Team Mafia General Thread

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Team Mafia General Thread

Post Post #0 (ISO) » Sat Mar 12, 2011 10:16 am

Post by zoraster »

Full Rules Are Below


Team Mafia's Sign Up Information Can Be Found Here: http://www.mafiascum.net/forum/viewtopi ... 1#p3005101

Team Mafia: Pick Your Power (Zoraster modding, designed by Hoopla and SpyreX)
Team Mafia: Aggressive Mind Games Mafia (designed and modded by The Fonz, Normal Game)
Team Mafia: White Flag Mafia (modded by TheButtonmen, open mountainous)
Team Mafia: Psychic Mafia (modded by dramonic, designed by dramonic and Vi, Theme Game)

Spoiler: Game Summaries
Pick Your PowerDESIGNED BY: SpyreX and Hoopla
MODERATED BY: Zoraster

Pick your power is a popular game that was designed originally by SpyreX as a large theme game. The game is open, and this game was designed by Hoopla and SpyreX.

The draft: Before the game proper starts, each player will PM me with two numbers, 1-15 (X,Y).

1. The lowest unique X number will get first pick. The next lowest unique X number will get second, etc.
2. After all unique X numbers are exhausted, all two-way X ties will have their Y numbers compared. The lowest unique Y number will get the next pick, the lowest Y number after that will get the next pick, etc.
3. After all two-way X ties with unique Y numbers are exhausted, the same is done with three way ties, then four way ties, etc.
4. Players with the same X and Y value will be ranked by the lowest X value then one will be picked to pick above the other randomly.

For example:
Player 1: 4,9
Player 2: 1,4
Player 3: 3,5
Player 4: 1,7
Player 5: 1,4
Player 6: 15,15
Player 7: 15,14

Would have the result of:
1st Pick: Player 3 (3,5)
2nd Pick: Player 4 (4,9)
3rd Pick: Player 7 (15,14)
4th Pick: Player 6 (15,15)
5th Pick: Player 4 (1,7)
6th Pick: Player 2 (1,4) <--- Random Winner
7th Pick: Player 5 (1,4) <--- Random loser

After everyone PMs me, the draft results will be published. At this point, every player must PM me with a role from the roles available they'd like to have. If someone above you picked the role, you will be vanilla.

The Roles:
Role Cop
Tracker
Jailkeeper
Goon Cop (sees if someone is a vanilla goon or not -- mafia with a PR will come up as "not goon")
3-Shot Roleblocker (not limited to just one shot a night)
Night 2 Vig
Night 3 Vig
Gunsmith (sees guns on all mafia plus Goon Cop, Role Cop, N2 Vig, N3 Vig)

Any role received by the mafia will be IN ADDITION TO their ability to kill. Thus, any mafia member may both kill AND use their role in any night.


White Flag MafiaMODERATED BY: TheButtonmen

This version of White Flag Mafia is mountainous (i.e. there are no power roles). In White Flag Mafia, the town wins when two out of the three mafia members have been eliminated.


Aggressive Mind Games MafiaDESIGNED AND MODERATED BY: The Fonz

This is simply a normal closed game that follows the normal rules.


Psychic MafiaDESIGNED BY: dramonic and Vi
MODERATED BY: dramonic

This is the "theme game." And, like many dramonic and Vi games, it's not simple. I'll let them tell you how much they want to in their game thread, but for now I'm merely authorized to inform you that the town are called Benefice and the Malefice are scum. Like the other games, there are no third parties in this game. Finally, "Communion" is similar to DAY.


EDIT: Big boo boo. Fixed communion from being similar to night to being similar to day.


