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Which side would you find most interesting to play as?
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17 years ago
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I saw something like that, it was quite interesting, but there were also two clans, and they could either recruit or kill. Naturally, with that setup, the townspeople had almost no chance of winning; most were recruited, and the rest were killed.
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17 years ago
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well, you could just make it about vampires and townspeople. If you really want to, you could also add werewolves.
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17 years ago
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Werewolf is a neutral maniac. I like the maniac; it makes the game more interesting.
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17 years ago
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it would be cool to add one more, for the role of a maniac))
and give the ability to recruit only to the main vampire, that is, the boss) maybe make the chances (50%) or allow recruiting only ordinary citizens (without special abilities)
in general, you can come up with a lot of things.
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17 years ago
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Well, of course, he won't recruit a Priest. :3
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17 years ago
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Or, for example, priests against a group of undead – all quite strong monsters, but they are single units; there’s a werewolf, a vampire, and a warlock/witch.
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17 years ago
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This is already some kind of non-Mafia game.
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17 years ago
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Then it would be better to make a "City of Vampires"))
Like, in a simple city, there's a pretty powerful vampire mafia hanging around... they basically terrorize everyone, but almost no one believes that they are actually vampires)).
But then, two special groups of vampire hunters arrive in the city (they're rivals, and it's intense))...
One, "The Wanderer's Dance" (an organization consisting of two vampires and two werewolves, whose goal is to kill undead creatures)), sends two vampires on a hunt in "Night Haven"))).
The other, "The Order of Saint Mary"... also sends a couple of their mercenaries, exclusively humans, who believe that they were organized by Van Helsing (what a joke, the vampires proved that there was no Dracula or Van Helsing :smile04:)), and they hate "The Wanderer's Dance" and consider it a gathering of stupid undead creatures who pretend to kill vampires and werewolves :smile04: (but we won't be making werewolves)).
We'll also add an extra reporter who sticks his nose in other people's business, a detective who obsessively pursues "The Wanderer's Dance" (but if he runs into them, he might become their friend and help them)), and a priest who can only bring back to life a vampire who was recently bitten (meaning someone who just became a vampire in the game)), and he will also check statuses (maybe we'll even make a special status for hunters called "vampire," but that would be too simple...))).
There will also be ordinary people who may have negative statuses (like "homeless," for example)), and so on...
P.S.: but for this, we need at least 25 players, and even better, 30 (but we won't be able to gather that many :() ).
P.P.S.: this is just an idea, so if you're nice people, you won't bash me...))
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17 years ago
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Okay, I'll risk sharing my ideas for a Mafia-style game.
Project: The Will of the Swamps
Setting: A lonely village in the Middle Ages, forgotten deep within the swamps. But nothing lasts forever; the former peace was shattered by a pompous inquisitor and his retinue, who thirst for the destruction of the undead and glory. This place is restless: with the coming of night, death rises from the depths of the swamps, and the village fortune tellers speak of witches who want to destroy the inquisitor.
Roles:
The Village
The greatest inquisitor of all times and peoples, William III, Bloody Beard
- A valiant defender of the church, feared by all, but no one knows what he actually looks like or what he is like.
Abilities: Double Voice
Status: Bad
Blind Nun
- A true believer who can see people through and through.
Abilities: Status Check
50% protection from attacks - a divine aura destroys any evil, knows the Abbot.
Status: Good
Abbot
Abilities: Status Check, knows the Blind Nun.
Status: Good
Healer
- A beautiful lady, aged..., a connoisseur of potions, capable of healing, enchanting, and healing to death.
Abilities: Resurrects the killed, if she comes to a healthy person, she deprives him of his action points for the next night.
Status: Good
Elder:
Abilities: Protects the player from the undead (without killing it) or the artist-naturalist (by killing him), can kill the player, but if he belongs to the village, he drowns in the swamp.
Status: Good
Fortune Teller
Abilities: Blocks the player, depriving him of his action points.
Status: Good
Peasant x5
Status: Good
Village Idiot
Abilities: If an observed character is killed, he sees the killer.
Status: Bad
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The Undead
Status: Bad
Abilities: Transforms a character into a Village Idiot, depriving him of all abilities (once every 2 nights).
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Artist-Naturalist
Status: Bad
Abilities: Dissects the victim.
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Bloody Lady
Status: Bad
Abilities: Killing.
Witch x2
Status: Bad
Abilities: Killing
Succubus
Status: Bad
Abilities: Status Check or Killing
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If there is interest, I can continue the description ^^
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17 years ago
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To be honest, you could remove the setting from this and keep the mechanics, then apply it to something like Star Wars or fantasy.
Although, on the other hand, the setting is not bad either, if you remove Magnus's notorious maximalism and leave a more neutral core.
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17 years ago
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Magnus, it's better to give the Inquisitor the ability to defend against vampires, and give the Elder a double vote.
P.S. Is this Mafia for girls? There are a lot of heroines)))
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17 years ago
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William III Bloodbeard
as well as milk teeth and uncleaned nails:D
Healer
- a pretty lady of about ... years old,
One hundred and twenty? :smile04: Wouldn't want to meet such a one)
Village idiot
There are thousands of them around!!1
Artist-naturalist
Status: bad
Abilities: dissects the victim into components
I didn't understand this, but the role is interesting, I like it) maybe it would be better if he could see the killer and draw him?

