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Rules and Roles [08/03/2012]

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Rules and Roles [08/03/2012] Empty Rules and Roles [08/03/2012]

Post by AsteriskRocks Fri Jul 13, 2012 6:00 pm

Mafia: The Forum Game [Beta]
All the fun of the popular party game, without the need for real-life social interaction.

General Overview

Terms

Spoiler:

Instructions

The objective of the town is to eliminate all members of the mafia. The objective of the mafia is to outnumber the town (which would, by consequence, allow them to have a voting majority).

The difficulty is that the town is unaware of who the mafia is – it could be anyone – but, surely, the mafia co-inhabits the town with its peaceful citizens, blending in and remaining almost unnoticeable.

Notably, a legitimate team effort is required on both ends for either side to be successful. The mafia has an advantage, however, since they are aware of each other’s identities. On the other hand, the town has the advantage of numbers, outnumbering the mafia significantly.

TL;DR version: Vote out the other side. Town vs. Mafia

During the day, all members of the town (including the mafia members who conceal themselves as innocent townspeople) vote on someone amongst them to lynch (i.e. kill, without trial) in the game thread.

This could involve having an open discussion, or voting whatever way you feel like. Be warned that, with the mafia amongst the town, voting in unison with others could be working towards the mafia’s ends; the killing of innocents.

At the end of the day, whosoever has the most votes by the end of the day is killed off and their role revealed by the GM in a summative post.

Similarly, during the night, the mafia members themselves have a secret discussion amongst themselves to kill a specific target in the town via PMs. Ultimately, the leader of the mafia, the Godfather, PMs the GM a target after consulting his team.

It is highly recommended that mafia members come to an agreement before the PM is made. Mafia members can elect to kill themselves if strategy requires it. The GM ends the night by posting the surely gruesome death of the mafia’s victim in the game thread as a summative post.

Summaries

Spoiler:

MVPs

Spoiler:

The Rules
Spoiler:

© Copyright, the Yu-Gi-Oh!: The Abridged Series Forum Community.


Last edited by AsteriskRocks on Fri Aug 03, 2012 1:45 am; edited 24 times in total
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Post by AsteriskRocks Fri Jul 13, 2012 6:01 pm

Roles

A role is not revealed publicly by the GM, unless the role description explicitly says so. Furthermore, for investigation-purposes, a role's true identity is revealed unless otherwise stipulated by the role's description.

The Mafia

Note: The Godfather role is mandatory. Any other mafia role is optional; it is up to the GM to include or exclude them depending on personal preference. To fill the 1/4th quota, the Goon role should be assigned. Only Mafia-categorized roles can be in the mafia.

Godfather

Spoiler:

Bookie

Spoiler:

Bootlegger
Spoiler:

Bruiser

Spoiler:

Cleaner

Spoiler:

Cold Reader

Spoiler:

Con-Man
Spoiler:

Extortionist

Spoiler:

Framer

Spoiler:

Hitman

Spoiler:

Identity Thief

Spoiler:

Inside Man

Spoiler:

Kidnapper

Spoiler:

Mail Bomber

Spoiler:

Night Stalker

Spoiler:

The Rat
Spoiler:

Seductress

Spoiler:

Goon

Spoiler:

Usurper

Spoiler:

----------------

The Forces of Justice

Note: The Detective role is mandatory. Any other justice role is optional; it is up to the GM to include or exclude them depending on personal preference.

CIA Agent

Spoiler:

Detective

Spoiler:

FBI Agent

Spoiler:

NSA Agent

Spoiler:

Secret Service Agent

Spoiler:


Last edited by AsteriskRocks on Sun Jul 15, 2012 8:33 pm; edited 9 times in total
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Rules and Roles [08/03/2012] Empty rules blah

Post by AsteriskRocks Fri Jul 13, 2012 6:02 pm

Town Roles

Note: Not all of these roles need to be included. It’s up to the GM’s discretion to use them. If there are more players than roles, then any remaining players are considered townspeople. It is recommended that the GM pick the majority of Player roles from this list.

