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Author Topic: Mafia XX - Masons and Monks (FULL!)  (Read 17096 times)

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Jimmmmm

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Mafia XX - Masons and Monks (FULL!)
« on: November 21, 2012, 07:25:41 am »

Masons and Monks

Player List

1. Eevee
2. mcmcsalot
3. Robz888
4. ashersky
5. Qvist
6. jotheonah
7. yuma
8. Archetype
9. Lekkit
10. Insomniac
11. Grujah
12. EFHW
13. Morgrim7

Backup mod: Cuzz

Base Setup


2 Mafia Goons
2 Werewolves
9 Townies

Mechanics

Daystart
2 players who are not Mafia are randomly selected to be Masons.
2 players who are not Werewolves are randomly selected to be Monks.
Those masonries are allowed to talk together at night.
It is possible for a Mafia Goon to be a Monk, and likewise, a Werewolf to be a Mason.
Mafia cannot have both the Monk roles, and Werewolves cannot have both Mason roles.
One Mason will be randomly selected to be a 1-shot Detective whose result will be Mafia/non-Mafia.
One Monk will be randomly selected to be a 1-shot Seer whose result will be Werewolf/non-Werewolf.
The Detective and the Seer are not necessarily Town-aligned.

Role PMs

Quote
Welcome, [PlayerName]. You are a Vanilla Townie.
Your weapon is your vote, you have no night actions.
You win when all threats to the Town have been eliminated and there is at least one Town player alive.

Quote
Welcome, [PlayerName]. You are a Town Mason, along with your Mason partner, [PlayerName].
During each Night Phase you may talk with your partner here: [QuickTopic link].
You know that your partner is not aligned with the Mafia.
You win when all threats to the Town have been eliminated and there is at least one Town player alive.

Quote
Welcome, [PlayerName]. You are a Town Mason Detective, along with your Mason partner, [PlayerName].
During each Night Phase you may talk with your partner here: [QuickTopic link].
You know that your partner is not aligned with the Mafia.
Once during one Night Phase, you may investigate another player via mod PM to learn whether they are aligned with the Mafia.
You win when all threats to the Town have been eliminated and there is at least one Town player alive.

Quote
Welcome, [PlayerName]. You are a Town Monk, along with your Monk partner, [PlayerName].
During each Night Phase you may talk with your partner here: [QuickTopic link].
You know that your partner is not aligned with the Werewolves.
You win when all threats to the Town have been eliminated and there is at least one Town player alive.

Quote
Welcome, [PlayerName]. You are a Town Monk Seer, along with your Monk partner, [PlayerName].
During each Night Phase you may talk with your partner here: [QuickTopic link].
You know that your partner is not aligned with the Werewolves.
Once during one Night Phase, you may investigate another player via mod PM to learn whether they are aligned with the Werewolves.
You win when all threats to the Town have been eliminated and there is at least one Town player alive.

Quote
Welcome, [PlayerName]. You are a Mafia Goon, along with your Mafia partner, [PlayerName].
During each Night Phase you may talk with your partner here: [QuickTopic link].
Each night phase, one of you or your partner may perform the factional kill.
You win when the Werewolves are eliminated and you control half the Town or nothing can prevent this from occurring.

Quote
Welcome, [PlayerName]. You are a Mafia Monk, along with your Mafia partner, [PlayerName], and your Monk partner, [PlayerName].
During each Night Phase you may talk with your Mafia partner here: [QuickTopic link], and your Monk partner here: [QuickTopic link].
Each Night Phase, one of you or your Mafia partner may perform the factional kill.
You know that your Monk partner is not aligned with the Werewolves.
You win when the Werewolves are eliminated and you control half the Town or nothing can prevent this from occurring.

Quote
Welcome, [PlayerName]. You are a Mafia Monk Seer, along with your Mafia partner, [PlayerName], and your Monk partner, [PlayerName].
During each Night Phase you may talk with your Mafia partner here: [QuickTopic link], and your Monk partner here: [QuickTopic link].
Each Night Phase, one of you or your Mafia partner may perform the factional kill.
You know that your Monk partner is not aligned with the Werewolves.
Once during one Night Phase, you may investigate another player via mod PM to learn whether they are aligned with the Werewolves.
You win when the Werewolves are eliminated and you control half the Town or nothing can prevent this from occurring.

