A Game of Crowns (Mafia)

Oh? I'm not seeing those posts mention 2-person.
It's referring to her saying she's seen only one other person in there. I used supposed both because she (as she mentioned) wouldn't know for sure if there was anyone else and because for the argument I used there the possible existence of silent lurkers is somewhat irrelevant (as it's a bit difficult to be at risk of coordinated cooperation with people you don't know are there who won't talk to you).
 
At this point I would totes get behind a Nictis/Evenstar/Absum towncore but it's too good to be true...

Tonight Ill be rereading the thread and isoing some people
 
At this point I would totes get behind a Nictis/Evenstar/Absum towncore but it's too good to be true...

Tonight Ill be rereading the thread and isoing some people
I can promise you that at least one of those is Town.

Or we're all scum. But hey, Towncore! :V
 
The end of the day seems so far away from the beginning... This game/thread is gonna be loooong. So much has already happened and we're not even halfway through the day.
 
It's referring to her saying she's seen only one other person in there. I used supposed both because she (as she mentioned) wouldn't know for sure if there was anyone else and because for the argument I used there the possible existence of silent lurkers is somewhat irrelevant (as it's a bit difficult to be at risk of coordinated cooperation with people you don't know are there who won't talk to you).

I would guess that it's most likely three people, and one of my neighbours is lurking/hasn't checked into the thread yet. Setup math says two is small and four is big.
 
Is it possible for the maf in this game to NOT be in contact with each other?

Just something I thought of, rereading the game flavor
 
I'd say possible, but not likely. What about the flavor makes you think that?


This part:

A mental interference effect, obstructing the afflicted's ability to distinguish and recognize individuals, thus rendering chains of command impossible and sewing paranoia and distrust.
 
Why do you need to know this?
I might be wildly theorycrafting, but with the emphasis on treachery and the general themes of the setup suggest to me that neighborhoods might be what this game is based around, but that doesn't really make much sense unless yours can grow, seeing as it doesn't have many active people in it. If there was a neighborizor, or if the neighborhood automatically grew (which is why I asked about the setup), it would strengthen that theory for me. Making the basis of the town gameplan being figuring out who to and not to trust enough to bring into the neighborhood seems like a good flavor fit.
 
I might be wildly theorycrafting, but with the emphasis on treachery and the general themes of the setup suggest to me that neighborhoods might be what this game is based around, but that doesn't really make much sense unless yours can grow, seeing as it doesn't have many active people in it. If there was a neighborizor, or if the neighborhood automatically grew (which is why I asked about the setup), it would strengthen that theory for me. Making the basis of the town gameplan being figuring out who to and not to trust enough to bring into the neighborhood seems like a good flavor fit.

That doesn't fit with the flavour I have. I'll elaborate if you want me to, but I'd really prefer not to share.
 
How would that even work? Wouldn't they have to have a way to decide who gets night killed at least?

If the game is neighborhood based, then the Merovin faction and the invaders faction would each start with 2 people, and then each would auto-grow by vote. Bringing into the fold people they believe they can trust.

So each faction may have an investigator type role to help with that.

Invaders would also have an additional vote to night kill someone, because this is still mafia and thus they must be aiming for the king or whatever important PRs the townies have
 
If the game is neighborhood based, then the Merovin faction and the invaders faction would each start with 2 people, and then each would auto-grow by vote. Bringing into the fold people they believe they can trust.

So each faction may have an investigator type role to help with that.

Invaders would also have an additional vote to night kill someone, because this is still mafia and thus they must be aiming for the king or whatever important PRs the townies have

This is known as a Cultafia and it's insanely broken. There's about a zero percent chance of a faction that can both recruit and kill.
 
This is known as a Cultafia and it's insanely broken. There's about a zero percent chance of a faction that can both recruit and kill.

I suppose were gonna have to find out if mafs can NK then, it would illuminate what their true wincon is

of course theres also the flavor about the supposed traitor to consider...
 
I suppose were gonna have to find out if mafs can NK then, it would illuminate what their true wincon is

of course theres also the flavor about the supposed traitor to consider...
I'd say it's extremely likely they can, as people usually broadcast if they're doing a cult game.
 
I'd say it's extremely likely they can, as people usually broadcast if they're doing a cult game.
Usually, but not always. Going by memory, I'll note that Pawn for example ran a game with a Cult and nobody would have known about it if Yugi hadn't gotten lynched Day 1. Less importantly, The Stars Are Right also had a cult that we weren't told of going in. Can't recall any others right now, but it's worth saying... And it's also worth mentioning that Cult's biggest advantage is people not realizing there's a cult.

I don't think it's a cult game, but people trying to assert that it isn't always niggles at my paranoia somewhat.
 
Usually, but not always. Going by memory, I'll note that Pawn for example ran a game with a Cult and nobody would have known about it if Yugi hadn't gotten lynched Day 1. Less importantly, The Stars Are Right also had a cult that we weren't told of going in. Can't recall any others right now, but it's worth saying... And it's also worth mentioning that Cult's biggest advantage is people not realizing there's a cult.

I don't think it's a cult game, but people trying to assert that it isn't always niggles at my paranoia somewhat.
Mm, I forget who, but someone mentioned people not making cult games without telling people in the discord at some point, and thought it was more of a rule than a guideline. If it can still happen, this game might be a good candidate based solely on the flavor. Although, if there are still deaths at night, that theory will sound less possible. Is 17 enough players for cult + SK/other nontown killer?
 
Mm, I forget who, but someone mentioned people not making cult games without telling people in the discord at some point, and thought it was more of a rule than a guideline. If it can still happen, this game might be a good candidate based solely on the flavor. Although, if there are still deaths at night, that theory will sound less possible. Is 17 enough players for cult + SK/other nontown killer?
Cults make things very variable in how things go. More factions is harder to balance. 17 could work for a Cult+SK setup (If the SK is even stronger than usual or the Cult has an in-built weakness) but it's really too tricky to try and guess at by numbers alone.

I doubt there is one, just wanted to keep people wise to the possibility instead of assuming that there is not.
 
Mm, I forget who, but someone mentioned people not making cult games without telling people in the discord at some point, and thought it was more of a rule than a guideline. If it can still happen, this game might be a good candidate based solely on the flavor. Although, if there are still deaths at night, that theory will sound less possible. Is 17 enough players for cult + SK/other nontown killer?
Cult without saying isn't impossible, but it is bastard in a way that these games usually aren't. It's not that having a cult that isn't known from the start is neccesarily unbalanced, but it's actively unfun and that's even worse. I'm not sure about Lostdeviljho's stance on the matter but I know Pawn has been involved in these discussions, so between that and the flavor I'm >90% confident that there isn't a cult.
 
I'd say it's extremely likely they can, as people usually broadcast if they're doing a cult game.

So if I go by the theory you crafted about neighborhoods and try to remain faithful to the flavor, that means town needs to weed out the wolves, that are in disarray, and invite other townies to the group...

Mm, I forget who, but someone mentioned people not making cult games without telling people in the discord at some point, and thought it was more of a rule than a guideline. If it can still happen, this game might be a good candidate based solely on the flavor. Although, if there are still deaths at night, that theory will sound less possible. Is 17 enough players for cult + SK/other nontown killer?

QT was the one that said this couldnt be a cult game

I doubt there is one, just wanted to keep people wise to the possibility instead of assuming that there is not.

!!!

TownNictis, is that you??
 
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