The SV Mafia Megathread

Tee-hee! Honestly, I'd have had a significantly harder time cracking open the setup of the more insane variant, which was, what? 15 players, each with three covens, no shared members, in 15 covens?

Fake edit... Just cracked the basic grid.
ABC AEI ANL
DEF DHL DBO
GHI GKO GEC
JKL JNC JHF
MNO MBF MKI
Yes, that was the basic thing broadly speaking, although before I abandoned it I had spotted some cases where I got the arrangement wrong.

It would have been even swingier had I gone through with it, though, since at that stage you just straight up had a scum coven. So them losing a member would have still greatly simplified figuring out who the scum were.
 
I'd like to take this game, actually. Having hammered at my own setup a bit, I think it's now more or less ready.
 
@Terrabrand: If you don't wanna have to GM again, my setup's available. Poke.
I'm actually fine with GMing, I just wanted to make sure I wasn't line cutting- since I was like. But if @LostDeviljho is okay with it, we can slot you in as very next, I think.

I actually want to go ahead and run this for a few different reasons, and the response has been higher than I entirely expected, so that's nice.
 
I'm actually fine with GMing, I just wanted to make sure I wasn't line cutting- since I was like. But if @LostDeviljho is okay with it, we can slot you in as very next, I think.

I actually want to go ahead and run this for a few different reasons, and the response has been higher than I entirely expected, so that's nice.

Works for me.
 
I'd like to host a game of mafia. If anyone is willing to help me with some balancing for my idea, I'd appreciate it.
 
Terrabrand Mafia Design Guide
Presenting, with some help from @Pawn Lelouch, the Terrabrand Mafia Design Guide.

This is not a guide on how to play the game. I assume the prospective designer is already familiar with basic play. If you don't already have at least a couple games under your belt, you probably shouldn't be designing one. Some things can't be really explained in the abstract that you get a feel for by playing as such. If you want to learn how to play, we have play guides elsewhere in the megathread.

Mafia is a social deduction game. At its heart, it's about an uninformed majority squaring off against an informed minority.

Games of Mafia can run a huge range, but in designing them you need to remember a few key concepts and keep in mind some basic paradigms. This is a guide on How To Design a Mafia Game.

The Basic Form

If you aren't doing anything fancy, you want a scumgroup- the mafia- who possess a secret chat and the ability to have any member make a kill at night, once across the whole team. That's the basic form.

The important thing to keep in mind whether you get fancy or not is Scum need a crowd to hide in. This is easier to naturally achieve in a simpler form, and so you'll need to manually create such if you are doing something fancy.

The Crowd

Scum need a crowd to hide in. Your Town must necessarily not be able to pin down the scum solely by mass-claiming, or at some point Scum will be pinned down and killed off through no fault of their own. In the basic form, the crowd is the Vanillas, the players with no actual powers who thus cannot cleanly prove they are what they say they are.

If you go power madness, that winds up meaning you need to give every scum player a credibly town power, or else they'll be unable to claim and will stand out as 'the vanillas that appear to not exist'. Alternatively, provide the scum with strongly supported fake-claims. By providing a safeclaim that, itself, is believably Town, they don't necessarily need to look town in a vacuum.

Critically and insidiously, avoid your setup being too clean- if the Town can simply go 'well you aren't part of *my* mason', say, and that winds up revealing all the scum right there, because of all Town players being in a Mason, then scum has no chance out the gate.

Relatedly, if your game is derivative of a existing fiction or reality, merely being familiar with the source materials should not be enough to tell what claims are Town and what claims are Scum.

Bigger Is Better

One of the easiest mistakes to make is simple; the larger a single group is, the more powerful it is.

One six man scum group is more likely to cause a town defeat than two three man scum groups or three two man scum groups. In fact, I would go so far as to say it's actually more likely to win than two four man scum groups or three three man scum groups or five two man scum groups, and so on.

This also applies to masons. There's a number of reasons for it, but the long and short of it is a larger block has better ability to control the vote and coordinate any secondary powers they have.

For example, a Cop and a Doctor is very standard for Town. In principle, the Cop can claim and get the Doctors protection, allowing him to reveal Town or Scum status of players indefinitely. However, if they stand alone, the doctor might not believe the Cop's claim, and the Cop might not realize there is a doctor. If they are in a mason, they can coordinate to start healing the Cop off the bat.