Quote
Welcome, [PlayerName]. You are a Werewolf, along with your Werewolf partner, [PlayerName].
During each Night Phase you may talk with your partner here: [QuickTopic link].
Each Night Phase, one of you or your partner may perform the factional kill.
You win when the Mafia is eliminated and you control half the Town or nothing can prevent this from occurring.

Quote
Welcome, [PlayerName]. You are a Werewolf Mason, along with your Werewolf partner, [PlayerName], and your Mason partner, [PlayerName].
During each Night Phase you may talk with your Werewolf partner here: [QuickTopic link], and your Mason partner here: [QuickTopic link].
Each Night Phase, one of you or your Werewolf partner may perform the factional kill.
You know that your Monk partner is not aligned with the Mafia.
You win when the Mafia is eliminated and you control half the Town or nothing can prevent this from occurring.

Quote
Welcome, [PlayerName]. You are a Werewolf Mason Detective, along with your Werewolf partner, [PlayerName], and your Mason partner, [PlayerName].
During each Night Phase you may talk with your Werewolf partner here: [QuickTopic link], and your Mason partner here: [QuickTopic link].
Each Night Phase, one of you or your Werewolf partner may perform the factional kill.
You know that your Monk partner is not aligned with the Mafia.
Once during one Night Phase, you may investigate another player via mod PM to learn whether they are aligned with the Mafia.
You win when the Mafia is eliminated and you control half the Town or nothing can prevent this from occurring.
« Last Edit: February 11, 2013, 12:50:55 pm by Jimmmmm »
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Jimmmmm

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Re: Mafia XXII - Masonception (gauging interest)
« Reply #1 on: November 21, 2012, 07:26:45 am »

Mafia Ruleset (blatantly stolen from Axxle)

Game Rules:

General Gameplay and Etiquette:
1. You may not quote private Moderator-supplied information (either real or fabricated) of any kind. Paraphrasing (for role claims, etc.) is acceptable.
2. There is to be NO personal communication outside of the forum postings unless your role PM specifically allows it. Mafia members All roles with a quicktopic may communicate at night and during the confirmation stage.
3. If you have a role with a Night action your choices are due to me by the posted deadline. If I do not receive your choice via PM by the posted deadline you will forfeit your actions. In case of multiple submissions, the last valid one before the deadline will be used.
4. Roles with Night actions will not be able to submit an action on Night 0 (i.e. during the confirmation stage).
5. Any player with a Night action may instead submit a “No Action” PM to let the Mod know that you do not want to perform your expected action that Night phase.
6. As a general rule you should aim for one post every 48 hours, minimum, to keep the game moving.

Voting, Deadlines, and Player Death:
1. A simple majority (rounded up) of all living members must agree on one person for a lynch to occur prior to deadline.
2. Once you have reached a simple majority no further unvoting will change someone’s fate. Further votes will also be ignored.
3. Once a player is lynched the game enters twilight until I post a death scene; all players including the one who was lynched may continue to post during twilight.
4. Please submit votes as: Vote: PlayerName. Votes will NOT be counted if they are not bold! Obvious abbreviations or nicknames will be counted so long as they are unambiguous.
5. Please submit vote revocations as either Unvote: PlayerName or Unvote. Unvotes are not necessary before changing votes.
6. You may Vote: No Lynch - a simple majority of these vote types are required to send the game to Night phase without a lynch.
7. This game will have 2 week lynch deadlines and 48-hour night deadlines, extended at my discretion for weekends and holidays.
This game will have NO Day deadlines. Instead, Town will have exactly 6 weeks to win the game, including 48-hour nights. If there is still living scum after six weeks, Town will immediately lose, and one or both of the scum teams will win or draw, depending on which has more living members. If any given night takes significantly longer than 48 hours, time will be added to compensate.
8. Once you are killed (either via lynch or night kill) you may no longer post. This means that you do not even get a “Bah” post. The dead in this game are silent.
9. Do not edit or delete posts. We don't want some players having more information than others.  If you want to clarify posts, feel free to double post.
10. If there are no living players remaining, everyone laments in shared defeat.

