a good point. My next game I mod will have only hard deadlines. |
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Sentran
Ray of Sucking Funshine
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Posted: Sun Sep 30, 2012 3:15 pm Post subject: 44 |
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It's something I had considered as well. In fact, I was considering a "speed" Mafia game, where each day was 48 hours and each night was 24 hours. That was after my brief and psychotic consideration of a "real-time" Mafia game, broken up into 16 hour days and 8 hour nights. I felt that would be too insane even for this group. _________________ Sentran
"Speaking of double negatives, I haven't read greylab yet today." - Lifeinmomland |
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itisally
Master of Disguise
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Posted: Mon Oct 01, 2012 9:15 pm Post subject: 45 |
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I think the problem with haveing deadlines from the begining is that people will take them forgranted and they will no longer be a motivating factor. Perhaps a more difinitive cause of a dead line like a minimum number of posts, or something like that. I do think that rushing only helpd the mafia because they know how long they need to "hide" for.
If you are just going to set the dead line for what seems to be the natural flow of games then what is the point of the dead line at all? _________________ I could agree with you, but then we would both be wrong. |
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itisally
Master of Disguise
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Posted: Mon Oct 01, 2012 9:17 pm Post subject: 46 |
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Forgot to mention... I love the concept of speed games that may run in the background of a larger or longer game so that the non-participating players have something to do. _________________ I could agree with you, but then we would both be wrong. |
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Jedo the Jedi
Paragon in Training
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Posted: Mon Oct 01, 2012 9:24 pm Post subject: 47 |
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| itisally wrote: |
| I think the problem with haveing deadlines from the begining is that people will take them forgranted and they will no longer be a motivating factor. |
Why do you think this? From my experience, the town self-regulates and demands that people participate as the deadline approaches. I definitely see certain strong players adopting this, and they will tend to view as scummy those who aren't working with the town.
Ultimately, I think it kind of depends on your personality. Deadlines keep some people motivated. Also, it's not rushing if you know ahead of time how long you have. This just requires better time management, and it actually makes the "most votes at deadline" a more likely reality.
I threw in making deadlines the same time as the natural flow just to make it more easy to swallow for those who are reticent. I think two-week days has worked just fine in the past. I didn't notice any problems with the deadlines in my Bizarro game. You definitely see the town self-regulating there. _________________ Paragon Tally: 19 mafia, 3 SKs (1 twice), 1 cultist, numerous chat scum...and counting. |
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Jedo the Jedi
Paragon in Training
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Posted: Mon Oct 01, 2012 9:27 pm Post subject: 48 |
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All of this really does stem from my desire to avoid marathon games and let the non-players and dead people get back into a game more quickly. If I die Day 1 of a three-month game, I'm not going to be happy. This is why I offered an alternative to regulating the time of games: have multiple at once. In that setting, maybe it would be appropriate to give priority to those not in the "primary" game. Hell, I think both changes (hard deadlines and multiple games) would be good as long as they are handled thoughtfully and intentionally. _________________ Paragon Tally: 19 mafia, 3 SKs (1 twice), 1 cultist, numerous chat scum...and counting. |
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itisally
Master of Disguise
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Posted: Mon Oct 01, 2012 9:30 pm Post subject: 49 |
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Jedo, I agree. I think players would have to be careful about signing up for back to back games. It seems like we found 20 people was too large a game for this forum. It should then be possible to fun games the have stagered starts if players are careful to not sign up to games that will run back to back, just in case they live.  _________________ I could agree with you, but then we would both be wrong. |
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MNOWAX
0.999... of a Troll
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Posted: Mon Oct 01, 2012 10:38 pm Post subject: 50 |
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It is always nice to have a large game every once in a while, but a 15+ game doesn't work well when it is concurrently run by two smaller games. _________________ The Man The Myth The Legend
MNOWAX |
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itisally
Master of Disguise
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Posted: Thu Nov 01, 2012 5:32 pm Post subject: 51 |
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SO I had this idea. We all hate the day 1 RVS BS and knowing that we don't know anything. What if everyone recieved one clue in thier role PM. How would that effect balance? What if Mafia didn't know who each other were until after night one.
I have a couple ideas for a game, but i too want to reduce day 1 in a reasonable way with out players feeling helpless. I understand not claiming... but it is a helpless feeling and encurages day one lurking. _________________ I could agree with you, but then we would both be wrong. |
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Sentran
Ray of Sucking Funshine
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Posted: Thu Nov 01, 2012 7:11 pm Post subject: 52 |
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In campfire Mafia I've played where the Mafia did not know each other on Day 1, but found out when night fell. Made for a much more interesting day 1. _________________ Sentran
"Speaking of double negatives, I haven't read greylab yet today." - Lifeinmomland |
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Zag
Unintentionally offensive old coot
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Posted: Thu Nov 01, 2012 7:21 pm Post subject: 53 |
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While I agree in principle, I'm still stinging from the Death Eaters game that raekuul ran. Knowing that Chaz and I were ticked off at each other (within Mafia, anyway -- not really), he intentionally selected us two as the scum. Not only did we not know about each other, he then threw in a townie who was a cop and was permanently night-kill immune. (Can you say, "unbalanced"?) The closest he came to balancing that was that he told us that the character (we still didn't know which player) had the immunity, while the player himself didn't know.
