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Kdub

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Modding Mechanics

This is a list of general game mechanics that apply to all of my modded theme games so that I don't have to keep adding to my rulesets or answer questions about how certain actions/roles will work out. This list will probably grow as I encounter more potential sources of uncertainty or get questions from my players about certain mechanics. If you are playing in a theme game I am modding, you may assume the following mechanics apply unless explicitly stated otherwise in that game's particular ruleset or in your role PM. (Doesn't apply to games I am backup modding. If I am co-modding a game, check that game's particular ruleset to see if these apply or not. If it's not stated explicitly, assume they don't apply.)

- All night actions are resolved using Natural Action Resolution. (Note: The Golden Rule always takes precedence. Many players don't realize this and assume NAR goes straight to the list of actions for ambiguous situations.)

- If there is a conflict between the rules and what is written in a player's role PM, the role takes precedence.

- Players with multiple choices for night actions may only perform one action per night unless otherwise stated in the role PM. Factional kills/abilities may or may not be an exception to this rule, depending on the game.

- Non-investigative roles with an active ability will not be told if their action was successful or not. Investigative roles will be told that they "were unable to determine..." (or something along those lines) if their action was unsuccessful.

- Investigative roles will not have their targets confirmed to them. (For example, I would tell a cop "you determine your target to be...", even if their action was redirected to a player other than their intended target).

- The "Godfather" role (with no modifiers) implies investigation-immunity only, not kill-immunity.

- The "Serial Killer" role (with no modifiers) implies a killing ability only, not immunity of any type.

- Protective abilities block all kill attempts (even stacked attempts) unless explicitly stated otherwise.

- Cop sanities are not confirmed.

- Strongman/juggernaut overcomes protection, roleblocking, and bulletproof abilities, but not hiding/commuting abilities.

- Masons are confirmed town to each other, neighbors are not.

- Bus drivers may not target themselves.

- If an action is blocked or fails for any other reason, it still counts as being "used" for the purposes of limited-shot or non-consecutive abilities.


Played Games

Newbie 754

Open 157 - Vengeful Mafia

Open 149 - Alternating 9P (replaced Empking)

Mini 800 - cr3tin's mafier

Mini 833 - Empire at War

Open 144 - Near-Vanilla

Open 178 - Assassin in the Palace

Mini 824 - Super Smash Bros. Brawl Mafia

Mini 882 - Star Wars: Legacy of the Force Mafia

Mini 841 - Final Fantasy Mafia

Open 187 - Bird C9 (replaced Parts)

Kingdom Hearts Mafia

Open 200 - SCIENCE (replaced SaintKerrigan)

Mini 920 - Portal Mafia

Mini 940 - Avatar Mafia

Mini 969 - Smalltown: Stardust Mafia

Square Enix Mafia I: Diabolus Erus

Mini 979 - Square Enix Mafia II: Siege of Obscurum

Mini 998 - Physics Mafia

Mini 1000 - The Brave and the Beautiful

Square Enix Mafia III: Stigmatic Opera

Mini 1056 - NFL Mafia

Reckamonic’s Ocarina of Time Mafia

Blackest Night Mafia

Square Enix Mafia IV: Monstrum Mayhem

Mini 1136 - Cowboy Bebop Remix

Mini 1143 - Square Enix Mafia V: Radiant Ruins

Nintendo Mafia (replaced Kadersalad)

Square Enix Mafia VI: Fantasy Square

Mini 1191 - The Brave and the Beautiful 2 - Fairy Tales

Dayless Mafia

Brightest Day Mafia, Part 1 (dead; replaced inHimshallibe)

Revelation Mafia

Cyclic Experimentation Set x02 (in progress)

Modded Games

Open 170 - Bird C9

Mafia 103 - Ktown Mafia

Mini 904 - The Chronicles of Narnia: The Lion, the Witch, and the Wardrobe Mafia

Star Wars Mafia

Mini 1034 - Castlevania Mafia (co-modded with MagnaofIllusion)

Mini 1096 - Seinfeld Mafia

Square Enix Mafia Gaiden: The Outsiders

Neon Genesis Evangelion Mafia

Video Game Upick Mafia (in progress)


Future Games

(Note: These are ideas for games that I may (or may not) run at some point in the future, and are in various stages of planning/development.)

His Dark Materials Mafia - Large theme, probably >25 players. ReaperCharlie and I were working on a setup, but we kept putting it on the backburner because it was getting too complicated and the mechanics and role interactions were just not feeling right to me. The final product may end up looking very different than what we had originally come up with. A possibility is breaking this up into three games, one based on each novel. Probably won't be run for a while.

Chrono Trigger Mafia - Large theme, 25-30 players. I have a basic idea for a setup in place, but no details yet. Haven't decided if I will run this or HDM first. This one probably needs less work than HDM, but getting it all together will probably take a couple months. Will not be called "Chrono Trigger Mafia" to avoid confusion with the previous game that was run in 2006.

Neon Genesis Evangelion Mafia 2? - Large theme. I want to run NGE Mafia again, but make it better. Lots of possibilities, and the setup may not end up looking anything like the original. Probably won't be run for a while, maybe when Rebuild 3.0 comes out.