Spoiler: Full Player List by Game
Pick Your Power

Amrun
Debonair Danny DiPietro
Faraday
GreyICE
Hoopla
Kise
Lady LambdaDelta
Papa Zito
PranaDevil
quadz08
RegFan
Slaxx

SpyreX
Super Smash Bros. Fan

White Flag Mafia


Chris B
DemonHybrid
DrippingGoofball
Equinox
InflatablePie
Klazam
LLamaFluff
Llamarable
mith
Sevei
SocioPath
Sotty7
Thor 665

Aggressive Mind Games Mafia

bristep
camn
ConSpiracy
Cyberbob
esuriospiritus
Fate
Fugitive
hitogoroshi
Nachomamma8
Nicodemus
Twistedspoon
VP Baltar
Yosarian2

Psychic Mafia


animorpherv1
Hoppster
Iecerint
Katsuki
Mina
Parama
populartajo
singersigner
swiftstrike
UncertainKitten
XReckonerX
Ythill
Zachrulez


Spoiler: Full Player List by Alphabetical
Player List:
  • Amrun
  • animorpherv1
  • bristep123
  • camn
  • Chris B
  • ConSpiracy
  • Cyberbob
  • Debonair Danny DiPietro
  • DemonHybrid
  • DrippingGoofball
  • Equinox
  • esuriospiritus
  • Faraday
  • Fate
  • Fugitive
  • GreyICE
  • hitogoroshi
  • Hoopla
  • Hoppster
  • Iecerint
  • InflatablePie
  • Katsuki
  • Kise
  • Klazam
  • Lady LambdaDelta
  • LlamaFluff
  • LLamarble
  • Mina
  • mith
  • Nachomamma8
  • Nicodemus
  • Papa Zito
  • Parama
  • populartajo
  • PranaDevil
  • quadz08
  • Sevei
  • singersigner
  • RegFan
    Slaxx

  • Sociopath
  • Sotty7
  • SpyreX
  • Super Smash Bros. Fan
  • Swiftstrike
  • Thor 665
  • Twistedspoon
  • UncertainKitten
  • VP Baltar
  • xRECKONERx
  • Yosarian2
  • Ythill
  • Zachrulez


Teams:
  1. Evolution
  2. Failboat on a river of blood
  3. Punny Pony Party People
  4. Radioactive Sparkly Kittens
  5. Ragnarök
  6. Screaming Death Clan
  7. Team Fra Fra
  8. Team http://www.youtube.com/watch?v=HHpaX5af8xc
  9. The Mauve Avengers
  10. The Four Horsemen of Apocalypse
  11. The Kliq
  12. The Wolf Pack
  13. Zilch
Current Replacement List

Please note that teams are not obligated to choose their replacement by this list, but teams may consult it to find someone. In the event of a mod replacement, the mod will try the first person on the list to replace in.
  1. gorilla
  2. Regfan
  3. gandalf5166
  4. lewarcher82
  5. popsofctown
  6. thelonging
  7. mothrax
  8. MagnaOfIllusion
  9. ooba
  10. RedCoyote
  11. iamusername
  12. quilford
  13. Rhinox
  14. xvart
  15. vezokpiraka
  16. c-worl
  17. Magua
  18. zMuffinMan
  19. AurorusVox
  20. chesskid3
  21. StefanB
  22. vollkan
  23. shaft.ed
  24. Bunnylover
  25. Rayfrost
  26. implosion
  27. Gammagooey (PYP)
  28. AlmasterGM

--
GENERAL TEAM MAFIA RULES


Points
Victory Points for PYP, Normal, and Dramonic games:


Win Points: +23 points to winning team
Town Wins with four or more town players alive in the game: +2 points
Mafia Wins with two or more mafia players surviving: +2 points

Victory Points for White Flag:

+25 points to the winning team

Replacements

Team replaces their own player: 0 points
Moderator
seeks
a replacement for a player: -2 points to that player’s team

Continual Inactivity

At the game’s mod’s recommendation and with Zoraster’s approval, if a player is continually inactive (e.g. posts once every 5 days merely to avoid replacement), he may be replaced as above at a penalty of two points to his team. A single prod dodge won't bring this on someone, but repeated avoidance of posting will.

Talking About Ongoing Games:

Warning: -0 points
Each Subsequent Violation: -1 point
Blatant Violation (e.g. a large post quoting and analyzing another game): -2 points with no warning.

Modkills/Forced Replacements

For behavior related modkills and forced replacements, a penalty of 10 points will be assessed to the team. If necessary, a modkilled player may be prevented from winning with his team. This is a potential 35 point swing.

Other Penalties

The moderators reserve the right to assess penalties against a team as necessary up to 10 points.