Angel

Spoiler:

Batman

Spoiler:

Celebrity

Spoiler:

Chessmaster

Spoiler:

Doctor

Spoiler:

Faith Healer

Spoiler:

Girl Scout

Spoiler:

Governor

Spoiler:

Governor's Daughter

Spoiler:

Graverobber

Spoiler:

Hider

Spoiler:

Jealous Townsperson

Spoiler:

Journalist

Spoiler:

Lawyer

Spoiler:

The Little, Old Lady

Spoiler:

Mayor

Spoiler:

The Medium

Spoiler:

Paranoid Townsperson

Spoiler:

Pretender

Spoiler:

Pulp Writer

Spoiler:

Reporter (updated version not used yet)

Spoiler:

Silvertongue

Spoiler:

Slowpoke

Spoiler:

Survivor

Spoiler:

The Unforgiver

Spoiler:

Vigilante

Spoiler:

Witch-Doctor

Spoiler:

Townsperson

Spoiler:


Last edited by AsteriskRocks on Tue Aug 07, 2012 2:49 pm; edited 4 times in total
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Post by AsteriskRocks Sat Jul 21, 2012 1:51 am

Chaotic Roles

Note: While Chaotic roles can make or break the town's win, they are not expected to work with the town (though they are encouraged to do so). As members of the Town they are not allowed to help the mafia unless corruption is in play like all other roles...No one should get mad if they use their role the way they want though. The GM however does get to constitute what is "helpful" to the mafia. No more than a quarter of the town should ever be made a chaotic role.

Arsonist
Spoiler:

The Big Bad Wolf
Spoiler:

Bus Driver
Spoiler:

Hated Townsperson
Spoiler:

The Houdini
Spoiler:

Jenova's Witness
Spoiler:

Jester
Spoiler:

Lightning Rod
Spoiler:

Miller
Spoiler:

Princess
Spoiler:

Rabble-Rouser
Spoiler:

Suicidal Townsperson
Spoiler:

Traveling Salesman
Spoiler:

Vengeful Townsperson
Spoiler:

Private Detective
Spoiler:

Reverser
Spoiler:


Last edited by AsteriskRocks on Fri Aug 03, 2012 7:40 pm; edited 1 time in total
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Post by AsteriskRocks Fri Aug 03, 2012 1:38 am

Expansion Roles

Note: Expansion roles require the corresponding expansion in the Expansions section to be in play.

Body Snatcher Roles:

The Bodysnatcher
Spoiler:

Infested Host
Spoiler:

Lovers/Sibling Roles

Cupid
Spoiler:

The Gossip
Spoiler:

Serial Killer/Psychologist Side Story Roles

Serial Killer
Spoiler:

Psychologist
Spoiler:

Suicide Cult Roles

Cult Leader
Spoiler:
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Post by AsteriskRocks Fri Aug 03, 2012 1:43 am

Expansions

Note: For balance and everyone's sanity, expansions should be used conservatively with each other (e.g. if multiple mobs are in play, a Suicide Cult may or may not be necessary but also adding a Suicide Cult and a Bodysnatcher is overkill).

Awareness!
In this expansion, every role that uses their primary power 3 times is publicly revealed. One-shot roles are revealed immediately after using their power. For the mafia hit, this means that each mob member can only send in the kill twice before being revealed, including the Godfather.

Between a Rock and a Hard Place
Every turn, two players are given the titles "Rock" and "A Hard Place" at random. This is made public. Rather than voting who is killed, the town votes for who decides the kill for that day phase's vote; the Rock, or the A Hard Place. They may make the kill at any point during the day phase, and may in fact reveal as such publicly.

Roles that affect voting in any way still work as designed. If they're based on how many votes are given, then they are disallowed while this is expansion is in play for obvious reasons.

Bodysnatchers
In this expansion, the round starts with a Bodysnatcher. The Bodysnatcher can infest others during the night phase and wins the game when all the surviving townspeople are infested. Infested townspeople are referred to as hosts and only retain voting rights; their roles are controlled by the Bodysnatcher. Infestation is lost if the Bodysnatcher dies.

Bombs Away
This expansion slightly modifies the dynamics of the mob such that, instead of killing players each night, the Godfather's target is planted with a bomb. Targets are unaware of this fact. At any time in the round the Godfather can activate all the bombs and, therefore, kill his targets. However, if a detonation fails to give him victory, the Godfather will need to wait one day before planting bombs again. Finally, the bombs stay planted even if the Godfather dies; the control is inherited by his successor.

Corruption
A non-mob player (except the Detective) can become "corrupt" and side with the Mafia at the GM's discretion. The Godfather is informed of the defection. The corrupted player's death is not necessary for the town win. A corrupted player is not allowed to switch back to the town, and the corrupted player cannot join the Mafia in "bad faith" (i.e. sabotage). A corrupted player shows up as 'Guilty' if investigated by the Detective. Finally, no one can go corrupt unless at least half the mafia rounded up is dead.

