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Games Mafia Game 99 - Pokemon Masters EX - End of Game

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Hardy

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hardy is like im too important to be lel full of kek *throws back his long hairs over his shoulders* :lmao
Didn't mean to say important but rather that I'm too shad for it to work.

Just in case, Shad you are important to me.
 

Farfalla

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Sorry, guys. I got a week vacation from work and Oli turned 3 + started going to school + my sister is visiting us so I'm also taking some time for an online life detox. I will post my thoughts on the setup we created now and later I'll make a post about the players.

Aight! Gonna explain the setup a bit:

We wanted a comp that wouldn't be complex or convoluted but that also wouldn't be too plain, so we wanted to avoid a risk of it being too obvious. It was a small game and behind every in-game player there were many experienced ones, also from the Council, so we were afraid of creating something people could crack too easily and then getting to the scums would become a simple math/logic effort.

So we added a Santa Claus that could generate some minor interesting additions to the game (extra skill use, for a possible extra kill, protection, investigation, etc; extra survival, extra confirmation, extra kill with a bomb, etc) but that gave them some margin to fly by without being noticed for a while. We called it 'minor' 'cause even the extra kill would be occasional (a one-time only thing), instead of almost a given for every night as it would happen with a SK, SS, Mentor, etc. That's so since it's a small game, we wouldn't have it ending too soon either - and we wanted a TP in-game no matter what since it's a 101 game, so that 'party variety' was relevant to us.

With that, the town had -1 player on their side. So we didn't want to make the mafia a full 4 people comp on the other side. We then made the mafia a 3 members party with the possibility to grow to 4 with a sane traitor - that could have also gained some credibility as a former townie during the game, which could have been carried once they'd joined the mafia team. The sane traitor was also an insane apprentice so they'd have the possibility to self recruit. Finally, since numbers are so important to the mafia, we also put a Freeman in the town to try to balance the equation a bit (extra -1 for the town while the mafia would be lacking a man). So the town had -2 players in the end (Santa and the Sane Traitor) and a hindrance in the Freeman. We also gave the mafia a Detective to help them fly by during the game, a Rookie with Escort, Detective, and Janitor possibilities as the main killer, and a versatile late-game option depending on how things would go (a second Detective should be relevant to find the Traitor and Santa later on, if needed, for example) and a Strongman to work against the bits of town defense if needed. Since the Rookie was supposed to be the early main killer, the Strongman was there to deal with a protection hindrance later on (Doctor, BG if the primary target was dangerous, temp BP from Santa, etc).

Town had a Sane Doctor so they could most of the time ensure protection and a BG that would work as tradeoff protection. Prostitute as an initial wild card block and a dangerous one later on, and Hider as a wild card survival option that would become riskier later on. So the town had enough "defense" to grant some spot on barriers if needed but some had their costs and/or would become less and less effective over time - so they were questionable about their efficacy and would also cause eyebrows to be raised due to their amount, leading people to debate. We didn't give them Detective 'cause we didn't want to give the town some 'confirmations' that would serve nothing later on ('innoncent' on the Apprentice, or a possible Boss if Detective was in-game), and instead, we gave town 2 Spies (a Sane and an Insane ones) so they could both serve the town but also cast doubts scums could work with. The Restless Spirit/Sickly and the Noble was also to empower the town a bit but at the same time to give the scums enough margin to throw shade on others. The Avenger as an offense bit, with less power than a daytime killer, would have since he gotta die first to then kill, and Necro as a way to revamp anything useful that was prematurely lost - but with a limited scope.

We wanted all pairs to have roles they'd have something to discuss during the game, so engagement among them would be there and they could strategize at some level with any of those roles, but still wanted to keep the setup with a low level of complexity since, again, it's a 101 game.

And that's basically it~
 
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