Winning the Game

1. The team with the most points at the end wins the game.
2. If two or more teams have a tied score between 94 and 100, they will be crowned co-champions.
2. If two or more teams tie for the highest score and have 93 or fewer points, the four mods of the games (Zoraster, dramonic, The Fonz and TheButtonmen) will collectively decide the winner based on each individual’s performance and how well each team worked together.

Captains

1. Each team must have a captain. If it has not otherwise been indicated, it will be assumed the person who submitted the team is the captain.
2. For all Team Mafia-wide communications with Zoraster (such as role selection, replacements, etc.), the Captain should be the only one to PM Zoraster unless he is unavailable.
3. The captain makes the final decisions on all team matters. No mod will arbitrate disagreements among the players.
4. If a Captain needs to be replaced (e.g. he goes AWOL or has engaged in modkillable behavior in his game), the team should unanimously pick one of their own to step in as Captain. This should be relayed to Zoraster.

Talking About Other Games

You may not talk about other ongoing games in your own game. This includes other games within this competition. You may discuss the overall standing of other teams. And of course you may discuss all of the ongoing games in your Team’s QT. This rule disallows using a game thread to relay messages between a non-team member and a team member not in the game.

Deadlines

Each game will use a two week bankable deadline system with a maximum of one week banked. Days banked will be rounded to the nearest 12 hours. Deadlines that would otherwise fall on Memorial Day, Fourth of July, Labor Day, Thanksgiving, or Christmas will be extended 24 hours.

Nights will have a deadline of 48 hours unless it falls on a weekend in which case the deadline will be the following Monday at 11am.

Deadline shift for Goofbash

Goofbash is scheduled to take place from June 15-22nd. On June 15th, three additional days will be added to the time bank (for a maximum of seven days banked).

Any night that falls between June 15th and June 22nd will take four days rather than the normal two.

Players who have reported themselves at Goofbash to Zoraster will have nine days (rather than the typical seven) before being force replaced by their mod during Goofbash. No points will be deducted for inactivity for these players.

Team QTs

1. Each team will be provided with a QT once the sign-ups are finalized. No other communication between teammates about any of the games or the overall competition should be made outside of the QT. Conversations pre-signup in another QT should be moved over to the new one (the mods have 13 of these to keep track of, so they need to be uniform).
2. You may copy INTO a QT from a game thread, but you may not copy and paste OUT OF a game thread from the QT. In other words, you cannot coach someone in what they should say in a game exactly. You may provide pointers, reads, etc. but may not write their posts for them.
3. QTs remain open at all times, day or night. Dead players may still participate in the QT.
4. Only one player per player slot may speak in the QT at any one time. In other words, a replacement may speak in the QT, but the person he replaced may not. Or another way: only four players may speak in a QT at any one time.

Team Prodding

Players may prod their own teammates by PM. Zoraster should be CCed onto any prod you send, and the prod should include no information other than telling them to post in their game and/or read the QT. The moderators may prod players as well.

Replacements

1. Teams should replace their own players. They may contact anyone who has not already participated in the game as a player or mod. The sign-up thread is a good place to find individuals.
2. If seven consecutive real time days (not including nights) go by without a player posting, a replacement will be sought for the team by the moderator. This comes at a penalty to the team. Dead players are not expected to maintain activity.
3. Dead players MAY be replaced.
4. Each team may do the following ONCE: use an already dead player to replace in for another player on their team. Once this option has been used, it may never be used again, even by the same player.
5. Other than as excepted in 4, once a player has played in a player slot, they may not play in another.


Role Selection

Each team will be informed of the four roles available to it, one for each of its game. It will have two days to decide which of its players will go into which game. For example, Team A might get the following PM:

Team RolesHello Team A,

The following are your roles. Please respond by PM to Zoraster with which player will go into which game:

White Flag Mafia: Vanilla Townie
Normal Game: Sane Cop
Pick Your Power: Mafia (Roles to be decided by draft)
Theme Game: Town Role Cop

You have until May 9th to PM Zoraster with your selections.


Before the game starts each individual player will get a Role PM as normal.

Games

There will be four games played. Each adhere to the following criteria:
1. There are three mafia and ten town members.
2. There are two week bankable deadlines with one week max banked
3. The setup has been, to the extent possible, balanced to a 50/50 win rate.
4. There are no third parties.