This goes further! If that mason has a third member, who has no powers of their own, that player can feed the cop results to town- now even if Scum have a Strongman or Roleblocker, the Cop can give his information to Town from obscurity.

Likewise, multiple scum groups may push a lynch against each other or target each other with a nightkill. Also, they may achieve majority over town without realizing it- a six strong scum group that whittles the total players down to 11 knows they have majority. If you had instead three two man scum groups, then even if those scum groups can win with each other, they won't know they can know control the lynch freely. And they'll almost certainly crossfire by that point or sooner.

Context is Everything

You might say to me "Terrabrand, I have an idea for a role that is overpowered." I would say to you, you are wrong. I don't even need to know what the role is, I can create a setup where it is, in fact, completely worthless and cannot win. There are roles that are inherently bastard. There's no role too strong in a vacuum. However, even common roles become too strong in the right configurations.

But let me expand on my comment, in case you don't believe me. Say you have a role that is permanently nightkill proof, permanently lynchproof, a godfather, and automatically wins night three. That seems completely unfair, right? In fact, we'll say the role is permanently strongman proof. But wait. You might realize something. A strongman is a kill that can't be blocked by nightkill proof; so being strongman proof is 'impossible' from a certain perspective. But that's the thing. You can always iterate such qualifiers. Your invincible guy who wins night 3? Worthless if there's a oneshot lynchproof guy who can't be jailed or roleblocked with a nightkill that kills even strongman proof targets and an objective to kill Mr Invincible with said kill night 1. Mr Invincible will simply die. That's frankly horrifically bastard, but it makes my point- there is no such thing as a role card that will always in any context be overpowered. There is always a counter you can make.

Now, like I said, the point here is context is everything. A doctor is a fair role featured in most setups. Two doctors can create a loop where Scum can't kill either because as long as both believe the other is town they just heal each other. Two doctors in a mason just heal each other right off the bat- a doctor in a mason, while strong, is not actually unbeatable for scum. Twelve doctors in six two man masons could constitute a game where scum can't kill more or less at all. Of course, those twelve doctors in six two man masons don't do anything to stop scum if all scum kills are Strongman.

It is the complete picture that matters. Powers for Town can constitute a hard stop to one scum group, but slot in one with different powers and all that strength vanishes. Everyone is bulletproof? Who cares, the scum are all strongmen. Everyone passively watches themselves for all visitors? Scum are all ninja. The list goes on.

Thus, one of the most critical things in setup design is looking at how things fit together. For example. Let's consider making a fourteen man setup. Can a fourteen man setup survive a four man scum group? Sure, that's pretty harsh on town but with appropriate roles on the town side it'll be fine. A serial killer to go with your scum? Definitely, it'll speed things up but it's not remotely out of the question. A second scum group? Rough, but not outside reason. An executioner aimed at Town's best role? No problem at all. A vigilante? Sure, that'll be fast.

Now put it all together.

1: Scum Group A
2: Scum Group A
3: Scum Group A
4: Scum Group A
5: Serial Killer
6: Scum Group B
7: Scum Group B (it's not a scum group without being a group!)
8: Executioner
9: Vigilante
10: Town's Best Role
11-14 Other town roles.

Right, so first of all we have five kills a cycle in a 14 player game. Town could be completely gone at the end of day 2. Second of all, town barely has a plurality, not a majority.

Also, scum group B is just plain screwed compared to A unless they have amazing powers.

I could technically fill out the info to favor town anyways- give all the town roles multiple shots of bulletproof, all town roles are double voters, etc, but that only drives home my point further. There's a huge range of things you can reasonably feature in a given player count, but equally a huge range of combinations that cause huge problems. You have to pay attention to how things combine, not just how they stand on their own.

Specific things to watch for include without being limited to...

