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Author Topic: M63: Dwarf Fortress Mafia- Game Over, Town Wins!  (Read 140281 times)

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A Drowned Kernel

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M63: Dwarf Fortress Mafia- Game Over, Town Wins!
« on: May 26, 2015, 06:28:26 pm »

Welcome to M63: Dwarf Fortress Mafia!

This is an open setup for 11 players. The game will begin Sunday, May 31st or whenever it fills up, whichever happens later. Flavor is based on Dwarf Fortress. Knowledge of the flavor is not necessary to play the game.

Players:

1: silverspawn
2: Awaclus
3: Hydrad
4: Eevee
5: Ichimaru Gin
6: faust
7: Jimmmmm
8: Witherweaver
9: Joseph2302
10: Voltaire
11: TwistedArcher


The RULES OF MAFIA apply, with the following changes:

1: Prods will only be sent upon request. A player must still be inactive for 24 hours before they will be prodded.
2: Deadlines will be 10 days for the first two game days, then 7 days for each day thereafter.
3: Nights will last 48 hours. Deadlines for Night Actions will be 24 hours. Additionally, all players must check in with the mod each night.
4: If three game days in a row pass without a lynch, then the Serial Killer will win if they are alive, and Mafia will win otherwise.
« Last Edit: July 18, 2015, 12:13:44 am by A Drowned Kernel »
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A Drowned Kernel

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Re: M63: Dwarf Fortress Mafia- Signups Open
« Reply #1 on: May 26, 2015, 06:28:43 pm »

This setups is an invented, open setup called Traitor8 for 11 players.

Mafia:
2 Mafia + 1 Roleblocking Traitor

Town:
Up to 8 players

One of the following rows or columns adding a scum add on depending on the row added:


xxxx               Column1         Column2         Column3         Column4         Add-On           
Row1              VT                  Detective         1-shot CommuterGoon Cop         1-shot Investigation Immune/SK
Row2                Watcher            JK                     VT                     Psychologist       2-shot JOAT       
Row3                1-shot Bulletproof Townie VT                     JK                     BodyguardTraitor Knows Mafia         
Row4                 1-shot CommuterPsychologist        Detective            VT                      Mafia Knows Traitor   
Add-On              2-shot JOAT       Mafia Knows Traitor/SKTraitorKnows Mafia/SK1-shot Investigation Immune      xxxxxxx           

To clarify here are the 8 options:

1. Detective, 1-shot Commuter, Goon Cop; 1-shot Investigation Immune + Serial Killer
2. Watcher, Jailkeeper, Psychologist; 2-shot JOAT
3. 1-shot BP Townie, Jailkeeper, Bodyguard; Traitor Knows Mafia
4. 1-shot BP Commuter, Psychologist, Detective; Mafia Knows Traitor
5. Watcher, 1-shot BP Townie, 1-shot BP Commuter; 2-shot JOAT
6. Detective, Jailkeeper, Psychologist; Mafia Knows Traitor + Serial Killer
7. 1-shot Commuter, Jailkeeper, Detective; Traitor Knows Mafia + Serial Killer
8. Goon Cop, Psychologist, Bodyguard; 1-shot Investigation Immune


Serial Killer: (if applicable, present 3/8 of the time)
- 2-shot JOAT, which includes a passive 1-shot Bulletproof, 1-shot Strongman, 1-shot Investigation Immune. If the Bulletproof is used up, one JOAT attribute will be lost. If both the Strongman and Investigation Immune are used at night the Bulletproof will be lost as well.
- The SK may choose to give up NK and instead perform any one of the 8 town roles listed above during the night. Each role may only be used once by the SK during the game.


