I've been unable to complete a Mafia game for a long time, but I feel like I want to make this thread and post setups that I created/designed/almost ran but never did. Maybe it might give you some ideas for a setup you'd like to run, or a role you'd like to make. I think people would have really enjoyed these setups if I had run them, I was just never able to get back into the game (as much as I wanted to and as much as I tried, I would always lose interest or recover disillusion). And maybe I might be able to talk with old bros again.
The first I'd like to post is the setup I created for
Fullmetal Alchemist: Brotherhood Mafia
[y] Denotes "State Alchemist" (Killable by Scar)
[x] Denotes NOT "State Alchemist" (Immune to Scar)
[Character Name] at the end of an independent role indicates their Safe-claim
Town:
[y]01. Edward Elric, the Fullmetal Alchemist (Town Super-Tracker Sibling)
[x]02. Alphonse Elric (Town Bulletproof Sibling)
[y]03. Colonel Roy Mustang, the Flame Alchemist (Town Vigilante)
[x]04. Lieutenant Colonel Maes Hughes (Town Cop)
[y]05. Dr. Tim Marcoh, the Crystal Alchemist (Town Doctor)
[x]06. Van Hohenheim (Town Watcher)
[y]07. Shou Tucker, the Sewing-Life Alchemist (Town Vanilla)
[x]08. Major General Olivier Mira Armstrong (Town Vanilla)
[y]09. Giolio Comanche, the Silver Alchemist (Town Vanilla)
[x]10. Winry Rockbell (Town Vanilla)
Independent 1:
[x]11. Ling Yao (Independent Prisoner's Dilemma Survivor)
[x]12. Greed (Independent Prisoner's Dilemma Survivor)
Independent 2:
[x]13. Scar (Independent Strongman Alchemist-Killer) [Izumi Curtis]
Independent 3:
[y]14. Solf J. Kimblee, the Red Lotus Alchemist (Independent Bulletproof or Serial-Killer) [Lieutenant Riza Hawkeye] or [Brigadier General Basque Grand, the Iron Blood Alchemist]
Mafia:
[y]15. Führer King Bradley / Wrath (Mafia Godfather)
[x]16. Lust (Mafia Roleblocker)
[x]17. Envy (Mafia Puppet-master)
[y]18. Selim Bradley / Pride (Mafia Immobile Goon)
[x]19. Gluttony (Mafia Weak Goon)
Mafia Safeclaims:
Major Alex Louis Armstrong, the Strong Arm Alchemist
May Chang
Dr. Pinako Rockbell
Second Lieutenant Jean Havoc
Rosé Thomas
Sample Role PM: Isaac McDougal, the Freezing Alchemist (Town Vanilla)
Some quick role descriptions:
01 and 02 were siblings - if one died, the other would die, and they were masoned together and their alignments were confirmed to each other. The idea being that a well played duo would be able to use the information gleaned by 01's super tracking powers (see who someone visits and ALSO what they do to that person ie "x investigated y," "x roleblocked y," etc.) while diverting any attracted nightkill attention towards 02. In this way, they could investigate who they were suspicious of and safely come out with their investigations without fear of reprisal - as long as they played well. A fitting combination for the Elric brothers, in my opinion.
03 would have burned people to death in his flavor nightkills, possibly worrying the town about an arsonist of some kind, although most knowledgeable players would recognize Colonel Mustang's fire as a good thing, it would still always allow for an accusation of an arsonist with a mustang safe-claim as well as create good gameplay doubt.
11 and 12 were a probably controversial role that i designed, the Prisoner's Dilemma Survivors. I always wanted to find a way to legitimize the Survivor role (which frankly is an awful role), and here was a way that I thought I did it, or at least I did it in a way that would be interesting once AND was fitting with FMA:B flavor- Ling Yao and Greed occupy the same body, but they both want control over it. So Prisoner's Dilemma was fitting IMO. Anyways: the players were life-linked like siblings who were masoned together, if one was night-killed or lynched, they both died and therefore both lost. Each night, the two would individually submit either COOPERATE or COMPETE. If both players submitted COOPERATE, they would both become night-kill immune that night. If one player submitted COMPETE and another COOPERATE, the competitor would be night-kill immune but the cooperator would not, and if the cooperator died that night, the competitor would win. And if both players submitted COMPETE, neither would get immunity and if either one died, they would both die and lose. So as one of these roles, you could win if you betrayed your teammate cunningly, or you could win in the long haul by working together with them and surviving until end-game. I like to think that I did a good job making a successful backstab worth more than successful cooperation worth more than two failed backstabs, aka prisoner's dilemma. Also, neither of these players had safe-claims, which might put Greed at a very small disadvantage to Ling Yao, which could give Greed a worrying reason to backstab. These roles were the game within the game, really. If they won, they exited the game immediately.
