• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Mini Mafia Game Thread | Newbies are welcome! | Town wins Gheb's game | Zen next to host!

Status
Not open for further replies.

ranmaru

Smash Legend
Joined
Feb 10, 2008
Messages
13,297
Switch FC
SW-0654 7794 0698
We are not able to read at a 3rd grade level. For that reason... We shall be...



HOOKED ON PHONICS *until further notice
 

Jdietz43

BRoomer
BRoomer
Joined
Apr 3, 2008
Messages
2,625
Location
Milwaukee
My only advice is just to ask Ran questions and take it slower. You made half the decisions including the cop choice before I even got to the game lol.
 

ranmaru

Smash Legend
Joined
Feb 10, 2008
Messages
13,297
Switch FC
SW-0654 7794 0698
I'll take the wheel and you sit back. Yet I won't press the gas until you say "My body is ready"
 

Jdietz43

BRoomer
BRoomer
Joined
Apr 3, 2008
Messages
2,625
Location
Milwaukee
Hmm alright.

I'll get my stuff on it together real quick.




It's going to be a Cult vs. Town setup as a semi-experimental.
 

Jdietz43

BRoomer
BRoomer
Joined
Apr 3, 2008
Messages
2,625
Location
Milwaukee
I know the concept has it's flaws lol, but I would like to try it once for better or worse. A mini is the perfect setting.

It'll be an open setup and people know it going in so that eliminates a small amount of the "ugh alignment changing" hopefully.


I've just got to run the numbers real quick to see how many people makes for the most reasonable game.
 

#HBC | Gorf

toastin walrus since 4/20 maaaan
Joined
Apr 10, 2009
Messages
6,563
Location
Jacksonville, FL
Max players allowed - 2 vt

1 town cult identifier

1 cultist

That's what I think would be best. The cult identifier would be cultable too. Must lynch all cult members to win.

No matter what you're gonna have some ****ed numbers for town cuz of the max cap for minis being small.
 

~ Gheb ~

Life is just a party
Joined
Jun 27, 2008
Messages
16,916
Location
Europe
Just remember that 7 players is the maximum. Your best bet would probably be 1 Mafioso [Roleblocker], 1 Cult Leader and 5 Townies [Shrink, Doc + 3 Vanillas].

:059:
 

Jdietz43

BRoomer
BRoomer
Joined
Apr 3, 2008
Messages
2,625
Location
Milwaukee
I'm thinking it will either be a pretty vanilla setup with a comparison cop and townies vs a cult leader (6v1) and we all just admit that it'll be a little wonky numberwise for cult at the start as usual

OR

we can go whole hog and try something experiment-y where potentially the cult starts with two members and recuits every other night but lynches don't kill town only cult (which will probably make for a fairly high number of days to the game)


Yo' folk's choice of how much you want to put up with, I've got flavor to match for both styles.
 

Jdietz43

BRoomer
BRoomer
Joined
Apr 3, 2008
Messages
2,625
Location
Milwaukee
Well how does the setup you suggested work exactly then, how does the mafia roleblocker play into it

I've actually put some thought into the second one and it isn't as bad as it sounds, important part being there is no leader to speak of so any cult can recruit every other time as long as they're alive, it basically just makes the game "hit two cultists in a row at some point to win" with a temporary clear when you miss on the alternate days. But there's no D1 solution of killing the only cultist. (calculations pending)

It's honestly that sort of non-kill mechanic that I wanted to get a balance feel for by running a cult mini to decide if a concept I have for a DeathNote Lie Detector-like experimental in the future is sound or not


EDIT: Doing the math, it's actually more like "three strikes you're out" for town. If at any time they choose incorrectly three times overall they've lost. Town can win in as little as two phases if they're amazing, otherwise the game will drag out and require them to hit cult an additional time for every failure, capping at 4 correct choices total versus 3 mistakes.

It might be balanced with a comparison cop or shrink to help get the game started on the right foot early, otherwise it's probably an exhausting battle against probability that's too much to ask for out of a town.

I would fault no one for telling me to shove it on that setup idea, but it would be interesting to me personally so I had to at least voice it as a possibility. I have no qualms running either the 6v1 or the 5v1v1 Gheb variant assuming that's of proven better balance.
 
Last edited:

Jdietz43

BRoomer
BRoomer
Joined
Apr 3, 2008
Messages
2,625
Location
Milwaukee
For the record If people go for the complex idea, it'd likely be:

Comparison Cop
4 VTs
vs.
2 Even Night Cultists

Lynches can only kill cult members.



It's damn complicated mafia majority math behind the setup though, so be my guest on checking my work.

Once again, up to run vanilla cult or 5v1v1 if people truly hate the idea; so tell me what you think and we'll go with what the majority is comfortable playing.
 