Game Descriptions

The following are the four games to be played:
1. White Flag: A mountainous (no Power role) setup, town wins when they have eliminated all but one mafia member.
2. Normal Game: follows the setup guidelines listed in the wiki.
3. Pick Your Power: A version of the SpyreX setup where players pick their power.
4. Dramonic’s Theme Game: More details to come


Individual Game Moderators

Within their individual game, each mod has considerable latitude to moderate as they see fit. While actions affecting points will have to be approved by Zoraster, it will be rare that he disagrees with the moderator. Each mod may impose additional rules as he sees fit so long as it doesn’t contradict the rules here. For example rules on voting style, coarse language, twilight chatting, “bah” posts, etc. are all at each mod’s discretion.[/spoiler]
Last edited by zoraster on Wed May 25, 2011 6:55 am, edited 38 times in total.
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Post Post #1 (ISO) » Sat Mar 12, 2011 10:42 am

Post by Kcdaspot »

very excite...

though what I had in mind was: random.org sequence generator to select the teams like: 1-13 =blue and so on, the first person to be picked on any team: 1, 14, 27, 40, would become Godfathers of sorts and choose from their team who they want to "attack" the teams with. this way the only ones who know who is on their team is the GF and mods.

also, no deadline but if one team hammers. the team they are attacking has only 96-72 hours to hammer and so on.
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Post Post #2 (ISO) » Sat Mar 12, 2011 10:43 am

Post by zoraster »

well that's not what I have in mind :)

I think being able to pick your own team provides some cohesion to the four games that's needed here. Although some (many?) of the teams will likely be filled with solo-players, having some teams that rely on each other, know each other, etc. will provide some community aspect to the game.
Last edited by zoraster on Sat Mar 12, 2011 10:44 am, edited 1 time in total.
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Post Post #3 (ISO) » Sat Mar 12, 2011 10:43 am

Post by Kcdaspot »

... kay
A question that sometimes drives me hazy: am I or are the others crazy?
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Post Post #4 (ISO) » Sat Mar 12, 2011 10:44 am

Post by Kcdaspot »

also fate should be in this lol
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Post Post #5 (ISO) » Sat Mar 12, 2011 10:56 am

Post by Tragedy »

IT'S A MUST.
I blame you for this.
For I have been awaiting for another heart pounding segment of
Dokidoki Precure!


[10/15/2013 - 00:13] -
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Post Post #6 (ISO) » Sat Mar 12, 2011 11:31 am

Post by Lady Lambdadelta »

This is one of those games where picking your team carefully is imperative.... isn't it?
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Post Post #7 (ISO) » Sat Mar 12, 2011 11:38 am

Post by hitogoroshi »

Ooh, and the projected start is right as the semester ends.

I'm definitely going to be rounding up a team for this one.
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Post Post #8 (ISO) » Sat Mar 12, 2011 1:17 pm

Post by animorpherv1 »

I'm up for a team if anyone wants. Just PM me.
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Post Post #9 (ISO) » Sat Mar 12, 2011 2:50 pm

Post by mb53 »

What will the themed game be?
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Post Post #10 (ISO) » Sat Mar 12, 2011 2:52 pm

Post by zoraster »

dramonic is designing it now, we'll have more details on it later.
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Post Post #11 (ISO) » Sat Mar 12, 2011 3:32 pm

Post by Klazam »

Awesome!

Gonna try and find a team for this.

Quick question: so teams share all information about roles, etc?
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Post Post #12 (ISO) » Sat Mar 12, 2011 4:33 pm

Post by zoraster »

Yup. What'll happen is when sign-ups are done your team will get a PM with three roles from White Flag, Normal and the Theme games. Your team will then decide which of its players goes into those three games and the fourth game (PYP).

