petroleumjelly wrote:Could you link me to games where you've played with Cults, Zindaras? I probably won't be able to even look at them for a week or two, since I can hardly afford to read the games I'm already playing in, but if you could give a short synopsis of each game I would appreciate it.
Not in exact chronological order:
Ghost Mafia: I got recruited the same night I attempted to kill the unkillable Leader. Cult wins eventually. The Cult Leader's role was as follows:
You're the cult leader. You cannot be nightkilled. Each night, you have a 50% of recruiting a player to your group if they're not a ghost, and 25% if they are. The cult disbands if you are killed, and you win if MORE than 50% town is cult.
All Mafia were Ghosts. One of the two SKs was a Ghost. Some of the townies were Ghosts.
Ghost Mafia 2: Sucky follow-up for the original Ghost Mafia. I FoSed the Cult Leader to death (best example of metagaming ever. There was a role that could only die because of FoSes in the original, so I FoSed everyone a thousand times in the second). Role PM was as follows:
The Masked Wanderrer-You are the leader of the cultists, and the only one currently, but each night you have a 50% chance of turning a member of the town into a cultist. Of course, you have to have some better power, so you can't be killed at night, and if investigated by a PO, you will come up as a vanilla townie.
ROLE NOTE: Wins if 50% or more of town is cult. Auto death if FoS'd 6 or more times in all.
MPFG II: Town Aligned Cult. Cult Leader PM as follows (fluff deleted):
Of course, the magic stone of the cult leader doesn’t exactly operate at maximum efficiency when it’s being used for good deeds. It was designed for the purpose of creating ultimate evil, and all. Meaning…you can only attempt to recruit a player every other night.
Well, for starters, you can only recruit town aligned players. If you attempt to convert evil players, the recruiting to cult fails.
Recruiting will also fail if you target a player with a PO or a BG/BG like or type effect.
If a player is successfully converted into the cult, they learn of all the other players in the cult role
names and alignments, but not job descriptions.
(Your job description, for example, is “Cult Leader.”) The castle is under far too tight security for the cultists to gather and wander around, so cultists may not speak to each other at night or day. Once PariahKing and MiDra (the roles) both die, however, security very likely will be loosened and you will be allowed to communicate with fellow cultists at night.
Upon death, anyone who was recruited into the cult appears with their normal role but with the word “cultist” attached to their job description. If you would die, the cult disbands.
You win when all threats to MPFG are eliminated.
There was also a Zombie player, which is kind of a Cult. Mod notes as follows:
Mod Notes:
On nights that are three or multiples of three (3, 6, 9, 12, 15…etc.) Nosy G will succeed in eating someone’s brain. This will turn his victim into a zombie, and they will gain the ability to eat brains themselves. They will also always fail except on nights that are three or multiples of three. If someone gets their brain eaten, it shows up in the DP that so and so’s brain has been eaten alive.
All zombies will survive their first night kill, since they are so hard to hack up. Their attacker will learn, however, that the person they tried to slay was a zombie, and that’s why they failed. Zombies have no protection the second time they are attacked, and because they are so…out of it, being dead and all, they have no knowledge of this. When a zombie dies, they are pronounced dead as
Player Name, Zombie Aligned Zombie + (Whatever Their Role Was Goes Here)
upon death, even though their original alignment has not changed.
If every player alive left is a zombie, the game will end with all the zombies winning, and the land will be over run by zombies.
If Nosy G dies, have him curse Sean Connery.
(I don't know if these were ever posted in thread. I still have the design file. I got lynched quickly in a day where votes were anonymous, so I missed most of it)
Pokemon Mafia: Revive Cult. A horribly flawed concept, as the Cult Leader claimed his role in a mass claim, and almost got lynched. However, the Cult and their revivees (with me among them) managed to get the lethargic town to lynch non-Cult.
Cult Leader role PM (again, fluff removed):
You can't catch these Pokemons when they have too much HP. When a Pokemon is fainted (dead), you're able to catch them.
Each night you're able to send in a name of a player that died or was already dead.
You will try to catch that player and revive it again. From that moment, the Pokemon is yours.
You win when 50% of the liven Pokemons are in your possession.
Ash is cult in other words. He can only convert townies. He can't convert the mafia, individuals, Psychic Pokemons or Haunter.
He can't catch someone day 1 to weaken the cult.
Also, if the Charmeleon role evolved, he would become Cult.
Convoluted Mafia: I died pretty early on, Cult Leader PM was as follows:
You are the Cult Leader. Each night, you may PM me with the name of another player in the game and attempt to recruit that player into the cult. If the cult makes up 50% of the remaining players at any time, the cult wins the game. You win when all other threats are eliminated.
Game wasn't very balanced. I don't think I even read the end of it.