  • Town should generally start as the majority. They are the uninformed majority. It's not really a proper town if they aren't the majority. You can have a townless game, of course, but don't feature a Town faction if they aren't the majority.
  • Watch the kills per 'cycle'. After a day and a night, how many players are alive? Most likely case? Best case? Worst case? If player count goes down too fast, Town can't win unless there's multiple scum groups and those scum groups wind up crossfiring. If the players die too slowly, meanwhile, town will slowly close the noose around any scum, especially if they have any investigatives like cops to root them out with.
  • If you have multiple scum groups, you need to not only give town a reasonable loss chance, you need all scum to have a credible chance of victory. If one scum group is four player and one is two, the two player scum group better have better powers or easier objectives. It's plain unfair if one scum group is just better than the other by a significant margin, and is always aggravating when you're the one who gets the no-win chance role.
  • Watch for how town roles can combine with each other. Ditto for scum roles. And watch how roles interact in general. A lightning rod may or may not be a problem. A lightning rod in a setup with a doctor, a watcher, and a bunch of scum players with night powers, none of whom are invisible or whatever? That's a recipe for scum to all be out in the open after night 1.

Balance the setup, make individual roles fun

Balance is mostly a setup-level issue, as I said. But individual roles should all have merit. Some players think of Vanillas as boring, because they don't do anything special. But that just frees them up to go all in on stuff like scum hunting.

In general, any faction, be it scum or third party, should have its influence spread reasonably evenly across the faction. A godfather and a roleblocker scumgroup has both halves bringing something to the table. Either could die and they could carry one without the other.

A generic goon paired with a godfather roleblocker, on the other hand, is basically doomed if they lose the latter. Not strictly, but the former is so much weaker than the latter that trying to win as the former if the latter gets killed off is just not fun. Meanwhile, the latter can lose the former with comparatively little concern.

Not only is there the fun factor, but there's a much greater degree of swinginess. The more power tied up in a single role, the more it matters who exactly gets that role, and the more one unlucky nightkill or investigation or lynch can swing the outcome of the game.

Now, I speak on a faction level for a reason. Scum roles should generally be more powerful than individual town- a Town Vanilla can vote and talk. A scum vanilla, that is a mafia goon, can vote, talk, talk in private with his allies, and perform a nightkill. He also knows who his allies are.

Obviously, a town of 'four three man masons where each mason can perform a nightkill per night' is gonna tend to trash a single three man scum group of goons.

Likewise, standalone roles like Serial Killers and Lynchers are compensated by either greater power or easier objectives. A Serial Killer should be stronger than any one member of the main scum group- he doesn't have support of one or more allies. A Lyncher tends to be weaker, but makes up the difference by winning if they can get a single player lynched. No need to survive to the end or eliminate several other players, just get the one guy killed off and bam, you win. Lynchers can execute gambits normal scum would be insane to try- for example, they can claim false cop results or counterclaim what their target claims, and as long as they get their target lynched, the inevitable wrath of town for lying doesn't matter.

Factions need to be balanced against other factions. So the natural result is that smaller factions have to pack more power into each role.

I have a great idea...

For a role or power or whatever. Great! Put it in. But make sure it doesn't break your setup. Interesting ideas are fine, but do consider them critically. Does it sound fun to play? Does it sound fun to deal with when you aren't it? Does it sound highly influential?

Does it break core precepts of the game? This is a big one.

For example, you could propose a medium who can unlimitedly keep talking while dead. That's an interesting idea right there. But if you make that a town role, you've removed one of the fundamental precepts of Mafia. The scum can remove whoever is the biggest threat. Town roles shouldn't generally get advantages like permanent nightkill immunity (exception: Scum has a strongman kill), and especially not while also being GM verifiable or lynchproof, because then scum is unable to take them out if the role goes to a good player. This prevents the Mafia from executing basic strategy, and indeed can wind up punishing them for trying.

Fluff Says X

Great. Use that as a starting point. But keep in mind game balance. If some character should be able to kill literally every other character in a straight fight at the same time? They still need to be lynchable/nightkill-able/something, or else everyone not them can't win.

Powers need to work in context of the overall setup. What the fluff says should be true takes a backseat to game design. If that offends you, don't go putting characters in that by fluff break the game.

Likewise, as I addressed before, you shouldn't be able to discern alignments and objectives by just looking at character claims and canon. Don't just make the bad guys the scum and the good guys Town. Also don't just flip it around. There needs to be the ability to doubt even once someone claims without being counterclaimed.

Role PMs, Night PMs, and Day Messages

So you have a reasonably solid setup. You're going to have a doctor and a watcher, and a two goon scum group, in a ten player setup, with the rest as town vanillas. This is more or less balanced. So now you can just halfass the role cards and night PMs and so on, right?

