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Posted: Mon Feb 01, 2010 5:39 am
 This will be a breakdown on the mechanics of a Mafia game, and a quick how-to on shaping the game into a themed one. It is a work-in-progress so if you have anything to add, feel free to.
Jump To: Basic Roles Advanced Roles Custom Roles Game Size and Length Game Mechanics
For some reason these links all open in a new tab for me even though they're the same thread. :/ I'll do my best to figure out how to fix that.

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Posted: Mon Feb 01, 2010 5:49 am
 1. Basic Roles
Basic Town Side Roles Doctor - Protects one person a night. Is usually unable to protect from serial killers. Cop - Investigates one person a night and learns their role. Sometimes referred to as 'Seer'. Vigilante - Able to make one kill a night. Is usually unable to kill serial killers.
Basic Mafia Side Roles Mob Boss - Responsible for sending in the vote for the Mafia side lynch. Replaced upon death. Some games go without and allow the mafia to come to a consensus.
Basic Sideless Roles Serial Killer - Kills one person a night. Wins if everyone else dies. Usually immune to all kills beside lynch.
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Posted: Mon Feb 01, 2010 5:57 am
 2. Advanced Roles
Advanced roles do not necessarily have a predetermined side, but due to game size they will most likely be town side. Careful not to overpower or underpower a certain side when you're implementing these!
Dancer - Stops one person daily from using their role. Sometimes referred to as 'role blocker'. Psychic - Stops one person daily from voting. (Variation: changes their vote.) Sometimes referred to as 'vote blocker'. Mad Scientist - Random effect (kill, investigate, protect, or roleblock) on target. Spy - A Mafia member who, if investigated, turns up town. (Variation: Town member who turns up Mafia.) Friends - Town members who start the game knowing each other's innocence. Usually 3 people. Sometimes referred to as 'masons'. Siblings - A two-person variation on the Friends. They do not necessarily have to be on the same team, and they may even have an additional role, but if one dies, the other commits suicide the following night. Sometimes referred to as 'lovers'.
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Posted: Mon Feb 01, 2010 6:02 am
 3. Custom Roles
Custom roles are roles specific to your game whose abilities do not fit into an aforementioned niche. Try to explain these to the best of your abilities and be prepared to answer players' questions about the roles until the game becomes familiar. Take extra care to get feedback on these roles before you run the game, as they can be unintentionally gamebreaking.
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Posted: Mon Feb 01, 2010 6:09 am
 4. Game Size and Game Length
A game's size is directly proportionate to its length, due to the amount of people who need to die for a victory to be decided. Ideally you want somewhere around 20 people for a game that will last about a week. The approximate ratio of town to mafia should be 3:1 and there should never be more than one serial killer.
The amount of killing, protecting, and roleblocking roles you add also has an effect on game length. Try not to make a game that could potentially play out longer than you are willing or able to host.

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Posted: Mon Feb 01, 2010 6:10 am
 5. Game Mechanics
Day and Night Phase It is my personal preference to exclude night phase as it curbs discussion at a time when people want to discuss. I find it promotes more activity to have all kills come in at end of day and begin the next day immediately. If you are going to have a night phase, try to keep it short.
Deciding Roles Roles are to be decided randomly, no exceptions. I found a great online tool that will randomly assign roles for you if you don't feel like picking them out of a hat.

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Posted: Mon Feb 01, 2010 6:12 am
 6. Reserved for expansion

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Posted: Mon Feb 01, 2010 6:13 am
 7. Reserved for expansion

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