Miscellaneous/Mechanics:
1. Bold, blue text is reserved for the Mod. No invisible/small text is allowed, nor is cryptography.
2. If you have an issue/problem with the game, please PM the Mod privately. Do not post issues/complaints in the game thread.
3. The Mod may make mistakes - please point out any mistakes gently. Mistakes will be corrected where possible, but sometimes mistakes are made that cannot be reversed. These will stand as final to be commiserated over after the game.
4. Please bold all requests to the Mod so that they don’t get missed.
5. Prods of missing players will be issued upon request after 48 hours of no activity. A prodded player has 48 hours to respond or risks replacement. A player who has been prodded 3 times is subject to replacement without further notice.
6. Rule violations will be dealt with according to their severity, up to and including a Modkill.
7. If you anticipate being unavailable for more than a 48-hour period please post a notice to that effect in the thread. Treat this game as a commitment. Be considerate – don’t leave us hanging.
8. No QT links are to be shared with any other player. So for example if a member of the Mafia is also a Monk, he is not allowed to share the Monk QT link with his Mafia partner. Real or fake quoting of players (not mods) from QTs is acceptable.


The Golden Rule:

Please remember that this is a game and your main objective is to have fun! Be considerate of each other, don’t get personal, and enjoy the game.

Helpful Links:

« Last Edit: February 11, 2013, 06:29:00 pm by Jimmmmm »
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Eevee

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Re: Mafia XXII - Masonception (gauging interest)
« Reply #2 on: November 21, 2012, 07:38:39 am »

I'd play!
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Jimmmmm

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Re: Mafia XXII - Masonception (gauging interest)
« Reply #3 on: November 21, 2012, 07:54:31 am »

Great! Any questions/comments about the setup?
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Eevee

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Re: Mafia XXII - Masonception (gauging interest)
« Reply #4 on: November 21, 2012, 08:17:30 am »

Great! Any questions/comments about the setup?
Looks like mafia is very underpowered actually. 12 player game with 6 IC's after all.
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Captain_Frisk

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Re: Mafia XXII - Masonception (gauging interest)
« Reply #5 on: November 21, 2012, 08:23:19 am »

Of course I'd play
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Jimmmmm

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Re: Mafia XXII - Masonception (gauging interest)
« Reply #6 on: November 21, 2012, 08:25:07 am »

You're probably right. What about this: when a Masonry Leader is killed (by lynching, or by nightkill, or maybe both? Edit: certainly at least by nightkill if any) the other Leader goes with him. That could deter everyone from coming out as leaders.
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Eevee

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Re: Mafia XXII - Masonception (gauging interest)
« Reply #7 on: November 21, 2012, 08:40:49 am »

You're probably right. What about this: when a Masonry Leader is killed (by lynching, or by nightkill, or maybe both? Edit: certainly at least by nightkill if any) the other Leader goes with him. That could deter everyone from coming out as leaders.
It would still get totally degenerate. Just think of the implications, town couldnt afford a single mislynch. I'd say the only chance a townie has in a setup where mafia effectively gets a double kill each night is teaming up with the spy in his masonry in the hopes of him backstabbing the mafia family and playing for the masonry win.
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yuma

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Re: Mafia XXII - Masonception (gauging interest)
« Reply #8 on: November 21, 2012, 08:44:30 am »

Interested, but honestly have no idea if I will play then or not. Just depends on how busy I am in other games/RL at that time.
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Robz888

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Re: Mafia XXII - Masonception (gauging interest)
« Reply #9 on: November 21, 2012, 12:31:47 pm »

In.
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Cuzz

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Re: Mafia XXII - Masonception (gauging interest)
« Reply #10 on: November 21, 2012, 01:00:25 pm »

So the masonries have their own separate win conditions in addition to town and mafia? Seems like weird things could happen like mafia nightkilling another mafia to eliminate the last other masonry.
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theorel

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Re: Mafia XXII - Masonception (gauging interest)
« Reply #11 on: November 21, 2012, 02:13:45 pm »

Here's a slight tweak to the idea, that might work (haven't thought it through completely):
Each masonry has 1 leader, confirmed as town to the rest of the masonry.
A masonry wins if it kills the other 2 leaders.
Scum win if they control half the town.
Town wins if the eliminate all scum.

Scum requires a majority vote (or maybe unanimous vote?) in order to do the night-kill.