Well, no. Actually, the role cards, night PMs, lynch messages, and so on are actually more important than the raw mechanics. A serial killer whose role card leads him to believe he's town or neutral will play incorrectly, believing he wins differently than he actually does. A Watcher who causes people to receive Night PMs with fluff about eyes on them all night has evidence for their claims that one who doesn't does not, but conversely reveals his actions to a degree even when he doesn't want to. A doctor who learns what kill flavor hit their victim through provided fluff also acts as an informational role in a way that a doctor who doesn't simply does not.

People judge likelihood of fake claims by things like the name breaking patterns. Or the fluff breaking thematics. In a game of Bob the Farmer, John the Blacksmith, Alice the Butcher, Kirk The Starfleet Captain, and The Village Hunter, everyone is gonna think the last two are lying if they honestly claim. They don't sound like they're from the same role-list. They just don't fit in.

Fluff can hint at other roles, lending credence to or undermining the claims of others. Being told your character has a brother somewhere around here leads you to believe any claims that match. In a Yu-Gi-Oh game, telling the Seto player that Mokuba is around here will instantly make any non-counter claimed Mokuba claims sound more credible. Or alternatively, being told you are the only priest in the village will cause you to believe anyone else claiming priest is lying- even if they're telling the truth.

This is especially important if you offer a safeclaim to a scum role, but even in general it matters quite a bit.

Think about what conclusions can be drawn from the info available to players. In their role cards, in their night PMs, in the opening and any day messages. These things allow players to narrow down details of the setup and make educated guesses about claims.
 
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Cult Design Guide
Once @Pawn Lelouch and I realized we overlooked Cults in the Design Guide, we wound up making an entire guide for that. This is a supplementary design guide to the main, for the topic of cults.

Cultish Vibes

Cults are an alternative to the traditional mafia. They can be employed instead of, or if you like, in addition to, the standard mafia.

They're also fairly popular among our community historically. Thus, we need necessarily cover this as well when speaking of design.

What is a Cult?

A Cult is a scumgroup that, instead of killing its target, converts it to the Cult alignment. This is powerful. In fact, it is extremely powerful.

There are a lot of possible variations on the details. But at its heart, a cult's ability to convert a player has several advantages.

  • It acts as roughly equivalent to two kills everytime it succeeds. A two man Mafia facing a 10 man town will, assuming town lynches town every night, have majority on day five (8 town alive day two, 6 day three, 4 day four, and only 2 day five.), while a two man cult in the same conditions reaches majority (8 town, 3 cult day two, 6 town, 4 cult day three, and 4 town, 5 cult day four) on day four. In fact, they still do so day four against a 12 man town, where the Mafia needs to reach day 6 in that case. (the discrepancy of not happening twice as fast is caused by the lynch itself- If we assume a mafia pair that can both kill each night, our numbers look like so- 7 town alive day two, 4 town alive day three, and 1 town alive day four thus leading to a scum majority at the same time as the cult) This is important, because at a baseline a Cult is equivalent to a scum group with two kills every night.
  • If converted roles keep powers, the cult can gain any power role that is not cult immune for its benefit.
  • Whether converted roles keep powers or not, it becomes impossible for town to trust any given player to be town, even if they are proven to be town through eg a cop, because they can be converted.
  • Town lynching cultists doesn't necessarily lead to victory. A town that, every day, lynches a cultist, while the Cult gets a conversion every night, will be ground down in spite of their numerical advantage. Town must achieve multiple kills per conversion to be able to win at all.
  • By default, culting is invisible. Town knows who and how many players have been killed each night. But whether you blocked a culting or not, or if the Cult isn't announced whether it exists or not, is not evident just from day start messages. For that matter, even if the Cult is announced at the start, whether it is dead or not will always be unclear.
Cult Leader Or No?

A cult can be designed where either there is a specific initial member or members able to cult with conversions lacking that power, or where much like a mafia any member, even convertees, can further convert.

The former is by far weaker than the latter. In the former case, Town can first decapitate the cult (which may or may not cause the Cult to lose directly), and then, if necessary, hunt out what former town members were converted to the Cult afterwards. This includes that any players known to have ever been not-cult can be ruled out as cult leaders, and so it becomes easier to narrow down the Cult Leader as compared to doing the same for Cultists in general.

