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#32
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PSYCHOLOGICAL Mafia is for noobs who don't know how to analyze.
...

Well, I skimmed through it.
Revan's idea is basically a plus.
Hostor said everything correctly: yes, I think we would play.
Even though Tox is a bit of a noob, the idea that psychological mafia involves mimicry, gestures, etc., is completely correct.
Therefore, I will try to explain what Revan meant, if I understood correctly.
The games will simply be called "psychological" because they will be analogous to mafia with clues.
However, the games themselves will have slightly different rules, where there will be no clues, and everything will depend on strategy and phrases.
I'll give an example: there will be moments when, due to an unsuccessful move by the mafia, the boss's or a regular mafia member's nickname will be revealed. And so on.
And Revan, if you need GMs for these games, I can also help, I always have a lot of ideas.
P.S. In these games, it is not necessary to change the compositions and settings. You can play the same game. If you get bored, you can change it.
ВАГИАНТ!Отчасти вампир, отчасти гигант.
In reply to Ment
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#33
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Ment
I agree with Visa.
And yes, I read the 22nd version, and I don't see any major differences, except that the newspapers might be shorter. I still don't understand why it can't be considered a specific case.

Learn to see the forest for the trees :)

In the psychological version, there is much more freedom of action and less of a burden of newspaper information, so there is more interaction between players. Mafia with snails originated from the psychological version; it is a specific case, where the psychological aspect was significantly reduced, but the aspect of knowing all the elements of the setting and using online resources was added.

Наше оружие - неожиданность! Неожиданность и страх, страх и неожиданность - это два наших оружия! Плюс безжалостность - три наших оружия: страх, неожиданность и безжалостность! И ещё фанатичная преданность Папе - четвёртое! Наше оружие включает в себя... наше оружие включает в себя... страх, неожиданность... я сейчас!
In reply to Вегтам
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#34
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I don't understand how creating a second subforum for the Mafia could somehow affect the "moral relief," if games with clues will still be held in the old forum? Or what? If they won't, then why?
No, I don't think it's necessary.
Tomorrow holds no promises
Except the ones we've made
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#35
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I've played psychological Mafia a couple of times. Let me tell you right away – it's not a game for quiet people. In my opinion, it's a completely different game, so it's worth trying.
P.S. I was voted out 3 times because I didn't talk much.
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#36
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WisTrit
Will they still be holding games with clues in the old section?
The first post in the thread is naturally overlooked.
Dragneel
Thus, having two game sections for different types of gameplay, each player can get what they want. If they want to play a complex setting with clues, a large number of night actions, and role-specific features, they play in one section. If they want to take a break from complex games, they play in the second. And if they have enough time and interest, they play in both games at once.

In favor of psychological Mafia in terms of gameplay, it can also be noted that victory is achieved exclusively through the actions of the players, and not through randomness, as is the case in Mafia with clues. Oh yes, even though we are playing Mafia with clues, how many clues have actually been solved? One out of ten?
And notice, I'm not suggesting replacing one type of game with another, but simply trying out the second one in parallel, but of course, it's a great position to resist everything new without even trying it or even familiarizing yourself with the proposed subject.

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#37
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Revan suggested the idea.
Regarding the rules: there's no need to reinvent the wheel; I'm sure we can ask Thory, or even Cash or Ellina – they'll let us use the FLG rules. And Iness has also shown up in one of the Mafia games; she's an admin on the "Mafocity" forum.
The only thing is that playing a psychological game with a huge group is unlikely to work; it's better suited for 10-12 people. Although...
In reply to Werevolka
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#38
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Of course, so many people play Mafia that it would be worth creating two sections. With parallel games, so that ten people can sign up for each match.
I didn't miss it; I just thought that, given what I wrote above, you wouldn't have meant exactly that.
Tomorrow holds no promises
Except the ones we've made
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#39
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Played a psychological game once (there were about 14 people, because we couldn't get more). The town had about three roles (doctor, cop, and ?), and there were mafia and a lone wolf. We just chatted all day and somehow tried to figure out who the mafia were. It wasn't very successful, to be honest. But maybe it will be easier with people I know, I don't know.

Be strong. Believe
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#40
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Why not? The town won that game. It was quite good. I liked it. And in that game, there was a Doctor and a Commando. Two roles. Well, and the Doctor was killed on the first night.
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#41
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Doc is no stranger to this. I even forgot that we won. I probably mixed it up with the previous one. But in any case, I didn't really figure out how and what. It's the same randomness as in ours.

Be strong. Believe
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#42
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I'm generally in favor, but the idea of parallel games still seems flawed. Why not simply try a psychological game after Lorelei, for example? That way, we can see how many people are interested and how the game performs, and then we can think about creating separate sections.
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#43
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As Vervolka rightly noted, this type of game is not designed for a large number of players (I think a maximum of up to seventeen, but usually fewer), which is one of the reasons for the need for parallel games. Many players may not have time to sign up and will have to wait for the next one, but they still want to play. Moreover, someone might not like this type of game, and the player will be forced to wait for the standard HeroesWorld mafia.
One example of psychological mafia that I played (and here are the rules for it).

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#44
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Oh, you mean the forum-based one?
Yes, I played it. It was called "WildWestSteamPunk."
It's an exaggerated psychological version, where almost all roles are described.

There are many differences between a psychological Mafia and a Mafia with clues. First, as mentioned above, any role can be revealed, and if done successfully, you can control the game as much as you want. Second, at the beginning, the role of the killed player is fully revealed, but with each night, it becomes more difficult to understand, and towards the end, the role of the deceased remains questionable, which encourages more thinking. Fourth, in the psychological version, night discussions are allowed. Also, in some games, playing with private messages is allowed, but according to the rules, not like how rule-breakers do it, which allows skilled Mafia players to manipulate players however they want, although I wouldn't say that's a big plus, quite the opposite. I also want to note that the discussions in psychological Mafia are very interesting but require a lot of activity, and inactive players in such a game are more like cannon fodder for gathering information.
The only downside of the psychological version for me is that all the discussions happen when it's my night.

Added after 30 seconds
And, in the psychological version, there is no analysis of roles as such.
Графомания путешественника
In reply to Нэйко
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#45
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Neira Drake
Secondly, at the beginning, the role of the murdered person is fully revealed, but with each night, it becomes more difficult to understand, and closer to the end, the role of the deceased remains questionable.
I don't understand why the role revealed at the beginning should raise questions towards the end of the game.
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#46
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Naira implies that roles are revealed only as long as a certain number of players are still alive.

Стартовый пост - Квенты - Разное - Список НПС -
Резара - Аксель - Орвальд - ЭмилияСтэфания - Амвросий - ЛестерАльсираАлария