A game where the role is based off of the player!
Requirements:
cannot be an alt/hydra
Must be a member for at least 15 months
I design flavour and abilities based on your exploits as a scummer!
In post 4300, vonflare wrote:I'm toying with this idea:
YOU mafia!
A game where the role is based off of the player!
Requirements:
cannot be an alt/hydra
Must be a member for at least 15 months
I design flavour and abilities based on your exploits as a scummer!
In post 4367, shaddowez wrote:I had an idea to do something a little different with them as well, but yes - I'm talking about more of a Cthulu game sanity mechanic. Something where your sanity level can change and different things can happen.
In post 4371, callforjudgement wrote:In post 4365, shaddowez wrote:Have any games been done with a sanity mechanic? I'm toying around with something in my head, but not sure how well it would pan out.
Yes. There was a game where players lost sanity as a result of various actions, and each missing sanity point placed a restriction on that player. IIRC it was pretty well done. Unfortunately, it was a Large Theme from ages ago so I'm not sure if I could easily find it; I'll look for it but that doesn't necessarily mean I'll find it.
EDIT: Found it. As it's numbered 3, I assume it had a couple of prequels too.
In post 4375, callforjudgement wrote:In post 4373, vonflare wrote:I just read the rules for that game and it looks freaking AWESOME
Arguably it was, but town managed to break it. So the rules would need some modification for future use. (In particular, players were forced to demonstrate that they didn't have any unclaimed Insanities every day via doing things that would violate them, which was both a lot of faffing around and make the mechanic hard to use. As such, the list would need to be modified to be less observable.)
EDIT: Another problem is that if you look at the setup through a really complex, distorted lens, it looks like a Texas Justice variant (after all, every townie has the potential to vig…) This makes it semi-broken for much the same reasons.
In post 4377, callforjudgement wrote:In post 4376, vonflare wrote:I think I'll take that up as a project. design a nonbroken version of that game.
I've had thoughts along those lines too. Willing to let me help codesign?
In post 4522, eagerSnake wrote:A game with no time restraints, scum can't kill, rather, townies die randomly over time.
Apocalypse mafia.
You could even make it nightless, all play happens on day 1. Town must lynch the scum before they all die, lynches don't end days.
Also toying around with the idea of a "note-passing" mechanic, where players can pass notes (messages, through the moderator) at any time during the day, however everyone "sees" the note being passed. (Moderator posts on game thread "Xxx passed a note to Yyy.") (Because in real life, people may see the note being passed.) Or a "whisper" mechanic (same thing)
Could even go further with that one by making players "sit" next to each other, and they can only pass notes to who they're sitting next to, and that player can pass it on (or not) to the next one.
I like the idea of giving people choices as well, example "Xxx passed you a note intended for yyy. Would you like to
A) Read the note
B) Pass the note
C) Destroy the note
D) Publicly reveal the note"
Etc