In the latter case, Town faces a grueling race, which is impossible if Town is not somehow able to kill more than one cultist per culting. Because when for every cultist lynched, a new cultist springs forth, Town will inevitably lose, it's just a matter of when, even if no myslynches arise.

Keep or Lose Powers?

A Cult that removes powers from the converted is weaker than one that leaves the converted with powers. Significantly so. First of all, a cultist minus their existing powers is easier to catch- if they had claimed already, they now have to lie about power use, which makes it fairly easy for them to get caught out on the lies. Town generally doesn't lie, so someone faking power use is an easy culttell.

Keeping powers, meanwhile, is immensely powerful and must be carefully balanced around. any power is going to tend to be highly influential, but some moreso than others. A non-exhaustive list of examples...

  • Trackers and Watchers can continue to pretend to be town, reporting results faithfully if out in the open. They can also lie about key results like the Cult Recruiter's target to fuck with town directly. If they aren't revealed, then Cult can use them to refine targets.
  • Jailors, Doctors, and Roleblockers can potentially be used to shield key members of the Cult by stopping vigging or cop checks or the like. Halting town kills or investigatives grants cult more time to keep converting.
  • A Cheerleader/Motivator is especially ridiculous. Not only can it be used to double any other converted powers, but it can be used to double the per night conversions. If your cult steals a Cheerleader n1, that winds up getting them potentially 4 vote swings per night.
  • Kill powers, be they Veterans, Vigilantes, Arsonists, or otherwise, are also extremely dangerous. Much like the Cheerleader, the Cult accelerates from gaining them, but they also represent a tool to counter any direct counter culting tools. Who cares if someone is cult-proof, or able to block cultings, if you can now kill them at will.
  • Double Voters represent an even larger swing in votes. Consider a night where Town has a narrow lead... and then a double voter is culted. The double voter essentially swings the vote four votes in Cults favor right there, which can mean eg 10 town vs 5 cult where Town has a Double Voter going to 9 town vs 6 cult... and the Cult basically ties Town now.
  • Masons can be subverted in total secrecy. Your trusted ally might now be an enemy, and any information you gave is now in scum hands. This has an added negative effect on mason trust even if masons aren't ever actually converted, incidentally.
If the Cult does keep powers, bear in mind that it's massively stronger that way.

Cultafia?

A cult with inbuilt kills is by definition all but unstoppable. Stiff resistance is required, as any cult immune roles can be simply murdered and any bulletproof roles can be simply culted. Such a cult should be considered extremely carefully, as even if they can't kill and cult on a given night they have a natural run-away effect. Balancing methods are difficult, if not impossible, unless the kill is significantly restricted. While it is likely possible to make a game with a Cultafia reasonably fair, it's an extremely powerful feature and needs to be balanced very carefully. I would not recommend beginner designers make the attempt.

Balancing the Swing

Like I said, a Culting is roughly equivalent to two kills per night. Thus, if you wish to feature a cult, you must balance around this. There are several possible solutions.

  • Give cult an Achilles Heel. In the case of a cult with limited leaders whom they lose without, town may be able to lynch them all and win that way. Note that making a faction wholly dependent on a single individual is generally unfun. I would not recommend this design strategy without providing at least two such leaders.
  • Make culting an every-other-night power. If the cult gets one double kill equivalent every two nights, that's slightly faster than one kill every night (because they'll be ahead on the odd nights and level back out on the even ones)
  • Give Cult a percentage fail chance. I personally caution against this method, as it both makes Cult's success extremely unpredictable, as they could chain together a string of successes all game, fail every time, or fall somewhere in between, and also makes Cult frankly un-fun to play if you get unlucky. How are you supposed to play better when your loss is cause by 'my powers failed me a statistically improbable number of times?' Meanwhile, a town loss if cult does get lucky is also likely to be unfun- as noted before, a cult converting every night can be impossible to outrace even if lynching Cult every day.
  • Include cult-proof or cult blocking powers. This must be employed carefully; too many cultproof targets and cult may be realistically unable to win, due to never being able to achieve majority without perfect play. Too few may cause no real impact on cult, as they convert everyone else and then steamroll over everyone left.
  • Limit Cult recruitment- there is a role concept called a Mentor who can only cult a single player at once. In such a case, the normal risks of cult recruitment apply, but the runaway effect is removed. Thus far, no game on this site as of the time of writing this guide has had a mentor.
  • Create an extremely powerful (and, in particular, kill capable) town. If town is able to kill more than one cult member a night on average, they can race a reliable every night cult down. Note that for this to give a reliable answer the kill source or sources pretty much need to be unconvertable- either cultproof outright or power loss suffered when culted while having multiple such killers. If town has several vigilantes, but can simply turn the vig kills back on town when successfully converting, Cult retains the speed edge with a few good picks.
Cult VS Mafia; literally