Masquerade Mafia (updated version not yet used)
In this expansion, the mafia is comprised of 1/3rd the town; however, the mob members are unaware of each others identities. During the day and night phase, the Godfather may send PMs to the gm stating that they want them to be forwarded to every living mafia member. That will then be done by the gm.
During the night phase, the other mafia members are able to utilize this power as well. Any PMs sent for this purpose during the day phase by the mafia, except the Godfather, will be delayed until the end of the day phase.
The Godfather is allowed to guess whether someone is in the mafia or not once every turn. If they're wrong, they're revealed to that person to be the Godfather.
To win, the mafia must completely kill the town or completely unify and gain a majority over the town.

Multiple Mafias
Instead of one mob in play, the town will be up against two. The 1/4th rule is retained for both mobs which, while technically making half the town mobsters, effectively splits the mob into two warring factions. The town wins if both mobs are eliminated. Either mob wins if they form a majority and the rival mob is eliminated. The GM has a lot of responsibility in making sure the round is balanced from a three tier perspective. As well, the Godfathers of both mobs do not choose their members, the GM assigns them when this expansion is in play.

Neighbors
In this expansion, all the players live in the same neighborhood. Each player is PMed the names of their 2 neighbors (i.e. if houses are arranged as A B C D E, B is PMed the names of A and C, and D is PMed the names of C and E). A player's neighbors are his allies, from at least the start of the round and possibly until the end. The mob members are interspersed into the neighborhood. Once a turn (from beginning of Day Phase to end of Night Phase), each player must PM the GM a person in their group they believe is the mafia member. If all non-Mafia players guess correctly in all groups, the Town wins automatically. The Mafia's main purpose is to kill all their town neighbors before they can do this. The town may still lynch every day phase as well.

Personal Themes
The GM is encouraged to take roles/game elements and change their names to fit a certain theme (i.e. characters from an anime, or a video game, etc. and their respective villains as the mob) thereby assigning "aliases". Basically, this gives the round a cosmetic lift thereby making it more interesting.

Red Light Green Light (not yet used)
In this expansion, the gm will randomly post "Red Light" and "Green Light" in the thread during the day phase. They can post Red Light and Green Light once per day phase each. Anyone who posts after they say "Red Light" but before they post "Green Light" will be unable to vote for the rest of the turn, and their vote will be nullified for that turn if it has already been cast. They must allow the town to post/vote for at least 8 hours for the day phase.

Serial Killer & Psychologist Side-Story
This expansion allows use of both the Serial Killer and Psychologist roles, which are linked. The Serial Killer wins if he survives the round. The Psychologist wins if he cures the Serial Killer. To add to the mood and theme of the round, the GM is encouraged to give the Serial Killer a moniker (i.e. the Zodiac killer, or Clown killer, or "torso" killer) and relate his gruesome kills as such.

Siblings/Lovers
In the Siblings expansion, one of the townspeople and one of the Mafia members is aware of each others' role and affiliation. It's because they are siblings. The intention is for both of them to survive. If one of them dies, the other commits suicide the next night. The "Lovers" dynamic is basically the same except, instead of a mob/non-mob combination any two non-mob players are aware of each other. The Siblings/Lovers win if they both survive by the end of the round.

Single Player Mode
In this expansion, there is one Mafia member. He is the Godfather, but may be given a second Mafia role by the GM as well. Note: if the GM believes the player they pick to be the original Mafia member is sufficiently skilled, they may engage Hard Mode and not give them a secondary role.

If the mafia member dies they are "reloaded" by being shifted to a current town player, who loses their townie role and gains the godfather/mafia power. Which player this is is not determined by the Godfather who died, but is instead determined by RNG by the GM. This happens 3 times. If the Mafia Godfather ends up using all of its "lives" the town wins. If Godfather kills everyone he wins.

The Smoking Gun
The "The Smoking Gun" role is given to a random player, role or not. After dying, they leave behind a note/diary saying anything they want through the GM during the following night phase. One potential use is the player revealing their "diary", indicating everything they know and everything they have done up to that point in the round.

Suicide Cult
This expansion allows use of the Cult Leader role. The Cult Leader beings the round with no recruits. However, each night he is allowed to recruit players by PMing the GM. The recruits are unaware of who the Cult Leader is. And, at any time in the round, the Cult Leader can initiate a mass suicide where all the recruited cultists commit suicide. The Cult Leader wins if everyone in the town has been recruited to the cult and the mass suicide is initiated (i.e. everyone dies). The Cult Leader loses if he dies before the mass suicide occurs, or not everyone is recruited.
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