Mechanics:
- All roles will be used according to mafiascum specification unless otherwise noted below.
- Daystart
- Mafia JOAT is an option of Strongman and Ninja (each can only be used once) and is not an assigned role, instead it is a universal role that any alive mafia player can use while performing the night kill.
- Mafia Investigation Immune is universal. It will return results of "Not Goon" to Goon Cops, "Not Killed" to Detectives, "Can't Kill" to Psychologists and "Didn't Target Anyone" to Watchers.
- Traitor does not know the identity of Mafia Partners unless it is added on as a bonus. Traitor will be informed of the Mafia's identities in their role PM if that add-on is selected.
- Mafia does not know the identity of the Traitor unless it is added on as a bonus. The Mafia will be informed of the Traitor's identities in their quicktopic if that add-on is selected.
- Flavor will indicate if a player was killed by multiple factions, but will not indicate which alignment performed specific kills. For example, if a player was killed by one faction, flavor might say “so-and-so was bludgeoned,” while a player killed by multiple factions might says “so-and-so was bludgeoned and stabbed.”
- When the Traitor dies, if at least one Mafia Goon is still alive one will be chosen at random to inherit the Roleblocking role. This Goon will be transformed from a Goon to a Mafia Roleblocker.
- If the Mafia target the Traitor with a NK, the Traitor will not die unless Mafia is using a strongman kill. Otherwise, the Traitor will be recruited and become a Mafia Roleblocker and be given access to the quicktopic.
- The Traitor can Roleblock a Mafia NK.
- If the Traitor will inherit the NK and become a Mafia Roleblocker if they are the only Mafia player alive.
- Goon Cop will return results of “Goon” or “Not Goon”.
- Detective will return results of “Has Killed” or “Has Not Killed”.
- Psychlogist will return results of “Can Kill” or “Can't Kill”, BUT if a kill has been performed previously, the result will be falsified. Traitors are not capable of killing until they have been converted into Mafia Roleblockers.
- Roles cannot target themselves.

Order of Operations: (roles listed earlier in parenthesis will be performed simultaneously)
Modifiers (Ninja/Strongman)
Commuter
Blocking (Jailkeeper, Roleblocking)
Protective (Bodyguard, Bulletproof)
Killing
Investigative (Watcher, Psychologist, Detective, Goon Cop)

Win Conditions:
- Town wins when all threats to the Fortress have been eliminated.
- Mafia wins when Mafia (not counting the Traitor, unless the traitor has become a Mafia Roleblocker) controls at least half of the Fortress and the SK, if present, has been eliminated.
- Serial Killer wins when all other players have been eliminated. If a scenario exists where a Serial Killer and a Mafia are the last two players, the following will be followed:
   * If the Traitor is the last mafia alive, Mafia will win.
* If one of the Goons is the last mafia alive, the SK will win.

Flavor:
Town will be Dwarf Aligned, Mafia will be Goblin Aligned, and the SK, if present, will be Elf Aligned. Players will not have individual flavor names.

Sample PMs:

VT:
Quote
Welcome to Dwarf Fortress Mafia, [player name]! You are a Dwarven Vanilla Townie! You have no special powers, but you do have your vote. Use it wisely, and the fortress is sure to prosper!

You win when all threats to the fortress have been eliminated.


Town PR:
Quote
Welcome to Dwarf Fortress Mafia, [player name]! You are a Dwarven Detective! Each night, you may investigate another player. You will be told whether or not that player has performed a night kill.

You win when all threats to the fortress have been eliminated.


Mafia Goon:
Quote
Welcome to Dwarf Fortress Mafia, [player name]! You are a Goblin Goon! Your fellow Goon is [player name]. You have a factional kill each night. Your bonus power is [bonus]. You may talk to each other here. {You do not know the identity of the Traitor./The Traitor is [player name].}

You win when Mafia controls half of the town, not including the unrecruited Traitor, or nothing can prevent that from occurring.


Mafia Traitor:
Quote
Welcome to Dwarf Fortress Mafia, [player name]! You are a Goblin Traitor! {You do not know the identity of the other Mafia players./The Mafia Goons are [player name] and [player name].}

Each night, you may target another player. Any actions performed by that player will be blocked.

You win when Mafia controls half of the town, not including the unrecruited Traitor, or nothing can prevent that from occurring.


SK:
Quote
Welcome to Dwarf Fortress Mafia, [player name]! You are an Elven Serial Killer! You have a factional kill that you can use each night. In addition, you have the following powers:

2-shot JOAT: 1-shot Bulletproof, 1-shot Strongman, 1-shot Investigation immune. Once two of these powers are used, the third will be lost.
Mimic town powers: On any night that you don't use your factional kill, you may copy one of the town powers present in the game (Detective, 1-shot Commuter, Goon Cop, Watcher, Jailkeeper, Psychologist, 1-shot Bulletproof, Bodyguard). You may use each power only once.

You win when you are the only player left alive, or nothing can prevent that. In the case that you and a single Mafia player are the only living players, then if that player is a Goon, you win, and if that player is or was the Traitor, then Mafia wins.
« Last Edit: May 26, 2015, 06:30:32 pm by A Drowned Kernel »
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silverspawn

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Re: M63: Dwarf Fortress Mafia- Signups Open
« Reply #2 on: May 26, 2015, 06:30:20 pm »

Is this the same setup as Silo, which was my favorite mafia game to date?