If your game features a traditional mafia or serial killer, they pretty much need to be cultproof. A Cultable Serial Killer will objectives wise inherently prefer to be culted, if he retains powers, as he'll have an easier win condition and greatly strengthen the Cult with his kill. If he loses his powers, getting culted can be extremely frustrating, going from an extremely powerful and influential role to just another cultist. Cultable mafiosos, meanwhile, creates a total information leak- the chat stops being secure, and the convertee can inform his new faction of all surviving members. Potentially, the Cult's existing members can fake claim cop off this, getting significant town cred and picking off the rest over the days.

And again, if the culted mafioso retains kill access, the Cult gets a kill under their sway by doing so.

A Cult in a game with more traditional scum is also more dangerous off the bat. If kills are flying around, and no one is told about being cultproof or the like, no one is gonna guess there's a cult until and unless the cult is explicitly revealed. In a cult only setup, even if the Cult isn't explicitly mentioned, the Cult is obvious by day three or so, because no-one is dying.

Deculting

The prospect of deculting may be appealing, but must be designed carefully. A deculted member inherently breaks cult opsec, unless culted members don't get chat access... in which case the cult can't coordinate properly... so special measures, such as a secure inner chat for original members and an explicitly insecure outer chat for original members so as to make such a leak only automatically reveal the current conversions- if that. Cult may have difficulty maintaining opsec, but may be able to do it.

In general, I would recommend against deculting mechanics, but if you are determined to feature them, be even more extra careful than a cult already calls for in designing.

Cult Wars

Two competing cults is a difficult design prospect in a way that normal competing scum groups isn't.

You wind up needing to answer several tough questions. Such as...

  • What happens if cultists get culted? Do you belong to both cults? The first? The second? Do you just die? Allowing cults to snatch each others members inherently creates the same problems as deculting, while forbidding it may lead to end game situations where the Cults are deadlocked on votes and unable to break that deadlock through night actions. Having cultists die if double converted is probably the cleanest answer, but still offers potential problems- like possibly hiding that it's a cult game.
  • How does Town survive this? Remember, culting is about like 2 kills a night- a twenty player game with two, two man cults, with a sixteen player town, which is an oversized town for the player count, can pull town out of majority by Day 4-ish, and wipe them out day seven-ish, in the worst case. If both are every-night cults and succeed every culting, and town lynches a cultist every day, well town is actively losing in that scenario. Having caught a cultist day 1 and every subsequent day. Give Town a bunch of cult-proof roles and the cults instead are practically doomed, competing for members with each other and unable to snap up the town core.
  • How do you avoid this being a confusing mess? If alignment can ping-pong around continuously, players may easily grow disheartened, as it becomes unclear whether the game is advancing towards a conclusion at all, never mind who is actually winning. With a single Cult, you know everyone is one of town turned cult, original cult, or town still town. You don't need to examine for multiple points of objective changing.
Rolling that snowball

Cult snowballs. This is sorta obvious if you consider what I was saying about bigger being better- an initially three man cult in a twenty player game would be able to grow to a four man, then five, then six, and so on voting block/discussion group. Not only is the culting like two kills in value, but it means a successful Cult may leave Town playing whack-a-mole with new conversions while not actually progressing towards victory, and means that where the Mafia tears down town to try to achieve majority, the Cult also builds itself up.

A mafia reels from an early loss, permanently smaller and weaker. A cult stumbles, but if town doesn't keep on winning, will retake their stride as their numbers spring back, and then up and beyond.

Not only that, but where a mafia is highly dependent on getting the best players to have the best chances, the Cult to a surprising degree only need know who the best players are. If a couple of newbs and a shaky skill player roll the three Cult roles, they can start grabbing the best, most analytical and discussion leading players, thus simultaneously robbing town like a mafia would do, but also making up for their lacking skills by literally stealing town's best and brightest.
 
