Citizen: Most people playing the game are citizens. Their job is to accuse and vote on people they think are the Mafia or Arsonist players during the Daytime. Citizens win when all Mafia and Arsonist players are killed.
Neighbourhood Watch Group Leader: This citizen loves peeking into people's windows at night, and some times during the day. He has nothing better to do than to listen in on conversations and gossip. In fact, he pokes his nose into everybody's business that he seems suspicious even to the thickest of bystanders. Informants investigating this citizen at night would receive news that he is suspicious. However, he is concerned enough to lead a neighbourhood watch group. This group will consist of people selected by the NWGL. This group of players can communicate with each other via PMs.
Informant: The informant is a town aligned player with a specific role. Each night the Informant can PM the Gamemaster and ask about any player in the game. The Gamemaster will reply with whether the player is suspicious or not. Suspicious players are those with Unique Roles that involve killing players. They are Mafia, Arsonist, Professional and Vigilante. The informant no longer knows who the Vigilante is, and must work independently to assist the town however they can and still avoid being killed. The informant is now more far sighted. Once he investigates a target, he gains info on whether he is suspicious or not, and on whether someone visits him at night. He also gains info when someone visits himself at night, however, he will not know whether the visit was an innocent visit, or not. The informant can also choose to let the cop know of the suspicious people he has investigated. However, this is done through the Gamemaster. Whether or not the cop wants to use his kills is up to the cop.
Cop: The cop is a town aligned player that has the ability to kill 2 players per game. The cop is town aligned and thus wins by killing all the Mafia players and Arsonist players. The cop does not know the Informant but can be part of the NWG.
Doctor: The doctor is a vital role to the town and has the ability to protect any player of their choosing at Night from Mafia, Vigilante and Professional attacks. The doctor cannot block Arsonist attacks. The doctor cannot protect himself/herself. If the doctor saves someone during the nighttime phase, they gain protection from the next nighttime attack made against them. This can stack up to protect the doctor over a few nights if required. The doctor CAN protect Mafia and Arsonist players unknowingly. The doctor wins when all Mafia and Arsonist players are killed.
Mafia: The Mafia players job is to kill off the Arsonist and all the Town Aligned players. During the daytime they take part in the discussion on who to kill along with all the other players, however during the nighttime they get their own kill, and they can kill off any member they wish. The Mafia know the members of their own family.
Mafia Don: The Mafia Don is the leader of the mafias. He has a respectable job. He is rich and his income is passive. He never needs to leave his home and thus would come out smelling like roses in any investigation against him.
Mafia Blocker: The mafia blocker has the power to block investigation into anyone. If a successful block is made, any investigation into that person would turn up a result of not suspicious.
Lovers: Lovers are 2 players which have unique win conditions. Lovers can only win if they are the only 2 members left in the game. Once one lover is killed, the other is killed instantly as well. Lovers can also have other roles, such as Informant, Vigilante or even Mafia, or they could simply be Citizens (This is explained in the PM sent when said role is told to the player). Lovers may also communicate as much as they want with each other. Lovers also know the other players role, and can disclose to each other all information they know, for example if one member is part of a mafia family, he/she may tell the other player who the other members of the family are.
Joker: The Jokers role is to be killed by the Citizen vote. If the Joker is killed by the Citizen vote, he wins the game (the game continues and further winners are decided like the normal outcome). If the Joker is killed by anything other than a Citizen vote, he loses. If he is not killed, he loses. If the Joker is killed by a citizen vote, a random player that voted for him is also killed (random number generater used). Unlike other tiebreakers, Mafia and Citizens have equal chance of being killed in this manner. The joker does not need to die for the Mafia or the Citizens to win.
Professional: The Professional has 2 kills per game to be used during any nighttime phase. He is not Town Aligned or Mafia Aligned. The Professional wins the game by killing those he see's as not benefiting society which are the Informant, Vigilante and Joker roles. If the Professional kills any one of these 3 players with his 2 kills, he wins the game (the game continues for a Mafia or Town win also and the professional must continue to play the game as normal, if he dies due to inactivity his win is not counted). If the Professional dies after this, he still wins the game. He can also use remaining kills in any way he wishes, and can vote to assist town or Mafia in Day votes (however he decides). If the Professional uses both kills and does not kill one of his 3 targets, he is instantly killed and loses the game. If all of his targets are killed by other means (Day Lynches, Mafia hits etc), he becomes a Survivor (outlined below). The Professional is emotionless and as a result is not considered as one of the random deaths caused by the Lynching of a Joker.