I think you would have potential for bussing in order to secure a masonic win, you have ICs that don't necessarily want to claim, all in all could make for an interesting game.
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Jorbles

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Re: Mafia XXII - Masonception (gauging interest)
« Reply #12 on: November 21, 2012, 03:59:27 pm »

Here's a slight tweak to the idea, that might work (haven't thought it through completely):
Each masonry has 1 leader, confirmed as town to the rest of the masonry.
A masonry wins if it kills the other 2 leaders.
Scum win if they control half the town.
Town wins if the eliminate all scum.

Scum requires a majority vote (or maybe unanimous vote?) in order to do the night-kill.

I think you would have potential for bussing in order to secure a masonic win, you have ICs that don't necessarily want to claim, all in all could make for an interesting game.

That would be excellent. I second this idea.
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Archetype

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Re: Mafia XXII - Masonception (gauging interest)
« Reply #13 on: November 21, 2012, 04:25:40 pm »

Here's a slight tweak to the idea, that might work (haven't thought it through completely):
Each masonry has 1 leader, confirmed as town to the rest of the masonry.
A masonry wins if it kills the other 2 leaders.
Scum win if they control half the town.
Town wins if the eliminate all scum.

Scum requires a majority vote (or maybe unanimous vote?) in order to do the night-kill.

I think you would have potential for bussing in order to secure a masonic win, you have ICs that don't necessarily want to claim, all in all could make for an interesting game.

So 3 Masonries, 4 People each? + 1 Mafia QT


They would each have:

1 Mason Leader (Town)
2 Vanilla Masons (Town)
1 Mafia Goon (Mafia)

Or is it:

4 Masonries, 3 People Each

3 Town Masonries
1 Mafia Masonry

Town Masonries:

1 Mason Leader
2 Mason Followers (Town)

Mafia Masonry:

1 Mafia Leader
2 Mason Followers (Mafia)

I think I like the second option better.

You could even assign each mason a letter (A, B, C). When a Mason Follower (let's call him Bob) dies, the letter of the mason he was from is shown (let's say A), but NOT his alignment. When the Mason leader (Jim) dies, the alignment of all members of that masonry is shown (so, Jim is killed. He was Mason Leader of Mason A, and his alignment is town).

This shows that Bob is dead, but town. It also means that the remaining member of that masonry is an Innocent Child (unless someone counter claims Mason A). But it means the last member can not win with the mason because the leader is already dead, so they must win with the town.
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Voltgloss

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Re: Mafia XXII - Masonception (gauging interest)
« Reply #14 on: November 21, 2012, 04:27:22 pm »

needs a third-party Robzifier

i'm probably 75% joking

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TheMunch

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Re: Mafia XXII - Masonception (gauging interest)
« Reply #15 on: November 21, 2012, 06:47:55 pm »

\in as this sounds really cool but I'm with eevee that the initial setup seems a little bad for scum
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Eevee

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Re: Mafia XXII - Masonception (gauging interest)
« Reply #16 on: November 22, 2012, 11:25:13 am »

theorel's idea seems to keep the feel of the original setup and also sounds like it could be balanced.
I'm sorry if I sounded overly negative, Jimmm. I certainly find the idea and mechanic fascinating, just a bit hard to balance. I personally don't even mind playing imbalanced setups, but I know some people do.
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Re: Mafia XXII - Masonception (gauging interest)
« Reply #17 on: November 22, 2012, 04:07:55 pm »

games that give the scum divided loyalties usually wind up not being as fun as they sound

just speaking from experience here
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Jimmmmm

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Re: Mafia XXII - Masonception (gauging interest)
« Reply #18 on: November 23, 2012, 10:47:49 am »

theorel's idea sounds good and I'm happy to go with that if that's what people think would be best.

Here's another thought I've had, following cayvie's advice.

3 masonries.
Each one consists of a Leader, two Townies and one Mafia.
The two "Vanilla" Townies know who the Leader is.
Leaders have a slight advantage, such as the tie-breakers at deadline and/or Power Roles (Cop, Doctor etc).
Each Leader can name a Successor from the masonry who becomes the new Leader if the current Leader is killed. (This could end up being Mafia)
When the Successor is killed, (or the original Leader if they haven't named a Successor), the masonry is disbanded.
A Leader can also choose to disband the masonry.

Townies win if their masonry is still intact and all Mafia are dead.
Mafia win if they control half the town or all masonries are disbanded.