Oh yeah, there was also a doc and back-up doc in the game. It was as close to unwinnable as I've played. |
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Jedo the Jedi
Paragon in Training
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Posted: Thu Nov 01, 2012 10:05 pm Post subject: 54 |
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I mean, I already try to play with no knowledge of my mates on Day 1, so I think it is worthy. I've even considered having a game where the mafia didn't know each other ever. It would be more work for me, but they could send me a message at night and I would forward it to their mates. It's an interesting consideration. _________________ Paragon Tally: 19 mafia, 3 SKs (1 twice), 1 cultist, numerous chat scum...and counting. |
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Zag
Unintentionally offensive old coot
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Posted: Fri Nov 02, 2012 1:52 am Post subject: 55 |
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| I proposed a game a while ago where the mafia night-time discussion included one townie spy. The mafia, knowing this, would use QuickTopic discussion, using an alias. Only the senior-most mafia member would actually know who all the other mafia are, and he would select the night-kill (after getting input). Or maybe all the mafia would know each other, but would know to be circumspect in the night-time discussions because they know there's a spy. I hadn't decided, exactly, but the latter choice makes it a LOT harder for the spy to stay undercover -- he has to be very sure not to suggest anyone new. |
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Undercover Monk
Professor Chaos
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Posted: Fri Nov 02, 2012 6:52 pm Post subject: 56 |
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what would stop the GF mafia from just night killing the spy night 1. I like the idea but just dont let the GF know who is the spy. _________________ The Classic Blunders:
1. never get involved in a land war in Asia
2.Never go in against a Sicilian when DEATH is on the line
3. Never release Peyton Manning |
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Zag
Unintentionally offensive old coot
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Posted: Fri Nov 02, 2012 9:22 pm Post subject: 57 |
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| Right. He wouldn't know who the spy is. And everyone in the night discussion would be using an alias, because otherwise they let the spy know who they are. The Godfather would not know which alias is the spy, and he certainly wouldn't know who is playing him. |
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itisally
Master of Disguise
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Posted: Mon Nov 05, 2012 6:44 pm Post subject: 58 |
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As we are a group that plays together often, how important would writting style become in that situation. The more we talk about it the more I like it. _________________ I could agree with you, but then we would both be wrong. |
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3iff
very unbifflike
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Posted: Thu Nov 08, 2012 8:25 am Post subject: 59 |
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Question:
In the recent H&V mafia game, there was an opportunity for a townie to rolecop a player. Now, how would you report a town rolecop investigating a mafia godfather where no-one is likely to be vanilla.
Fortunately for me this didn't happen but... |
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Sentran
Ray of Sucking Funshine
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Posted: Thu Nov 08, 2012 4:52 pm Post subject: 60 |
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I think I'd just let them know that they didn't receive any information. The first thought on the part of the player would likely be that they were role-blocked. _________________ Sentran
"Speaking of double negatives, I haven't read greylab yet today." - Lifeinmomland |
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Zag
Unintentionally offensive old coot
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Posted: Thu Nov 08, 2012 10:55 pm Post subject: 61 |
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I think that it depends a lot on what you intended for the role, and that you should have that question answered well before it happens.
When I ran my Secret Theme game, I intentionally gave role names that didn't necessarily give away the alignment of the target, but might catch someone up if they tried to lie about it. It seems to me, though, that I did have one mafia role that was a pretty clear give-away, and that was intentional.
If your intent for the godfather is that he was immune from Jedo's and my investigation, vulnerable only to UMonk's, then you should have given him a role name that is not obvious -- of course, this might be a little tricky, since the character was Michael Corleone.
I don't really like giving the impression that the person was role-blocked, because that could be devastatingly misleading, in a way that seems, to me, to be unfair. I'd rather get a wrong answer, like maybe "Fund raiser" than give the impression that a different skill was used. You might even tell the player that his official role name is that, but he is really a godfather. |
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Jedo the Jedi
Paragon in Training
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Posted: Thu Nov 08, 2012 11:03 pm Post subject: 62 |
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I think it's fine to give the impression of something. I think the mod should walk the line of not being deceptive but being obscure. The less the mod confirms and lets the player's mind create options, the better.
When I asked 3iff why I hadn't received a result on Monk, he confirmed that my lack of a result was not because of the death. From there, I had to draw my own conclusions. I think "no result" in this situation would be perfectly acceptable and force the player to decide why that is. _________________ Paragon Tally: 19 mafia, 3 SKs (1 twice), 1 cultist, numerous chat scum...and counting. |
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3iff
very unbifflike
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Posted: Fri Nov 09, 2012 8:33 am Post subject: 63 |
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I like the idea of a fake role name for appearance. I would be reluctant to wilfully mislead a player by giving "no result" where there's no reason for a no result.
The "No result" Jedo got was because he was roleblocked and he worked out why he got no result...exactly my intentions. I suspect he thought I may have made a mistake (a perfect valid thought) and he double-checked my response...so I replied that his no result was NOT due to Umonk dying.
A few unseen implications came up during the game and I had to decide 'on the fly' what the effects would be. In the future I should be prepared for the unexpected...
| Quote: |
I think the mod should walk the line of not being deceptive but being obscure. The less the mod confirms and lets the player's mind create options, the better.
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That's what I aimed to do. I think I succeeded. |
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