Survivor: The Survivor is a Neutral aligned role which is very simple. Live until the end of the game. If the survivor is alive, he wins the game no matter who actually won. The Survivor will not be killed by the first nighttime attack that happens on him, but is killed by the second. This includes Arson, Mafia, Vigilante and Professional kills. The survivor is a low priority for Town, Mafia and Neutral players to kill or remove from the game as they are not a threat to each role winning the game and have no offensive capability, so it can sometimes be a good idea to announce your role publically. Then again it could also be a good role to pretend to be...
Arsonist: The Arsonist is a Neutral aligned role. The Arsonist at night can send the Gamemaster a message letting him know who he wants to douse in fuel. That player is now 'Doused' (This information is not revealed to anyone) and the Arsonist can each night choose a different player to douse. The arsonist can also choose (instead of dousing a target) to light all doused targets, killing them all in the one night phase. The Arsonist wins once all other players are killed. The Arsonist wins ALL tiebreaker situations (even over Mafia) and as a result, if a Day Phase results in the Arsonist and any other player being the only 2 players left, the Arsonist wins (Except if his opponant is a Survivor in which they both win).
1. Once 18 players have signed up, players have an additional 24 hours to register before the game will begin. I will private message (PM) players with special roles the details of their roles. I will post which roles are active in the game in the thread then I will then post in this thread that the game has begun. If you do not receive a Private Message, you are a Citizen
2. The game starts in the Daytime, with the Citizens voting on who they think the Mafia is, and the player with the most votes will get killed and removed from the game. Remember the Mafia can (and do) vote as citizens so keep an eye on who votes for who to try and figure out who is part of the Mafia.
3. After the Daytime (Which lasts for 48 hours or until everyone has voted), it will be the Nighttime. Each Mafia family will PM me their Kill for the round, and the Informant will PM me asking about a specific player. This phase lasts for 24 hours, if I do not receive a message from any Mafia family or the Informant, they will miss their opportunity for the turn.
4. After the Nighttime, the Mafia kills will be revealed and it will become Daytime again, with the Citizen Vote. The cycle repeats until one team has won.
How to win?
Citizens, Informants and Vigilantes win by killing all 3 Mafia players and the Arsonist. Dead citizens do not win. Mafia win by killing all of the citizens and the Arsonist. Dead Mafia do not win. Neutral roles win with their unique winning conditions. See roles above for details.
Rules:
1. The game is restricted to 18 players on a first come, first serve basis. Once signups begin, post in the thread 'I wish to join the next game'
2. If you are killed, you are no longer a part of the game and cannot post in this thread. Posting in this thread will result in your post being deleted. If you continue to post you may be banned.
3. If you miss 2 Citizen votes in a row, you will be killed and will miss out on the next 2 games. Checking the forums every day or 2 isn't that big of a deal. If you will be unable to participate in the game midway through, message me and I will kill you off, however you will not receive a 2 game ban in this situation.
4. The only people who are allowed to talk about the game in PMs are the members of the Mafia families and the NWG.
Prizes:
The prize for winning a game of Mafia is a forum Achievement (and fun!)
Not all the roles will be used in the game, but the roles will be announced at the start of the game.
I will accept the first 18 signups in this thread. Once 18 has been reached, a further 24 hours will pass where I will accept additional signups up to a maximum of 28. The game will begin after those 24 hours have passed.
Neighbourhood watch groups.
Vigilantes renamed so they seem to have more authority.
More mafia roles introduced.
Informants buffed.
The introduction of NWGs is to encourage more participation for normal citizens during the game. If the NWGL manages to recruit both the informant and cop into the NWGL, the citizens are hyper buffed.
As such, mafia is buffed a little to provide a little balance.
Unfortunately, not all roles will be used, eg. Mafia blockers and NWGs if there are not enough sign ups. So spread the word!
Last edited by nard; Wed, 23rd-Nov-2011 at 12:49 PM.
And abt the informant : what qualifies as 'a visit at night'?
Don't see how the informant is any stronger, he still has nowhere to go with any info he gets (unless he get recruited into the nwg by chance)
And could you elaborate on the process of the selection of the NWG?
