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  #1  
Old 07-01-2018, 11:20 PM
Keldeo's Avatar
Keldeo Keldeo is offline
Flower Paradise
 
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Default Double-Take Mafia

Here's an experimental game for 7 players!

The "double" mechanic is that each player has two abilities, and when a player is killed for the first time, they're not eliminated - instead, they lose one of their abilities, and that ability is revealed anonymously in the thread. When a player has lost both their abilities, their alignment and both abilities are revealed, and they are eliminated from the game, i.e. they're killed for real and can't post any more. The abilities are lost in the same order that they're listed in the role PMs, so the first ability in each role PM will be lost and revealed first. There may also be parts of the role PM in curly braces {}, which will be redacted when the role is revealed.

an example
Say a player gets the following role PM:

Quote:
Name,

You are the Example. You are aligned with the Town: you win when all Mafia-aligned players have been eliminated.

You have access to the following abilities. The first time you're killed, you will lose access to the first ability listed here. The second time you're killed, you will lose access to the second ability listed here and be eliminated from the game. Text in curly braces {} won't be revealed.

- Ability 1: (active, single target) Does something. {This is hidden text that won't show up when this role is revealed.}

- Ability 2: (passive) Does something else.
If they were killed in the night or lynched, this message would show up in the resulting update.

Quote:
Someone lost the following ability:

Quote:
Ability 1: (active, single target) Does something. {...}
If they were killed again, this message would show up, and they'd no longer be able to post in the thread, vote, etc.

Quote:
[Name] has been eliminated. [Name] was Town and had the following abilities:

Quote:
Ability 1: (active, single target) Does something. {...}

Ability 2: (passive) Does something else.

Because of this mechanic, mafia may not necessarily have roles associated with the mafia alignment, and similarly town may not have roles typically found on town. The mafia can also use their abilities at the same time as the kill. I tried to keep this in mind when designing the setup so that it hopefully isn't too unbalanced, but I don't know how this will turn out so keep that in mind if you want to sign up.

Other than that, typical rules - no outside communication unless you have an ability that lets you do that, no posting screenshots of things related to the game, unlimited abstains, and a tied lynch vote results in a no lynch. Phase lengths will probably be 72-hour nights and 96-hour days, unless people want them to be shorter or longer.
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  #2  
Old 07-02-2018, 01:21 AM
Eifie's Avatar
Eifie Eifie is offline
oh man, good times.
 
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Default Re: Double-Take Mafia

Quote:
Originally Posted by Keldeo View Post
Phase lengths will probably be 72-hour nights and 96-hour days, unless people want them to be shorter or longer.
I am in favour of not having night phases that last a gajillion years!
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  #3  
Old 07-02-2018, 09:53 AM
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sanderidge sanderidge is offline
sandslash sandpan
 
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Default Re: Double-Take Mafia

let's have nights that z o o m
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sandshrewnoibatsandshrew-alola
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  #4  
Old 07-03-2018, 05:07 AM
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Stryke Stryke is offline
The finchiest of widgets
 
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Default Re: Double-Take Mafia

For some reason the moment I saw this threads title all I could think about was this song.
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  #5  
Old 07-06-2018, 01:09 AM
Keldeo's Avatar
Keldeo Keldeo is offline
Flower Paradise
 
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Default Re: Double-Take Mafia

Okay, that's seven! I'll send out role PMs and post the game thread tonight.

Quote:
Originally Posted by Eifie View Post
I am in favour of not having night phases that last a gajillion years!
Quote:
Originally Posted by sanderidge View Post
let's have nights that z o o m
Let's start with 48 hour nights, then, and if everyone gets their actions in early, they can get shorter.
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