Each Leader and the Mafia may name one person to "Invite". If the named person is a "Vanilla" Townie and finds themself without a masonry because theirs has been disbanded, any invitations from the other masonries or from the Mafia are sent to them, and they join (they cannot be in more than one masonry, but they can be in the Mafia and a masonry). If no invitations are sent, they have nowhere to turn to and leave the town (and the game).
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Jorbles

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Re: Mafia XXII - Masonception (gauging interest)
« Reply #19 on: November 23, 2012, 11:08:00 am »

theorel's idea sounds good and I'm happy to go with that if that's what people think would be best.

Here's another thought I've had, following cayvie's advice.

3 masonries.
Each one consists of a Leader, two Townies and one Mafia.
The two "Vanilla" Townies know who the Leader is.
Leaders have a slight advantage, such as the tie-breakers at deadline and/or Power Roles (Cop, Doctor etc).
Each Leader can name a Successor from the masonry who becomes the new Leader if the current Leader is killed. (This could end up being Mafia)
When the Successor is killed, (or the original Leader if they haven't named a Successor), the masonry is disbanded.
A Leader can also choose to disband the masonry.

Townies win if their masonry is still intact and all Mafia are dead.
Mafia win if they control half the town or all masonries are disbanded.

Each Leader and the Mafia may name one person to "Invite". If the named person is a "Vanilla" Townie and finds themself without a masonry because theirs has been disbanded, any invitations from the other masonries or from the Mafia are sent to them, and they join (they cannot be in more than one masonry, but they can be in the Mafia and a masonry). If no invitations are sent, they have nowhere to turn to and leave the town (and the game).

That would kinda hoop the mafia wouldn't it? Each masonry could have a claiming scheme where they decide who should name the leader in order. If the first guess is a mafia player they've got a 1/3 chance of guessing correctly. If they fail they get lynched. If a town player goes first then there's a 50% chance that they can guess who of the remaining two players is mafia in the masonry. I think this favours town way too much. It's not a huge loss to lose the leader. If you're trading an IC or a PR for a mafia player that's usually a good trade for town, and the leader being able to just pass on their leadership means there's little loss to the leader being outed.

If there were no Successors then there'd be some incentive to actually keep the leader a secret, though. If there's 3 masonries than mafia could easily need to make 6 kills of the various leaders to win. One for each leader and one for each Successor. That's enough kills that in most games they'll have to win the normal way, but they'll be at a significant disadvantage.
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Jimmmmm

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Re: Mafia XXII - Masonception (gauging interest)
« Reply #20 on: November 23, 2012, 11:28:28 am »

Thanks for the feedback. To tilt it back towards Mafia, we could have a night start and/or the VTs don't know who the Leader is?
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Re: Mafia XXII - Masonception (gauging interest)
« Reply #21 on: November 23, 2012, 11:37:09 am »

Thanks for the feedback. To tilt it back towards Mafia, we could have a night start and/or the VTs don't know who the Leader is?

Then they're just neighbourhoods aren't they? Although I guess a masonry with a mafia in it isn't really a true masonry in the strictest sense anyways.
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Jimmmmm

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Re: Mafia XXII - Masonception (gauging interest)
« Reply #22 on: November 23, 2012, 06:55:49 pm »

Yeah I guess you're right. The whole idea here initially was to have a masonry within a masonry (2 people who could PM each other). I guess I'll probably just end up doing something a lot simpler.
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Re: Mafia XXII - Masonception (gauging interest)
« Reply #23 on: November 23, 2012, 08:29:56 pm »

Interesting, but I think the QTs become way more important that the actual game thread.  You end up trying to game your night talk to prep for votes during the day.  And how do you convince masons from other groups to vote for someone in your mason, when you want to kill off the other groups?
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2013, 2014, 2015 Mafia Mod of the Year
2015 f.ds Representative, World Forum Mafia Championships
2013, 2014 Mafia Player of the Year (Tie)

11x MVP: M30, M83, ZM16, M25, M38, M61, M76, RMM5, RMM41, RMM46, M51

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f.ds Mafia Board Moderator

2013, 2014, 2015 Mafia Mod of the Year
2015 f.ds Representative, World Forum Mafia Championships
2013, 2014 Mafia Player of the Year (Tie)

11x MVP: M30, M83, ZM16, M25, M38, M61, M76, RMM5, RMM41, RMM46, M51
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