Last edited by crAzerk; Tue, 15th-Nov-2011 at 2:57 PM.
The NWG will submit a number of names to the GameMaster on Night 1. They can then start communicating on Day 2.
With the NWG, there can only be so much you can buff the town without unbalancing the game. Right now, I think that the situation is dynamic enough that it encourages discussion and thought. Granted, there are situations where the odds heavily favour the mafia or the town (Mafia in NWG / Both Informant and cop in NWG), giving informant and cop links would heavily favour the town since there already is NWG.
Its one or the other.
What qualifies as a visit at night?
Informant investigates A, Mafia kills A. Informant will know the identity of one mafia member from that family if A is killed and not protected by doctor.
Informant investigates B, any other night-time role visits B, informant will know the identity of the visitor. and also if B is suspicious.
A visits Informant. Informant will know A has performed a night time action on him but will not know what the action is.
NWG submits names to you on night 1, then how will you select? RNG? What are the specific numbers (how many does he submit, how many do you pick)? (let's assume a 20 player round)
I don't see how NWG promotes discussion on a whole though, probably just among those 5 or whatever number, while the rest of the players are oblivious. I still like my crystal ball idea ^^
And with that clarification of the informant, my previous statement still stands - the root problem of the informant is still there - he has nowhere to go with the information. (unless it is made that he's a guaranteed member of the NWG.
Let me think about giving informant the option of letting the informant inform the cop through the GameMaster.
I want to avoid situations where every single investigation, suspicious or not, is shared with the cop.
If that's the case, you may want to amend this line in the OP which is confusing:
Quote:
This group will consist of a number of people selected by the Gamemaster out of a pool of players selected by the NWGL.
to simply
"This group will consist of people selected by the NWGL".
How about making public the results of the Informant's investigation, but keeping private the source?
E.g. Everyone will get to know whether whoever he investigates is suspicious or not, but the Informant will know if anyone visits that person.
The new addition to his role (knowing the identity of visitors) seems almost superflous - it's adding in something that isn't required. The right solution to the wrong problem.
To make it clearer for others -
The root problem of the Informant was an inability to share the information he knows. If he came out as the Informant he would just die to Mafia, (assuming people even believe him) so he may know who is suspicious or not but can't do anything with the information.
Thus giving the Informant more information (e.g. knowing identity of visitors, being able to investigate 5 people at once, etc) does absolutely nothing to solve this root problem.
And another comment about the whole NWG thing - I don't see how this "encourages discussion and thought" as you say. Sure, it promotes discussion OUTSIDE of the forum posts but this defeats the purpose of the forum game.
I can even see it as being detrimental - if NWG could just discuss at length via PM / IM why would they bother to compose forum posts here to convince the others about things?
I just feel this commencement of the round is abit rushed without resolution of the issues brought up in the other thread.
Last edited by crAzerk; Tue, 15th-Nov-2011 at 7:18 PM.
i have no interest in making it unbalanced too. while i understand the need for participation. unbalanced game just makes it less fun. perhaps we could take it to PMs and tell me what you hope to see in this round instead of taking the attention from the sign ups.
Last edited by nard; Tue, 15th-Nov-2011 at 10:11 PM.
Erm, how about Informant has the option of informing the Vigilantes via the Gamemaster once every two nights on 1 target that they have received information on. I am still an advocate of the Informants and the Vigilantes working together and this is my idea of keeping it balanced.
Ideally this would mean Vigilantes being more accurate with their kills. However the main problem I forsee with this is that, considering
5 Mafia, like last game, plus 1 Mafia blocker, plus 2 Cops, plus the Professional, the Joker and the NWGL. The Informant, and therefore the Vigilante, has a 6/11 chance of killing a Mafia member
the HIGH chance of a Mafia kill, this may be a bit imbalanced.
Lastly about the NWG; how about the NWGL can elect one person to join the NWG for the first four nights (or whatever the maximum number of NWG members). Therefore the will be more strategy in terms of picking members since the NWGL can decided who to pick based upon the votes that potential members casted and the results of said votes.
Personally I find these new roles interesting, particularly the possibility of a Mafia member getting elected into the NWG, or the Vigilante "team-killing", so to speak, the NWGL.
Also sign me up, although I have shaky internet (go Australia) I'm gunning for my hat-trick.
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