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Which side would you find most interesting to play as?
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5 years ago
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Arandor
The images aren't loading.

They're working for me. Is anyone else having this problem?

In reply to Tiel
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5 years ago
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Goomer
I'm having the same issue, is anyone else experiencing this?
I am too.
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5 years ago
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>It's okay for me, does anyone else have these problems?
It won't be okay after pressing Ctrl + F5, I can bet on it...
They don't work.
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5 years ago
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Gumer, your faction distribution seems a bit strange... 6-4-2-1, and the last one can only win with a town. I don't understand why it's highlighted separately. Also, the images aren't working for me either.
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5 years ago
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Ment
After pressing ctrl + F5, it won't work, I can bet...
They don't work.

If we were betting, you would lose. Okay, how does everyone upload pictures here?

 

Fragment
Gumer, you have a strange balance of power... 6-4-2-1

The last one is solo because... I put a lot of emphasis on the setting; those who haven't played at least the first part of the game won't appreciate it, which is understandable. In short, Solovey is always on Elizabeth's side in the story because he has a "program" like that. The player controlling Solovey should want to save Elizabeth, not win for himself. 

As for the balance of power... 6/4 can easily become 5/5, but if you have more specific suggestions for balancing, I'm listening. 

 

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5 years ago
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Author
Alright, how does everyone upload pictures here?
https://jpegshare.net/ is a good hosting site, I use it.
Author
The last solo game was because... I put a lot of emphasis on the setting, and those who haven't played at least the first part of the game won't appreciate it, which is understandable.
I played the first part, and I liked it. But it's just not a very successful theme for Mafia, it limits the role assignments. It's already difficult to fit the lore of a shooter into the framework of Mafia, let alone balance it...
Author
In short, Solovey is always on Elizabeth's side in the story because he has a "program" for that. The player controlling Solovey should want to save Elizabeth, not win for himself.
Emm... So, how is it possible to play Mafia and not want to win? That's very strange. Elizabeth herself is on the side of the town, not Solovey. So, when she's killed, the player controlling Solovey no longer has any motivation to continue the game, especially since he dies on the fourth night anyway.
Author
As for the powers... 6/4 can easily become 5/5, but if you have more specific suggestions for balancing, I'm listening.
I mean that there should be twice as many townspeople as Mafia members. Look at how it's done in other Mafia games.

Added after 22 minutes
For a game with 13 players, Tox just had an optimal setup: 8 townspeople, 4 Mafia, + a serial killer.

Added after 34 minutes
Or, here's Master's setup: 8 townspeople, 3 Mafia, + a deception role (doesn't kill, but wins with the villains), + a serial killer. That's also an interesting option.
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5 years ago
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Fragment
I played the first part, and I liked it.

Well, to get the full picture, I still need to play the 3rd part and 2 expansions, but that's a different story.

Author
So, how is it possible to play Mafia and not want to win? That's very strange.

Again, about playing through the 3rd part. But okay, I can add "Solovey" to the "Vostorg" list.

Author
I mean that there should be twice as many "Mirks" as "Mafs".

Standard proportions are, of course, great, but in my opinion, "Vostorg" is already a bit overpowered.

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5 years ago
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Author
Well, to get the full picture, you still need to play the 3rd scenario and 2 expansions, but that's a different story.
Generally, it shouldn't be done this way; the scenario should explain itself. But it's okay, as long as it's playable.
Author
Standard proportions are great, but in my opinion, "Ecstasy" is already too overpowered.
These aren't standard proportions... They are determined by the number of players and factions. And "Ecstasy" isn't overpowered; it's actually quite weak, even with "Nightingale." The "Mafia" aren't very strong either, but there are four of them. The concept of the "Forgotten" is unclear; it's a maniac cut in half, whose properties directly contradict its goal. To win, "Big Daddy" has to kill everyone, but its killing ability only becomes active when its sister dies, which it automatically prevents when it's first attacked. Why protect it then? It might not be attacked at all during the game, and "Big Daddy" and its sister will just sit around doing nothing, because in that case, the sister can only refresh its ability, which blocks the path to victory. The sister, in turn, has to die to win; it might as well not play, get a "modkill" for inactivity, and that would be a plus. And if "Big Daddy" is defeated, its presence in the game loses all meaning; it can't kill anyone and can't win anymore. All of this is, of course, lore-friendly and cool, but I don't understand how to play it; again, it's a poorly chosen, limited theme.
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5 years ago
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In Mafia 6, there was a role that turned other players into "village idiots," and I thought it could be modified into a maniac who doesn't recruit players (a generally terrible idea that should never be used), but instead transforms them into the same "idiots" without any special abilities or traits. There would be no clues, mentions in the newspaper, or defenses against this transformation, except for blocking the "maniac." He would win if only these "idiots" remained in the game, regardless of their affiliation with the town or mafia. Essentially, it's a concept of a social maniac who simply needs to survive until the end, mostly using daytime actions and turning everyone into the most useless role. Would this work, or is it a bad idea?
Some people like to create recruiter roles, and while they used to only be able to recruit a few specific roles, with clues provided, they often became overpowered, recruiting everyone without any clear clues.
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5 years ago
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In Mafia 6, there was a role that turned other players into "village idiots," and I thought it could be modified into a serial killer who doesn't recruit players (a terrible idea in general, never use it), but instead transforms them into the same "idiots" without any special abilities or characteristics. There would be no clues, hints in the newspaper, or defenses against this transformation, except for blocking the "serial killer." He would win if only these "idiots" remained in the game, regardless of their affiliation with the town or mafia. That is, a kind of concept of a social serial killer who simply has to survive until the end, mostly using daytime play and turning everyone into the most useful role. Would this work, or is it a bad idea?
So, I just came up with the idea of an idol-serial killer and suggested it to Revan...
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5 years ago
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Good idea, Arcomage.

Now, let's develop a setting with her.
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5 years ago
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No, if I were to create it, I probably wouldn't use it because it doesn't fit the setting, but maybe someone else would find it useful.
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5 years ago
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If you say it "doesn't fit the setting," then you already have a setting in mind :3 Seriously, I would really enjoy playing your game. Not right now, but later, as a dessert, of course, but "Sylvan Kingdom" is legendary stuff.
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5 years ago
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That’s exactly what I would do if I were running it. I was preparing it back then, even selecting images and brainstorming some of the roles. Maybe I’ll post it later just to show it off.
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5 years ago
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I don't know if I've mentioned it before, but here's an idea:

There are two types of roles: open and closed. Open roles consist of a portrait, a three-line biography, and some kind of unique feature – something like Revan's masks, but the key is the presence of open abilities/features. Closed roles are standard town/mafia/maniac roles, like town/investigator, town/shooter, town/doctor, mafia/leader, mafia/blocker, etc. They consist of the faction itself and the key features of the role. Players can use both open and closed abilities; we can think about how to display them (for example, making the descriptions of the open and closed blocks the same or different) and how many can be used at once, etc. I started working on the setting and writing out the open roles and other fun stuff, but then the Mafia game died down, and I lost interest. Now I don't even feel like GMing. So, feel free to take this idea and use it if anyone thinks it's worth implementing. We even have a mechanic left over from the Mafia game with Revan, with accounts specifically for games; we can use it, although I didn't plan to hide players behind masks. So, it would work like this:
1. Players pick numbers as usual.
2. A list of open roles and the corresponding players is posted in the thread.
3. Closed roles are distributed privately, as usual in Mafia.

Sorry if I described it in a confusing way and it's not very clear; it's just an idea.

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