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Kdub

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Revision as of 06:28, 29 November 2010 by 67.188.35.43 (talk)
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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)

- 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.


Completed 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


Games In Progress

Reckamonic’s Ocarina of Time Mafia


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)