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- 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.)
- 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.)


- My personal addition to NAR: If there is an ambiguous situation involving multiple actions of the same priority, the actions in question resolve simultaneously.
- My personal addition to NAR: If there is an ambiguous situation involving multiple actions of the same priority, the actions in question resolve simultaneously.  For example, a jailkeeper and roleblocker target each other.  The Golden Rule does not apply since both actions modify each other.  Since both have equal priority (the jailkeeper's combined action get the priority of the highest-ranked action - the roleblock), they both resolve.  If the roleblocker is targeted for a kill that same night, the jailkeeper protects him.  A tracker targeting one of them will see that player targeting the other.
 
- For roles with actions that do not receive a result or other form of confirmation, I will send those players an "action acknowledged" PM when their action resolves (regardless of whether that action was successful) to confirm that I received their action and processed it.


- If there is a conflict between the rules and what is written in a player's role PM, the role takes precedence.
- If there is a conflict between the rules and what is written in a player's role PM, the role takes precedence.
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- 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.
- 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.
- Mafia members can submit night actions for partners.  The last set of actions I receive before the end of the night phase will be the ones accepted.
 
- Non-investigative roles with an active ability will generally 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).
- 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 "Godfather" role (with no modifiers) implies investigation-immunity only, not kill-immunity.
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- Masons are confirmed town to each other, neighbors are not.
- Masons are confirmed town to each other, neighbors are not.


- Bus drivers may not target themselves.
- Protective roles and bus drivers may not target themselves unless explicitly stated in the role PM.


- 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.
- 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.
- Passive abilities cannot be roleblocked in general.


== Played Games ==
== Played Games ==
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Mini 1338: Cyborgian Reenactment Mafia (replaced Moneybags)
Mini 1338: Cyborgian Reenactment Mafia (replaced Moneybags)


Micro 1: Micro Madness!
Micro 1 - Micro Madness!
 
Micro 20 - Clueless Mafia
 
Micro 73 - Apartment Living Mafia
 
Micro 90 - Tree Stump Mafia, Bonsai Edition
 
Micro 122 - Meister UPick 2.0


Mini 1453 - JobPick Mafia
Micro 199 - Nonsensical Narnia
Micro 203 - Death Note Mafia (replaced NicolBolas)
Mini 1491 - WePick
Mini 1555 - Board Game UPick Mafia
Mini 1566 - Lunar Silver Star Story Complete


== Modded Games ==
== Modded Games ==
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[http://forum.mafiascum.net/viewtopic.php?f=3&t=21932 Chrono Trigger Mafia Resurrection]
[http://forum.mafiascum.net/viewtopic.php?f=3&t=21932 Chrono Trigger Mafia Resurrection]


[http://forum.mafiascum.net/viewtopic.php?f=3&t=31652 Mobile Suit Gundam SEED Mafia]
[http://forum.mafiascum.net/viewtopic.php?f=3&t=47172 Star Wars: Knights of the Old Republic Mafia]


== Future Games ==
== Future Games ==
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(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.)
(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.
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.  Likely going to be broken up into three games, one based on each novel.  Probably won't be run for a while.
 
 
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.


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.  Given how different the Rebuild series is turning out, I may opt to base it on that more than the original series.


Mini theme - haven't decided the flavor yet.  I'm thinking something non-video game related for this one.


[[Category:Scummers]]
[[Category:Scummers]]

Latest revision as of 02:01, 1 July 2014

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.)

- My personal addition to NAR: If there is an ambiguous situation involving multiple actions of the same priority, the actions in question resolve simultaneously. For example, a jailkeeper and roleblocker target each other. The Golden Rule does not apply since both actions modify each other. Since both have equal priority (the jailkeeper's combined action get the priority of the highest-ranked action - the roleblock), they both resolve. If the roleblocker is targeted for a kill that same night, the jailkeeper protects him. A tracker targeting one of them will see that player targeting the other.

- For roles with actions that do not receive a result or other form of confirmation, I will send those players an "action acknowledged" PM when their action resolves (regardless of whether that action was successful) to confirm that I received their action and processed it.

- 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.

- Mafia members can submit night actions for partners. The last set of actions I receive before the end of the night phase will be the ones accepted.

- Non-investigative roles with an active ability will generally 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.

- Protective roles and bus drivers may not target themselves unless explicitly stated in the role PM.

- 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.

- Passive abilities cannot be roleblocked in general.

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 (replaced inHimshallibe)

Revelation Mafia

Cyclic Experimentation Set x02

Choose Your Side: An Epic of Failure

Star Wars Mafia

Kingdom Hearts: Sora's Story Mafia

Mini 1338: Cyborgian Reenactment Mafia (replaced Moneybags)

Micro 1 - Micro Madness!

Micro 20 - Clueless Mafia

Micro 73 - Apartment Living Mafia

Micro 90 - Tree Stump Mafia, Bonsai Edition

Micro 122 - Meister UPick 2.0

Mini 1453 - JobPick Mafia

Micro 199 - Nonsensical Narnia

Micro 203 - Death Note Mafia (replaced NicolBolas)

Mini 1491 - WePick

Mini 1555 - Board Game UPick Mafia

Mini 1566 - Lunar Silver Star Story Complete

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

Chrono Trigger Mafia Resurrection

Mobile Suit Gundam SEED Mafia

Star Wars: Knights of the Old Republic Mafia

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. Likely going to be broken up into three games, one based on each novel. Probably won't be run for a while.

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. Given how different the Rebuild series is turning out, I may opt to base it on that more than the original series.