Well, in general, it seems that it needs to be refined, if Magnus will be the GM, I will play:)
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17 years ago
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I don't know why, Magnus, but the concept feels... uninspired. It looks too convoluted externally, and some things are surprising: a "corrupted inquisitor" who is "unknown to anyone," and some abilities also don't quite make sense: a Succubus, in my opinion, should block, not check status (it's not a demon-observer!), and an Abbot, as mentioned above, is more likely to protect than to check (a village elder might suddenly drop in for a visit, but the Abbot's status doesn't allow him to peek under windows), and the protection from attacks of the Monk, based on the description, doesn't work on the Artist... in general, it needs some polishing, and work, until the logic of the setting and the mechanics start to feel like a cohesive whole :-)
+ the visual design of the concept is overwhelming. Different parts with different meanings are not separated, which makes it difficult to read.
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17 years ago
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Glad that the concept was of interest.
Now, let's move on to the pressing questions:
Inquisitor
2 Arandor:
No, no, according to medieval standards, inquisitors were not so competent, i.e., they would rather hang 10 innocent people than find 1 guilty person out of 10. But I will still change it so that the abbot protects, and his function will be taken over by the elder, who, consequently, should be renamed to a ranger or something like that.
2 Tengro
It fits perfectly, because the village was in the middle of nowhere, and information about the inquisitor reached them so distorted by rumors that if an octopus had arrived, they would have called it an inquisitor, because, according to these rumors, the inquisitor was ruthless, and everyone who doubted would bitterly regret their actions on the pyre or in the torture chamber, so the local residents, seeing the inquisitor's entourage with many servants and a deputy, did not risk finding out his identity in more detail...
Further, regarding the heroines:
Alas and alack, but medieval Europe was stricter towards women, who were considered servants of the devil, and nothing can be done about it.
Regarding the nickname:
again, medieval times) may the hunchbacked, crooked-legged, and one-eyed ones flourish %)
About the artist:
Initially, it was assumed that he, like other naturalists, such as Leonardo da Vinci, studied the structure of the human body using corpses, which were difficult to find. This artist solved the problem brilliantly, receiving a fresh corpse every night, which was then dissected and turned into a "soup set" by morning, but this is an interesting version, I think it is worth changing his role, but it will also be necessary to reduce the frequency of the "death" event: once every 3 nights, otherwise I imagine that in the end the village will consist of only simpletons...
About the succubus: blocking is, of course, not bad, but is such an ability necessary for mafias? I think it would be better to focus on killing and give them the ability to convert enemies to their side, which would be more useful.
2 Tengro:
Yes, there is still a lot of work to be done, for now, it's just a draft)
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17 years ago
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Alright. I've polished the concept. I want to start after Mafia 5 ends, provided it finishes by the 17th. Otherwise, I'll have to wait until September...

