Skip to content

Posts from Workshop

5.0 (1 rating)
Open
Which side would you find most interesting to play as?
60 voters
Single choice
Sign in to participate in this poll.
Poll results will be visible after you vote or when the poll closes.
User Avatar
17 years ago
Auto-translated
Okay). Well, I could, but I'm leaving on August 12th.
User Avatar
17 years ago
Auto-translated
Interesting idea, I wouldn't mind participating.
In reply to Ple-Sen
User Avatar
17 years ago
Auto-translated
Cyberpunk is great! But it needs Heroes of Might and Magic.
The main thing is the ATMOSPHERE! Yeah!
Or Lizarde and I will make Terabithia vs. Bad Country.
In reply to Zybr
User Avatar
17 years ago
Auto-translated
ZYbr


Yeah, the discussion started very early.
"Prepare the sleigh in summer"...
GM... I don't have enough knowledge to come up with clues :)
In reply to Freud
User Avatar
17 years ago
Auto-translated
Ulric
"Prepare your sleigh in summer"...
GM... I don't have enough knowledge to come up with clues :)
I could also do that, for example:rolleyes:... If there's time and enough people gather, even without me :)
In reply to КостяN
User Avatar
17 years ago
Auto-translated
Oh, it looks like almost all the corpses have gathered here =Ъ
How about we discuss Mafia 4 here?
Who do you think will be killed today? хЪ
Dude, I'll be leaving around 12 too, we can still play one more round of Mafia! Let Kostya be the GM, he doesn't have anything else to do anyway except chat.
Corpses - change your avatars immediately, add more info to your profile and signature, and then I won't kill you O=-)
User Avatar
17 years ago
Auto-translated
Just a small clarification. The discussion in the adjacent thread is about "discussions." Here, we should focus on settings as much as possible.
User Avatar
17 years ago
Auto-translated
Vistri, how did you find out about the Terabithia VS BadCountry thing? :O This was my idea (( Although not for a mafia game, but for something else.
P.S. I'll play any mafia game.
P.P.S. I also had some ideas about roles, but I forgot them.
User Avatar
17 years ago
Auto-translated
Here:
Setting – the central headquarters of the Third Reich.

German General Staff:
Führer – the leader of the nation, suffering from paranoia, because of which he changes his appearance every day, and no one, except for those closest to him, knows him by sight.
Special Ability – none.
Features – his voice is considered as 2, avoids death with a 50% probability, knows the doctor.
Weapon – none.
Status – good.

Doctor – the Führer's personal doctor. He treats most of the high-ranking officials of the Reich.
Special Ability – resurrects the killed.
Features – knows the Führer.
Weapon – none.
Status – good.

Gestapo Officer – a gloomy personality. Known for his sadistic tendencies, and therefore he is feared even by high-ranking officials of the Reich.
Special Ability – interrogation (learns the status and deprives the interrogated person of their special ability for the next night, a blocked character cannot be killed). If he interrogates an adjutant, he kills him.
Weapon – Walther P-38.
Status – bad.

Adjutant – a very curious fellow. He knows everything that happens in the general staff, but he doesn't say anything. Because of this, he is disliked by the Gestapo and despised by the officers.
Special Ability – observes the character.
Features – if he falls into the hands of the Gestapo, he dies.
Weapon – none.
Status – bad.

Officer – an ordinary officer of the Wehrmacht or SS.
Special Ability – none.
Features – if an officer is attacked, he wounds the attacker (blocks the attacker's special ability and gives an additional clue).
Weapon – Walther P-38.
Status – good.

Soviet intelligence:
Standartenführer – a daring Soviet intelligence officer who has access to all documents of the general staff. He is also known for being able to slip away even from the Gestapo.
Special Ability – murder, theft of documents (learns the status of a random character).
Features – 50% chance of slipping away from the Gestapo.
Weapon – TT pistol, stiletto.
Status – good.

Soviet intelligence officer – an ordinary intelligence officer. Not as skilled in espionage as the Standartenführer.
Special Ability – murder.
Features – none.
Weapon – TT pistol, stiletto.
Status – bad.

Radio operator – performs the role of the Standartenführer's secretary. She is very beautiful, which allows her to gain the trust of officers.
Special Ability – blocks a character.
Features – none.
Weapon – none.
Status – bad.