13 could choose a player each night to kill - if they were a State Alchemist, he would strongarm kill them no matter their protection; if they were not a State Alchemist, or he was roleblocked, he would not kill them. If all State Alchemists died while he was alive, he won and exited the game immediately.
14 was like Carnage from EE's Spider-Manfia: he could either kill at night, or he could stay home at night and be bulletproof. He wanted to be the last man standing. Probably the hardest role to win as, but probably the most fun to play.
15-19 were the mafia with some interesting mechanics. the Weak Goon is kind of like a blood-sucker type character: each night, he needed to make the night kill, and if he failed to make a night-kill, he would die. So he would be the night-killer until he failed, and then the Mafia could use their Puppet Master: a character who forces one player to, in addition to all of their other night actions, kill a second player as the mafia night-kill (which would screw that player via a watcher, but possibly not via the super-tracker). Any player on the mafia side could be chosen as the player to make the nightkill except the Immobile goon (even if he were the last mafia left, he could not nightkill).
I think I did a great job creating a very interesting setup that would be fun for each player and also very loyal to the FMA:B theme. Each character's role was derived from that character's powers or actions from the show and not just randomly assigned - the flavor was meaningful, which was a way that I usually designed my games. For example, Maes Hughes was the cop because he was the one to figure out the whole scandal first - and therefore his flavor said that each night he looked for Ouroboros tattoos that determined guilt on a player - and the Godfather's tattoo was hidden under his eyepatch, so he would be the godfather. I also toyed with the idea of Hoenheim being a commuter traveling from East to West, but I decided the town had enough powers.
Here are some examples of how the PMs were written:
Name: Edward Elric
Role: Town Tracker Sibling
Flavor: You are Edward Elric, also known as the Fullmetal Alchemist. While you were still young, your father, a legendary and accomplished alchemist, left your family. You took to alchemical studies easily, as did your little brother Alphonse. When your mother passed away from illness, the two of you vowed to bring her back to life through human transmutation - a terrible taboo of alchemy - and it backfired horrendously. Your left leg was taken from you, and your brother’s body was taken from him; you sacrificed your own leg to fix Alphonse’s body to a suit of armor, and the two of you slowly recovered. You have now become a State Alchemist - a dog of the military - so that you may reap the benefits of their resources and research. It is now your goal to discover the secret behind the legendary alchemical item, the Philosopher’s stone, so that you can restore your limbs and return your brother to his body.
Active Abilities: (1) Each night, you may choose one player to investigate. You will be told who that player visited that night.
Passive Abilities: (1) You are life-linked to your brother, Alphonse Elric, town bulletproof sibling. If one of you dies, the other also dies. The two of you may communicate at any time by any means outside the game thread. (2) You are a State Alchemist and as such can be identified as such.
Win Condition: You are town aligned and win when all threats to the town have been eliminated.
Name: Maes Hughes
Role: Town Cop
Flavor: You are Lieutenant Colonel Maes Hughes, an investigative officer in the Amestrian Military. You are an extremly kind person, almost forcefully hospitable, with everyone else’s happiness at the forefront of your mind. You absolutely love your wife and daughter and will take any moment to show pictures of them to anyone you meet. You are the best friend of Colonel Roy Mustang and serve as his rock, as you will see him become Führer one day. Underneath all of your care and love, however, does lie a keen investigative eye, and you have discovered a secret plot inside the military that involves what you have identified as the Ouroboros tattoo.
Active Abilities: (1) Each night, you may choose one player to search for a Ouroboros tattoo. You know that the presence of a tattoo confirms an anti-town alignment.
Passive Abilities: You have no passive abilities or traits.
Win Condition: You are town aligned and win when all threats to the town have been eliminated.
Anyways, I'll probably post another setup the night time I have computer time, which is not a lot lately, but I'm available to answer questions through my phone's browser all the time. I hope you enjoyed reading about this setup. I have a lot of others... a huge LOTR setup, Donkey Kong setup, Spartacus Blood and Sand, Game of Thrones, Final Fantasy Tactics, Bubblegum Crisis Tokyo 2040, ATHF, Avatar the Last Airbender, Baccano, Eternal Sonata, the Boondocks, The Departed, The Legend of Zelda, Death Note, etc. So if you're interested in any of those or any of the other innumerable setups I may have mentioned to you in the past, feel free to request them.