/in

edit: looks like it! that will be fun.
« Last Edit: May 26, 2015, 06:31:53 pm by silverspawn »
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A Drowned Kernel

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Re: M63: Dwarf Fortress Mafia- Signups Open
« Reply #3 on: May 26, 2015, 06:31:48 pm »

Is this the same setup as Dresden files, which was my favorite mafia game to date?

/in


Sorry, no. It's from Silo.
[/color]

Yep!
« Last Edit: May 26, 2015, 06:33:08 pm by A Drowned Kernel »
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silverspawn

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Re: M63: Dwarf Fortress Mafia- Signups Open
« Reply #4 on: May 26, 2015, 06:32:56 pm »

yeah, I did mean silo of course. the one with the VT claim and the enormous setup analysis

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Re: M63: Dwarf Fortress Mafia- Signups Open
« Reply #5 on: May 26, 2015, 06:33:44 pm »

/in
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Hydrad

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Re: M63: Dwarf Fortress Mafia- Signups Open
« Reply #6 on: May 26, 2015, 06:59:13 pm »

/in
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Re: M63: Dwarf Fortress Mafia- Signups Open
« Reply #7 on: May 26, 2015, 07:30:28 pm »

/tag for now.
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Town: 22 games, 8 wins
Scum: 5 games, 3 wins

Ghacob

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Re: M63: Dwarf Fortress Mafia- Signups Open
« Reply #8 on: May 26, 2015, 09:57:17 pm »

Well this sure looks hard!
/tag
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Re: M63: Dwarf Fortress Mafia- Signups Open
« Reply #9 on: May 26, 2015, 10:03:05 pm »

/tag
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A Drowned Kernel

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Re: M63: Dwarf Fortress Mafia- Signups Open
« Reply #10 on: May 26, 2015, 10:10:59 pm »

Well this sure looks hard!
/tag

It's not as scary as it looks.
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Re: M63: Dwarf Fortress Mafia- Signups Open
« Reply #11 on: May 27, 2015, 02:33:54 am »

/beep beep! (in)
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Re: M63: Dwarf Fortress Mafia- Signups Open
« Reply #12 on: May 27, 2015, 02:37:49 am »

/tag
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Re: M63: Dwarf Fortress Mafia- Signups Open
« Reply #13 on: May 27, 2015, 03:18:52 am »

fine /in

I know a spare amount about the flavor. I really like the setup though.

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Re: M63: Dwarf Fortress Mafia- Signups Open
« Reply #14 on: May 27, 2015, 03:28:30 am »

Players will not have individual flavor names.

But.. but..
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Re: M63: Dwarf Fortress Mafia- Signups Open
« Reply #15 on: May 27, 2015, 04:17:59 am »

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Re: M63: Dwarf Fortress Mafia- Signups Open
« Reply #16 on: May 27, 2015, 05:06:07 am »

/in
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Re: M63: Dwarf Fortress Mafia- Signups Open
« Reply #17 on: May 27, 2015, 10:55:01 am »

/in
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Re: M63: Dwarf Fortress Mafia- Signups Open
« Reply #18 on: May 27, 2015, 12:17:31 pm »

Oh alright, /in.
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Re: M63: Dwarf Fortress Mafia- Signups Open
« Reply #19 on: May 27, 2015, 12:24:50 pm »

Changing to /in.
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Re: M63: Dwarf Fortress Mafia- Signups Open
« Reply #20 on: May 27, 2015, 12:45:36 pm »

The setup says 11 players, but the OP has 12 spots. Something is wrong. If it's only 11, then we're at L-1 already.
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Re: M63: Dwarf Fortress Mafia- Signups Open
« Reply #21 on: May 27, 2015, 01:39:35 pm »

Eep I didn't think it would start so soon /out for now.  I'll be able to play in a week and a half or so.
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Re: M63: Dwarf Fortress Mafia- Signups Open
« Reply #22 on: May 27, 2015, 01:42:54 pm »

/in
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Re: M63: Dwarf Fortress Mafia- Signups Open
« Reply #23 on: May 27, 2015, 02:26:21 pm »

old players. awesome!!

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Re: M63: Dwarf Fortress Mafia- Signups Open
« Reply #24 on: May 27, 2015, 02:32:03 pm »

Need Teproc!
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