British intelligence.
Sturmbanführer – an English spy. Very skilled in his work – he can kill an enemy so that no one can notice him. A sharp mind helps him find a solution to any puzzle, such as slipping away from the Gestapo.
Special Ability – murder.
Features – the adjutant does not see the murder, cannot be wounded, 50% chance of escaping from the Gestapo.
Weapon – Colt 1911, stiletto.
Status – bad.

British spy – an ordinary agent of Britain. Not as professional as the Sturmbanführer.
Special Ability – murder.
Weapon – Colt 1911, stiletto.
Status – bad.

Conspiratorial agent – a member of the German Resistance, helping British spies.
Special Ability – checks statuses.
Status – good.

By the way, there were 42 assassination attempts on Hitler. And all attempts failed.
And I'm leaving, but on the 16th.

Added 4 minutes ago
Yes, yes, there are many letters here.
User Avatar
17 years ago
Auto-translated
Grammar Nazis are outraged. Why are Sturmbannführer and Standartenführer spies? These are German ranks.
In reply to Amko
User Avatar
17 years ago
Auto-translated
Amaranth
Grammar Nazis are outraged.
Why are Sturmbannführer and Standartenführer spies? These are German ranks.
Standartenführer – which one is the most famous? Exactly.
And Sturmbannführer... Conspiracy, conspiracy... :) I'll talk to the GM (after the 4th Mafia game) and we'll finish it.