McDonalds Mafia: Game sucked. It got abandoned pretty quickly. We never found out if there even was a Cult, though the dead people list does suggest that.
Alien Mafia: Game three in the list of sucky old games. I find them rather embarrassing to talk about, in retrospect, but the modding really sucked at that time, barring a couple of them. The Cult was Robot Aligned, if my memory serves me well. Again, mod abandoned. Again, we never found out what the Cult's role was.
WotC Mafia: Oh, the humanity. *sighs* Cult Leader got killed Night One, we never found out what the Cult Leader's PM was, as the mod suddenly left.
Lunatic Mafia: Finally a finished game. Cult role was as follows:
Da Chocie: Dark brander the cult master. Had a 60% chance of succseful conversion. If killed cult would cease to exist and all members freed to original aligment.
Ben 50 Dark protector. I thought the cult was going to get screwed early on so Ben here would get killed instead of Dachoice. If that happened he would come up town aligned.
I wrote a summary for it (yeah, we do summaries), which can be found
here.
Convoluted Mafia 2: Follow-up for the not-so-good Convoluted Mafia. Again, mod abandonment. Cult Leader got killed Night 2.
Mafia: the Gathering 8: A classic, even if I was rather annoyed by it when it happened. The Cult recruited my reverse-miller Mafia buddy who had claimed Cop, who proceeded to manipulate me into not killing the Cult Leader, then stabbed me in the back. Cult won. 'Nuff said. Cult role (again, fluffless):
ou may target one person each Night. There is a 50% chance that player will become Cult Aligned. You win when the Cult becomes the majority (half) of the population.
Mafia: the Gathering 12: Radiant only recruits the Serra Angels. She recruits on nights 1, 3, and 4 and stages the coup when she has converted two. After the coup, she reveals herself but gains mayoral protection including: cannot be lynched except by unanimous decision from the rest of the town, cannot be killed at night while one of her followers live, any vote not on the player being voted by Radiant only counts at 0.75 weight (takes a two-thirds majority to lynch if Radiant doesn't agree), and each night enacts a law (ala WrathofMegs from MPFG II). If all mafiates are dead then Radiant's Army and players with the win condition "You win when all threats to the Realm have been defeated." win. Those with the win condition "You win when Serra and her Realm are safe from all threats." lose. Radiant is not a threat to the Realm, but is a threat to Serra.
All the Serra Angels were vanilla. I got this particular incarnation lynched for flavour issues, as Radiant revolted against Serra in the MtG storyline.
Zodiac Mafia: Terribly unbalanced game. 3 Mafia, 1 SK, a Cultist and a townie who thought he had no win condition. Cult PM was as follows:
You are one of the worst diseases in the world, and even if all the other diseases on earth wil one day be cureable, you will still reign supreme. Each night, you may spread cancer on somebody else. Successrate is 50%
You win when your cult becomes the majority of the players.The cult disbands upon your death.
Bastard mod note: Successrate is 0%
It was the mod's first game. It was rather sucky.
Ghost Mafia: Return to Ghost Manor: Meant to fix Ghost 2. I designed this together with the mod of the original Ghost. It has two Cults (no Mafia), and I think that those Cults were quite balanced. A summary can be found
here. The game was so intricate it's really quite unexplainable without writing up multiple pages.
The first Cult had a Town Aligned Leader who thought he was a Doctor. He could only target any player once, and he'd fail on any non-town player. Upon death, the Cult would persist but no new recruits could possibly be added.
The second Cult had a 10% success rate for every Cultist alive (counting himself and the members of the other Cult, but not the other Cult's leader). He also got an extra 10% if he was FoSed in a day. He had to send in a Cult member's name to do the cultivation, and if he targeted any non-Town player, the player sent would die. To help him a bit, he survived his first death. If he got over a 100% success chance, he'd be able to recruit a second player. If he died, a new Cult Leader would be chosen with the same restrictions.
Blizzard Mafia: A rather meh-ish game. Cult Leader got lynched Day 3, but I wasn't around at that point anymore. PM was as follows:
You are the Protoss Dark Archon, Cult-Aligned Cult Leader. You’ve always aimed to be the top of the Starcraft universe, and you view now as your big chance. Each night, you may PM me a name. There is a chance that that player may be recruited into the cult.
If you die, the cult is disbanded. You may communicate with your fellow cultists only during night.
The cult wins if it composes at least half of the town. Good luck.
Mod Note: Conversion chance is 50% for Town, 25% for Mafia and SK.
That's it as far as finished games are concerned (though I may be missing one or two somewhere). There are some games still running where I suspect/know there's Cult.
As you can see, pretty much all Cults have percentage chances, fail on specific roles, lose members or disband upon death. Cults have become boring and lame. Luckily, there's a "new movement", of which I find Ghost Mafia: RTGM and MtG 12 the best examples, where Cults are different and more innovative.