Last edited:

~ Gheb ~

Life is just a party
Joined
Jun 27, 2008
Messages
16,916
Location
Europe
Suggestion #1: 1 Cult Leader vs 1 Comparison Cop & 5 Vanilla Townies

A vanilla-heavy approach is alright but I feel like the absence of a mafia faction [and therefore of the NK] makes this game lame and unfun because the ideal play for townies would be to wait and get recruited. Coparison Cop is also not very interesting in this setup because two factions isn't that much and doesn't require a lot of deduction. I greatly dislike the fact that a setup of 7 players can possibly end on the very first day.


Suggestion #2: 2 Even Night Cultists vs 1 Comparison Cop & 4 Vanilla Townies

Has nearly the same issues as suggestion #1. The comparison cop is somewhat more interesting but the setup just doesn't make sense as a whole. Two recruiters of the same alignment yet in opposing factions? How is an endgame scenario supposed to work? Which Cult will endgame the other? What if both cult leaders target the same player? What if the cult leader recruits the cult member of the opposing cult faction?


Suggestion #3: 1 Mafia RB vs 1 Cult Leader vs 1 Comparison Cop, 1 Shrink, 1 Doctor, 2 Vanilla Townies

At least one mafioso is a must-have imo. I chose roleblocker because he can limit the cult leader's recruitment choice and mess with the town PRs. Shrink is also highly recommended as town would get torn apart without him. Doctor and Comparison Cop are both good roles to have in this setup and synergize well with the powers of the Mafioso and the Cult recruiter.



Ultimately, this is all my personal opinion based on years of experience. I approve of the attempt to implement a Cult and want the setup to be as good as possible with 7 players. I think anybody who wants to join the game should feel free to voice their opinions as well.

:059:
 

Jdietz43

BRoomer
BRoomer
Joined
Apr 3, 2008
Messages
2,625
Location
Milwaukee
You misunderstand the intention of having 2 cultists to begin with in the second setup. They're aligned and working together for the same cult faction, there simply isn't a leader system for recruitment: instead the concept is any remaining cult can recruit during Even nights as if it were a mafia nightkill in a pool of goons. (That being to prevent the game from literally stopping once the cult leader is killed, as it'd be impossible to mislynch under the mechanics I proposed)
 

~ Gheb ~

Life is just a party
Joined
Jun 27, 2008
Messages
16,916
Location
Europe
You misunderstand the intention of having 2 cultists to begin with in the second setup. They're aligned and working together for the same cult faction, there simply isn't a leader system for recruitment: instead the concept is any remaining cult can recruit during Even nights as if it were a mafia nightkill in a pool of goons. (That being to prevent the game from literally stopping once the cult leader is killed, as it'd be impossible to mislynch under the mechanics I proposed)
I'm still not impressed because it's hardly an improvement compared to the first setup and I still consider the absence of a mafioso to be problematic.

:059:
 

Jdietz43

BRoomer
BRoomer
Joined
Apr 3, 2008
Messages
2,625
Location
Milwaukee
I'm still not impressed because it's hardly an improvement compared to the first setup and I still consider the absence of a mafioso to be problematic.

:059:
It prevents cult from losing D1 while not making it unwinnable for town. That's the entire intent of that variation really. Comparison cop simply because I find a straight "Yes or no" cult finding role lame.
 

Jdietz43

BRoomer
BRoomer
Joined
Apr 3, 2008
Messages
2,625
Location
Milwaukee
Tell me though, why do you feel like having a mafia present is an integral part of the setups? Is it because you're worried about town not being motivated to stop the cult otherwise?
 

~ Gheb ~

Life is just a party
Joined
Jun 27, 2008
Messages
16,916
Location
Europe
The presence of a mafia is integral in *any* mafia setup. I've played games with no mafia but 2 or 3 indies and they were ****ing ********.

:059:
 

Jdietz43

BRoomer
BRoomer
Joined
Apr 3, 2008
Messages
2,625
Location
Milwaukee
Ok but there has to be a reasoning for that. What makes the cultists acting as a alignment changing body instead of a killing force as town's obstacle change the fundamentals of the game versus a game where a mafia is also present in the mix. The most I can see from it is it's disheartening knowing it's possible to personally win without finding anyone due to an alignment change whereas with a mafia they at least have one hurdle to overcome either way, is that what you're saying?

I mean I'm literally running this as a reason to explore cult mechanics and decide if they'd ever be workable in an experimental or if they should be left to the realm of non-serious games, so this is exactly the kind of thing I was hoping to discuss.
 

~ Gheb ~

Life is just a party
Joined
Jun 27, 2008
Messages
16,916
Location
Europe
Fwiw, my next small game in the "official" queue is a semi-open setup with a cult in it. It's definitely not a joke.

Can't explain though why it doesn't work without a mafia. I've never really thought about it because it wasn't needed. All I can say about it is that it greatly limits the motivation of players - mainly the townies - to actually do anything.