Added 10 minutes later
Let's just say - these are their call signs.
In reply to Freud
User Avatar
17 years ago
Auto-translated
To be honest, I didn't like the setting at all. Reasons: 1) The Germans have very few roles, only 5. 2) The Germans are killing their own. Well, that's certainly a novelty :D 3) It's more harmful to eliminate officers, and I assume they replace the "civilians." 4) Does the Doctor know the Führer? O_O Why? He already has 50% protection. 5) 2 pure blockers, one of them being with the Soviets. If you make 2 NDs (kill and block), that's very powerful. 6) Why do the British need to check statuses? O_o 7) The Gestapo helps the intelligence agency more than the Germans. In conclusion: The balance of power is taking on an absolutely absurd form. On one hand, the Germans have a completely useless Gestapo, which, as I wrote in point 7, will only hinder them. On the other hand, they have numbered officers, which, firstly, limit the ability to choose a killer (you can't send the same person twice), and secondly, make it much easier to identify the killer. As for the Soviet intelligence agency, it's not clear why its leader needs to evade the Gestapo. If he gets caught, it's only a good thing. His status is good, he's immediately eliminated from suspicion by 60-70%, and the British won't be able to kill him in any case. I wrote about the radio operator in point 5. Now about the British. Why does the commander have a bad status? O_o The fact that he isn't exposed by the adjutant was a very cool ability... the problem is that the adjutant might not live very long. And the fact that he can't be injured is, of course, a big deal... See point 6. In general, to summarize, I'll say this: The idea is not bad, there is enthusiasm, but the execution is not very good yet. A lot of things need to be fixed there. BUT! As I understand it, Ulrich, you won't be running the game yourself if something goes wrong? Then, first of all, you should find a GM, and only then deal with the setting. That's it. Sorry if I was too blunt :) And in general, I repeat, it's too early to start discussing this. It's one thing to prepare something in your drafts, and another when the setting is already published. I won't even mention that it's a bit disrespectful, after all, the 4th Mafia is still ongoing, and this step can easily be interpreted as "we don't like the 4th Mafia, let's do something else, and close this one." Well, in general, it's worth writing all these settings in a notebook, checking the balance, and later (at least immediately after the end of the 4th Mafia:rolleyes:) publishing them, IMHO.
User Avatar
17 years ago
Auto-translated
I'll respond to Zubr, not Ulrich. I think it turned out well; we'll just tweak it a bit more, and then we can play. Zubr, don't get upset; we like it, and we want to play another round before some of the chatterboxes leave. Waiting for Mafia 4 to end and then discussing it means we won't have time to play. So, be patient and don't pay attention.
Regarding the topic:
1) The Germans have very few roles, only 5.
But there are 11 roles in total; let's add some ordinary Germans and balance the number of spies. It's not that hard.
2) The Germans are killing their own. Well, that's certainly a novelty:D
Actually, no, it's not new. There was German resistance, and the Gestapo was active, as far as I know...
3) It's more expensive to eliminate officers, and I assume they replace "civilians."
As far as I understand, there's one officer, and we'll add more ordinary Germans. I just don't understand – is the officer immortal or something? If not, we'll somehow survive his one night kill. Although, an additional clue seems unnecessary; the poor GM already doesn't know where to find even one clue...
4) Does the Doctor know the Führer? O_O Why? He already has 50% protection.
Well, yes, it seems a bit much for the Führer. Maybe we should remove the protection and add the ability for the Doctor to order who to heal? )) Just a suggestion.
5) 2 pure blocking roles, one of which is with the Soviets. If we make 2 night actions (kill and block), that's very cool.
I think it's okay to leave the radio operator with that ability, maybe not every night, but every other night? The officer blocks once after death, but the Gestapo officer should have the ability "Blocked cannot be killed" and the ability to block one character twice removed. And let it be cool – I don't see any reason to worry =)
6) Why do the British need to check statuses? O_o
Well, they're scouts, so why not? They shouldn't lose by default.
7) The Gestapo helps the intelligence more than the Germans.
See point 5.
Regarding Soviet intelligence, it's not clear why its leader needs to evade the Gestapo. If he gets caught, it's only a good thing. He has a good status.
Now about the British. Why does the commander have a bad status? O_o
I agree – I honestly don't understand why he needs to evade; with a good status, that's all. Maybe the Gestapo can't deprive them of a night action? That's also a good ability.
Then, first, you should find a GM, and only then deal with the setting.
KostyaN is ready to be the GM, so let him balance it out. If he doesn't come up with anything new, he'll succeed =Ъ
Here, sorry if I expressed myself harshly:)
And in general, I repeat that it's too early to start discussing. One thing is to prepare something in your drafts, and another is when the setting is already published. I'm not even talking about the fact that it's a bit disrespectful; Mafia 4 is still ongoing, and this step can be seen as "I don't like Mafia 4, let's do something else, and we should close this one."
In general, it's worth writing all these settings in a notebook, checking the balance, and later (at least right after Mafia 4 ends:rolleyes:) publishing it, IMHO.
Oh, come on, you expressed yourself well :) And Mafia 4 is very entertaining; it's fun to watch. The fact that they killed early – well, I had a good time, you have to agree)) And in general, I repeat that discussing it after Mafia 4 ends will probably be too late, and maybe there won't even be anyone to discuss it with. And we, the corpses, need something to do! :)
User Avatar
17 years ago
Auto-translated
Kash, regarding the Gestapo, I'm talking about something slightly different. While the atmosphere is important, everyone should be in their proper place, meaning in this case, "their place" is within their own team. So, by "novelty," I mean not the story, but the game itself. That is, placing him with the Russians or the British would be more appropriate, in my opinion. The ability wouldn't suffer. As for the officers, it's stated that they don't have night actions. Only peaceful roles don't have night actions, hence the conclusion. But I don't know how it actually is. If there's only one such officer, that's a different story. Regarding the radio operator, once she identifies the doctor, the Germans are left without a resurrection ability. As for the British investigator, it seems that as soon as he finds a "bad" status, you can safely eliminate the player with that status because it's either a character useful to the "town" or a Soviet spy. This greatly simplifies the actions of the British. By the way, before the start of the 4th Mafia game, there were definitely at least 4 GMs ready. So, it's better for the GM to clearly announce to the public what he will be running. And separately:
1) The Germans have very few roles, only 5. - But there are 11 roles in total; let's add some ordinary German soldiers and balance the number of spies; it's not that hard.
The problem is that the Germans have 5 roles, while the spies have 4 roles, and they are interconnected. The Germans should have at least 7-8 roles; otherwise, they will simply be overwhelmed by the night actions in the first 3 nights. Because the spies have a blocker, 2 kills, and a status check – a complete set, except they forgot the healer. If the problem is that there are expected to be far fewer players, let's say 10-15, then the spies need to be reduced...
User Avatar
17 years ago
Auto-translated
Let’s finish it, finish it. What about the idea that everyone will have unique roles?

Statistics

Welcome our newest member: recijeb