Setting: Star Wars, during the era of Episodes V-VI.
There are two "Mafia" factions—the Rebels and the Syndicate. The "Town" role consists of Imperial troops and ordinary citizens.
Location: Planet Tatooine.

Roles:
Town:

Imperial Intelligence Representative (1 player): A deep-cover Imperial Intelligence operative, a personality with the highest authority... who, despite their reputation, is unknown by face to anyone.
Attribute: 2 votes, knows the Officer.
Night Action: status check, kill (once every 2 nights); if they kill a townsfolk, the Officer and the Spies learn their role.
Weapon: combat knife, high-power blaster pistol.
Status: good

Imperial Officer (1 player): A representative of the Imperial law enforcement, an honest and loyal soldier.
Night Action: status check or protect from attack.
Status: good

Town Doctor (1 player): A doctor at the local hospital—a master of his craft... especially when he's sober.
Night Action: resurrects. If they visit a healthy target, there is a 25% chance they kill them (malignant medicine) and a 75% chance they block the target's Night Action.
Status: good

Cantina Owner (1 player): Owner of a small drinking... and not-so-drinking establishment. Suspected of ties to the Syndicate. Many clever people have drunk themselves into oblivion in his little place.
Night Action: blocks a character's Night Action (the blocked character can still be killed. There is a 50% chance the Cantina Owner learns the killer's name). Turns an ordinary townsfolk or the doctor into a Drunk (loss of previous abilities).
Status: bad

Drunk (initially 0 players): An unfortunate resident who drank himself into oblivion in the cantina. Now he wanders the town on dark nights, begging for alms.
Night Action: observes a character. Has no home of his own. Sees the killer of the observed victim. Every night, there is a 25% chance that one of the Drunks dies.
Status: bad

Spy (3 players): The Empire has eyes and ears everywhere. The catch is that no one guarantees the loyalty of these "voluntary employees."
Night Action: status check or observe a character, leaks information once every two nights (to a specific player). If they leak it to the Rebels or the Syndicate, their status becomes bad, and they become a member of that faction, though they do not know the other members except for that specific player.
Status: good

Townsfolk (5 players): An ordinary resident of a small town.
Status: good

Rebels:

Resistance Cell Leader (1 player): A deep-cover Rebel agent with an impeccable reputation, responsible for all cell operations, including agitation work.
Night Action: kill or block another player's Night Action (agitation work). An attempt to agitate the Intelligence Representative ends in death; an attempt to agitate a Spy results in their full recruitment.
Weapon: blaster pistol, poison.
Status: good

Resistance Fighter (3 players): A rank-and-file Rebel operative.
Night Action: kill.
Weapon: combat knife, blaster pistol.
Status: bad

Syndicate:

Syndicate Overseer (1 player): A person appointed by the omnipotent Syndicate as the one "responsible" for this territory. Has extensive sources of information but tries not to get his own hands dirty.
Night Action: status check or, once every two nights, kill. When killing, their status for that night changes to bad.
Weapon: blaster pistol, cortosis-weave blade.
Status: Good

Raider (2 players): Even the Syndicate needs to solve its problems with brute force; that's where trained fighters who don't care who they kill come in.
Night Action: kill. When killing the Cantina Owner, they also kill whoever the Cantina Owner had blocked.
Weapon: laser rifle, explosives, combat knife.
Status: bad

Informant (1 player): The Syndicate has its people everywhere. Even in the law enforcement administration.
Night Action: database hack (the Syndicate learns all statuses known to the Officer), kill (only if all Raiders have been killed).
Status: bad.

The concept is designed for 20 players. If necessary, I'll have to scale it down...

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