:059:
 

Jdietz43

BRoomer
BRoomer
Joined
Apr 3, 2008
Messages
2,625
Location
Milwaukee
Yeah, that's about what I could see for drawbacks. Just checking in case you had some other insights on why that would be. Also best of luck on that cult inclusive game

Pretty much it's up to the motivations of the group who signs up, I'll run either. If they think they can keep motivated and not play intentionally anti-town with straight Town vs Cult then I'm up for it, otherwise we can run the mafia inclusive style.
 

Xatres

BRoomer
BRoomer
Joined
Sep 3, 2010
Messages
992
Location
Morrisville, NC
NNID
Xatres17
So... my computer died. Posting from a new one.

Disappointed how the last game ended. I would like to think that the fact I was pressing for Ran to vote would have given him enough to tilt the vote in my favor, but alas and alack, it was not meant to be. The take away for me is something I've known about my mafia play for a long time: Even when I have enough evidence to convict someone, I have trouble getting people to follow me. Not sure if I need to change my play somehow or just wait around for people to figure out that I'm trustworthy.

As far as the cultist game goes... eh... I've never played one to see how it would turn out, but I see the inherent flaws in the setup. A basic rule for designing mafia games is that the number of lynches for town victory should equal the number of mislynches for a town loss. So if it takes 1 lynch to win the game, then it should take 1 mislynch to lose. If it takes 2 lynches to win, then it should take 2 mislynches to lose.

The trick with cultists is that you can increase the number of required lynches while decreasing the number of required mislynches. I think the even-night mechanic definitely helps tip the balance back in town's favor, but it still creates a situation where it could easily take 3 correct lynches for a town win, but only 2 mislynches for a town loss.
 

Jdietz43

BRoomer
BRoomer
Joined
Apr 3, 2008
Messages
2,625
Location
Milwaukee
The trick with cultists is that you can increase the number of required lynches while decreasing the number of required mislynches. I think the even-night mechanic definitely helps tip the balance back in town's favor, but it still creates a situation where it could easily take 3 correct lynches for a town win, but only 2 mislynches for a town loss.
I did the math, and it's always 3 mislynches for a Town loss in the Even Night, no townkill setup. Town can win in as few as 2 lynches if they get lucky early, but for every mislynch they attempt they need another correct lynch in total to win due to cult recruitment. (so if they miss twice off the bat they have to lynch correctly 4 times overall to pull out the win, which is a bit tough but doable. If they miss once, they have to succeed three times overall. It's hard but they have a cop and a one day clear every time they miss on odd days. Most importantly to me though the setup stops cult from losing D1 no matter what. Whether that sounds too hard to people or not I'll leave to you guys to decide)
 
Last edited:

Xatres

BRoomer
BRoomer
Joined
Sep 3, 2010
Messages
992
Location
Morrisville, NC
NNID
Xatres17
Ah, I was missing the no townkill part. I'm not sure how I'd feel about having no killing abilities in the game at all. What exactly happens to people who are correctly lynched? Are they cured? Can they be recruited again?

I could see a game like that running way too long and encouraging players to just wait out recruitment for victory.
 

Gova

I'm goin' for it!
Joined
Jul 16, 2008
Messages
1,274
Location
Austin, TX
NNID
Takicodos
Yeah, I'd advise against a cult game.

That's exactly what happened in Hentai Mafia 2.
 

Jdietz43

BRoomer
BRoomer
Joined
Apr 3, 2008
Messages
2,625
Location
Milwaukee
Cult members would die, town members would be cleared and not die (until such a time cult could recruit them).

And yeah that's the problem we're discussing atm, the potential lack of motivation if people just wait for recruitment.
 

~ Gheb ~

Life is just a party
Joined
Jun 27, 2008
Messages
16,916
Location
Europe
Hentai II was kind of a troll game though and doesn't represent how to balance a game with a Cult in it. Hando's Getting Schooled Mafia is a much better example, though not quite perfect. Had the presence of the Cult been known from the start and had a Shrink been in the game then it would've been a well balanced affair. I definitely think Dietz should go for it.

:059:
 

Jdietz43

BRoomer
BRoomer
Joined
Apr 3, 2008
Messages
2,625
Location
Milwaukee
I think we'll most likely go with the 5v1v1 suggestion and I'll reserve things like the no-kill mechanic for an experimental where that can be number and role balanced better than it can be in a 7 man (calculations on worst case scenarios for 5v1v1 pending)
 

Jdietz43

BRoomer
BRoomer
Joined
Apr 3, 2008
Messages
2,625
Location
Milwaukee
Awesome! That's 3 so far I think. And we'll probably get more now that we have the setup more solidified

1. Red Ryu
2. Nabe
3. Xatres
4.
5.
6.
7.


@ #HBC | Gorf #HBC | Gorf : Personal message from me to you: you're gonna want to be in on this one for flavor alone
 
Status
Not open for further replies.
Top Bottom