<3 you guys. Thanks for reading.
The first I'd like to post is the setup I created for
Fullmetal Alchemist: Brotherhood Mafia
[y] Denotes "State Alchemist" (Killable by Scar)
[x] Denotes NOT "State Alchemist" (Immune to Scar)
[Character Name] at the end of an independent role indicates their Safe-claim
Town:
[y]01. Edward Elric, the Fullmetal Alchemist (Town Super-Tracker Sibling)
[x]02. Alphonse Elric (Town Bulletproof Sibling)
[y]03. Colonel Roy Mustang, the Flame Alchemist (Town Vigilante)
[x]04. Lieutenant Colonel Maes Hughes (Town Cop)
[y]05. Dr. Tim Marcoh, the Crystal Alchemist (Town Doctor)
[x]06. Van Hohenheim (Town Watcher)
[y]07. Shou Tucker, the Sewing-Life Alchemist (Town Vanilla)
[x]08. Major General Olivier Mira Armstrong (Town Vanilla)
[y]09. Giolio Comanche, the Silver Alchemist (Town Vanilla)
[x]10. Winry Rockbell (Town Vanilla)
Independent 1:
[x]11. Ling Yao (Independent Prisoner's Dilemma Survivor)
[x]12. Greed (Independent Prisoner's Dilemma Survivor)
Independent 2:
[x]13. Scar (Independent Strongman Alchemist-Killer) [Izumi Curtis]
Independent 3:
[y]14. Solf J. Kimblee, the Red Lotus Alchemist (Independent Bulletproof or Serial-Killer) [Lieutenant Riza Hawkeye] or [Brigadier General Basque Grand, the Iron Blood Alchemist]
Mafia:
[y]15. Führer King Bradley / Wrath (Mafia Godfather)
[x]16. Lust (Mafia Roleblocker)
[x]17. Envy (Mafia Puppet-master)
[y]18. Selim Bradley / Pride (Mafia Immobile Goon)
[x]19. Gluttony (Mafia Weak Goon)
Mafia Safeclaims:
Major Alex Louis Armstrong, the Strong Arm Alchemist
May Chang
Dr. Pinako Rockbell
Second Lieutenant Jean Havoc
Rosé Thomas
Sample Role PM: Isaac McDougal, the Freezing Alchemist (Town Vanilla)
Some quick role descriptions:
01 and 02 were siblings - if one died, the other would die, and they were masoned together and their alignments were confirmed to each other. The idea being that a well played duo would be able to use the information gleaned by 01's super tracking powers (see who someone visits and ALSO what they do to that person ie "x investigated y," "x roleblocked y," etc.) while diverting any attracted nightkill attention towards 02. In this way, they could investigate who they were suspicious of and safely come out with their investigations without fear of reprisal - as long as they played well. A fitting combination for the Elric brothers, in my opinion.
03 would have burned people to death in his flavor nightkills, possibly worrying the town about an arsonist of some kind, although most knowledgeable players would recognize Colonel Mustang's fire as a good thing, it would still always allow for an accusation of an arsonist with a mustang safe-claim as well as create good gameplay doubt.
11 and 12 were a probably controversial role that i designed, the Prisoner's Dilemma Survivors. I always wanted to find a way to legitimize the Survivor role (which frankly is an awful role), and here was a way that I thought I did it, or at least I did it in a way that would be interesting once AND was fitting with FMA:B flavor- Ling Yao and Greed occupy the same body, but they both want control over it. So Prisoner's Dilemma was fitting IMO. Anyways: the players were life-linked like siblings who were masoned together, if one was night-killed or lynched, they both died and therefore both lost. Each night, the two would individually submit either COOPERATE or COMPETE. If both players submitted COOPERATE, they would both become night-kill immune that night. If one player submitted COMPETE and another COOPERATE, the competitor would be night-kill immune but the cooperator would not, and if the cooperator died that night, the competitor would win. And if both players submitted COMPETE, neither would get immunity and if either one died, they would both die and lose. So as one of these roles, you could win if you betrayed your teammate cunningly, or you could win in the long haul by working together with them and surviving until end-game. I like to think that I did a good job making a successful backstab worth more than successful cooperation worth more than two failed backstabs, aka prisoner's dilemma. Also, neither of these players had safe-claims, which might put Greed at a very small disadvantage to Ling Yao, which could give Greed a worrying reason to backstab. These roles were the game within the game, really. If they won, they exited the game immediately.
