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== Modding Mechanics == | == Modding Mechanics == | ||
This is a list of general game mechanics that apply to all of my modded 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 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) | 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) | ||
- 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.) |
Revision as of 21:29, 3 December 2010
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)
- 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 are an exception to this rule.
- 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.
- The "Jack-of-All-Trades" role (with no modifiers) implies at least two abilities. All JOAT abilities are one-shot and can include passive abilities (e.g. one-shot kill immunity).
- Protective abilities block all kill attempts (even stacked attempts) unless explicitly stated otherwise.
- Cop sanities are not confirmed.
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 (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)