So for example your team might get a PM that has the role PM for a Vanilla in White Flag, a Mafia Role Cop in the Normal game and a Picturesque Mammoth in the Theme game, and you can think to yourself "Well Joe is a great scum hunter who is rarely lynched early, so let's put him in the vanilla role. Tom is good at scum, so he gets the role cop, and Willy is great at weird theme games and roles. And I'll be good at PYP, so I'll go there"
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Post Post #13 (ISO) » Sat Mar 12, 2011 4:49 pm

Post by Klazam »

Awesome. Thanks.
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Post Post #14 (ISO) » Sat Mar 12, 2011 5:15 pm

Post by ConfidAnon »

I'm definitely in this haha.
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Post Post #15 (ISO) » Sat Mar 12, 2011 5:18 pm

Post by animorpherv1 »

hey Confid/Klazam wanna team up?
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Post Post #16 (ISO) » Sat Mar 12, 2011 5:21 pm

Post by Lady Lambdadelta »

ConfidAnon wrote:I'm definitely in this haha.

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Post Post #17 (ISO) » Sat Mar 12, 2011 5:40 pm

Post by Klazam »

Animorph- why not?
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Post Post #18 (ISO) » Sat Mar 12, 2011 5:50 pm

Post by Herodotus »

Have you considered removing the "Perfect" Scum Victory category? I think teams with higher numbers of scum already have an advantage both from game balance and from a smaller group gaining points with them. It also changes how the game will be played.
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Post Post #19 (ISO) » Sat Mar 12, 2011 5:59 pm

Post by zoraster »

Herodotus wrote:Have you considered removing the "Perfect" Scum Victory category? I think teams with higher numbers of scum already have an advantage both from game balance and from a smaller group gaining points with them. It also changes how the game will be played.
I can't say for sure yet as the games aren't finished being designed, but the scum teams are likely to consist of the same number of players in all games (3), if that's what you mean. That's not for sure as Fonz and Dram still need to make their games and they may (a) want games with 2 or 4 scum or (b) not want people to know how many scum there are. But given that all games will have 13 players and all games will only be town vs. a single mafia, 3 is a pretty safe number to guess across all games.

That said, yes it'd be true that a game with 3 vigilante type players, even if balanced, is less likely to be a perfect scum victory than white flag mountainous.

Or does that not address your concern? The points part is the part of this whole thing that we're the least certain of.

I do intend for the points to somewhat change the dynamics of the game. I hope not too drastically, but if players want to go for more points and avoid bussing, well, I think that actually ties the games together better.
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Post Post #20 (ISO) » Sat Mar 12, 2011 6:06 pm

Post by Klazam »

On the other end of the spectrum- a scum could shoot down the whole scumteam to reduce points for players on the scumteam, in order to clinch a victory when it looks like other players on the team will be ahead, unless if that particular game ends in a scum victory.

I really hope that makes sense?
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Post Post #21 (ISO) » Sat Mar 12, 2011 6:08 pm

Post by hitogoroshi »

It's a bit confusing, kla, but let me see if I get this right - you're saying that, because scum might have incentive to deliberately hamstring their faction if they have a scummate whose team is poised to win, the scum points system should just be binary win/loss?
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Post Post #22 (ISO) » Sat Mar 12, 2011 6:09 pm

Post by zoraster »

could you explain that further, klaz.

My assumption, perhaps faulty, is that if teams act differently than they do normally because of the team aspect, it will be to advance their own team's chance of winning. They might sabotage another team's chance of winning, but only insofar as they think it'll help them in the end. If you're on a scumteam with someone else, there's very little incentive to kill your teammates. There's a very minor incentive to survive to lylo, but it's very slight because there's also a chance you lose in lylo and lose a point; in addition, if you get sent to 3 person lylo, your points overall are 3 instead of 6, and unless it's the final game, it seems unlikely you'd throw away points on the offchance someone on your scumteam is going to beat your team.
Last edited by zoraster on Sat Mar 12, 2011 6:12 pm, edited 1 time in total.
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Post Post #23 (ISO) » Sat Mar 12, 2011 6:10 pm

Post by Herodotus »

@zoraster:
I mean that if one of the 13 teams gets 3 or 4 scum roles, that team probably has an advantage because scum generally win more often. Also, a perfect scum victory isn't nearly as impressive as a perfect town victory, nor is it probably any more difficult to achieve than a near-perfect victory.

Also, whether their team is intact is something that a given scum player can't necessarily control, while a given townie can do a lot more to prevent mislynches.
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Post Post #24 (ISO) » Sat Mar 12, 2011 6:12 pm

Post by Klazam »

Never mind. I went through the scenarios. It shouldn't happen.

Forget i ever said anything, :D

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