13 could choose a player each night to kill - if they were a State Alchemist, he would strongarm kill them no matter their protection; if they were not a State Alchemist, or he was roleblocked, he would not kill them. If all State Alchemists died while he was alive, he won and exited the game immediately.
14 was like Carnage from EE's Spider-Manfia: he could either kill at night, or he could stay home at night and be bulletproof. He wanted to be the last man standing. Probably the hardest role to win as, but probably the most fun to play.
15-19 were the mafia with some interesting mechanics. the Weak Goon is kind of like a blood-sucker type character: each night, he needed to make the night kill, and if he failed to make a night-kill, he would die. So he would be the night-killer until he failed, and then the Mafia could use their Puppet Master: a character who forces one player to, in addition to all of their other night actions, kill a second player as the mafia night-kill (which would screw that player via a watcher, but possibly not via the super-tracker). Any player on the mafia side could be chosen as the player to make the nightkill except the Immobile goon (even if he were the last mafia left, he could not nightkill).
I think I did a great job creating a very interesting setup that would be fun for each player and also very loyal to the FMA:B theme. Each character's role was derived from that character's powers or actions from the show and not just randomly assigned - the flavor was meaningful, which was a way that I usually designed my games. For example, Maes Hughes was the cop because he was the one to figure out the whole scandal first - and therefore his flavor said that each night he looked for Ouroboros tattoos that determined guilt on a player - and the Godfather's tattoo was hidden under his eyepatch, so he would be the godfather. I also toyed with the idea of Hoenheim being a commuter traveling from East to West, but I decided the town had enough powers.
Here are some examples of how the PMs were written:
Name: Edward Elric
Role: Town Tracker Sibling
Flavor: You are Edward Elric, also known as the Fullmetal Alchemist. While you were still young, your father, a legendary and accomplished alchemist, left your family. You took to alchemical studies easily, as did your little brother Alphonse. When your mother passed away from illness, the two of you vowed to bring her back to life through human transmutation - a terrible taboo of alchemy - and it backfired horrendously. Your left leg was taken from you, and your brother’s body was taken from him; you sacrificed your own leg to fix Alphonse’s body to a suit of armor, and the two of you slowly recovered. You have now become a State Alchemist - a dog of the military - so that you may reap the benefits of their resources and research. It is now your goal to discover the secret behind the legendary alchemical item, the Philosopher’s stone, so that you can restore your limbs and return your brother to his body.
Active Abilities: (1) Each night, you may choose one player to investigate. You will be told who that player visited that night.
Passive Abilities: (1) You are life-linked to your brother, Alphonse Elric, town bulletproof sibling. If one of you dies, the other also dies. The two of you may communicate at any time by any means outside the game thread. (2) You are a State Alchemist and as such can be identified as such.
Win Condition: You are town aligned and win when all threats to the town have been eliminated.
Name: Maes Hughes
Role: Town Cop
Flavor: You are Lieutenant Colonel Maes Hughes, an investigative officer in the Amestrian Military. You are an extremly kind person, almost forcefully hospitable, with everyone else’s happiness at the forefront of your mind. You absolutely love your wife and daughter and will take any moment to show pictures of them to anyone you meet. You are the best friend of Colonel Roy Mustang and serve as his rock, as you will see him become Führer one day. Underneath all of your care and love, however, does lie a keen investigative eye, and you have discovered a secret plot inside the military that involves what you have identified as the Ouroboros tattoo.
Active Abilities: (1) Each night, you may choose one player to search for a Ouroboros tattoo. You know that the presence of a tattoo confirms an anti-town alignment.
Passive Abilities: You have no passive abilities or traits.
Win Condition: You are town aligned and win when all threats to the town have been eliminated.
Anyways, I'll probably post another setup the night time I have computer time, which is not a lot lately, but I'm available to answer questions through my phone's browser all the time. I hope you enjoyed reading about this setup. I have a lot of others... a huge LOTR setup, Donkey Kong setup, Spartacus Blood and Sand, Game of Thrones, Final Fantasy Tactics, Bubblegum Crisis Tokyo 2040, ATHF, Avatar the Last Airbender, Baccano, Eternal Sonata, the Boondocks, The Departed, The Legend of Zelda, Death Note, etc. So if you're interested in any of those or any of the other innumerable setups I may have mentioned to you in the past, feel free to request them.
<3 you guys. Thanks for reading.