Yo, @Evenstar, you're up. I should note we do an observer room so people not playing can comment on the events over on the SV mafia discord. You could join, it's threadmarked in this thread, or I could take care of that if you would rather not since you ran the setup past me so I'm ineligible to play anyways.
 
I love your games, but by god, you run just about every other one. I feel like this community would be far less active without you (and that ain't a good thing). Thank you for your dedication, Terrabrand!
I mean, I'm hoping for my games to get a little less frequent. There was four not-mine games between Brighton and White Raven. Then there was one between White Raven and Miasma Witches. Zero between that and Colosseum Carnage. And one between that and Moonton.

I like running them, but the back to back to back thing does make it hard to get setups properly ready with anything like, you know, 'balance'. No time to complete spares, no time to fully refine 'em.
 
Guess I'll be going after Evenstar, then? I've got an experimental mechanic I want to try out.
 
Confirming that I have a setup, though I'm going to have to scurry to make everything ready to roll within signup time.

*cracks her knuckles*

Let's do this.
 
Don't understand why we've been using Cabin to express our game histories so I'll put mine here.

Fame Monster: Town, Suicide Gladiator Vig: Victory
Light and Shadow: Mafia Scum, Framer: Loss
Inheritance of the Maker: Mafia Scum, Bomb: Loss
Brighton: Town, Vanilla: Victory
Stars are Right: Town, Roleblocker: Loss
Cretaceous Park: SK Scum, SK: Loss
Rumor: "Town", Vig: Victory
Witches in Miasma: Town, Watcher + Vig: Victory
Carnage in the Colosseum: Town, Vanilla: Victory
Heresy and Where to Find It: Mafia Scum (Though really town?), Roleblocker: Victory?
Moonton: Town, Neighborizer: Loss

That gives me a Total win percentage of 6/11
A Town win percentage of 5/7
and a Scum win percentage of 1/4

I honestly thought my record was much worse, though I am plainly bad scum, even when scum are generally more disadvantaged then intended in games.
 
Huh, actually that makes me curious about my own record.

Victory vs. Loss Record. 8/13 in total, 1/3 wins for mafia scum, 2/4 wins as neutral/neutral scum. 5/6 wins as town.

A 61.5% win rate! Still proudest of the mafia scum win, and town always has an advantage, so that's not surprising.
  1. Mafia III: Idol Death Game: Neutral Scum?, Executioner turned Jester, Victory
  2. Mafia IV: Killer in Our Midst: Neutral, Survivor group, Loss?
  3. Mafia V: The Ritual: Mafia Scum, Navigator's Guild, Victory!
  4. Mafia VII: Terror at the Asylum, The Darkness Comes!: Mafia Scum, Xel'lotath, Loss
  5. Mafia VIII: Dream or Death, The Return: Neutral SK, Yandere Idol, Loss
  6. Mafia IX: Happy Island Mafia: Town Cult?, Religious, Everybody who survived won so Victory?
  7. Mafia XV: Crystal Watcher's Magical Mafia Game: Town, Magical Girl Landmine, Loss
  8. Mafia XVII: The Fame Monster (JJBA Mafia): Town, Town Cop, Victory
  9. Mafia XVIII: A Game of Light and Shadow (Yugioh Mafia): Town, Town Attractor, Victory
  10. Mafia XIX: Inheritance of the Maker: Town, Town Recruiter, Victory
  11. Mafia XXI: The Stars are Right!: Town converted to Cult, Startaken, Victory
  12. Mafia XXV: Under the eyes of the White Raven, Town, Worshippers of the Masked God Vigilante, Victory
  13. Mafia XXVIII: Carnage in the Colosseum: Mafia Scum, Loss - Though I am confirmed to have done nothing wrong! :V
 
Huh, actually that makes me curious about my own record.

Victory vs. Loss Record. 8/13 in total, 1/3 wins for mafia scum, 2/4 wins as neutral/neutral scum. 5/6 wins as town.

A 61.5% win rate! Still proudest of the mafia scum win, and town always has an advantage, so that's not surprising.
  1. Mafia III: Idol Death Game: Neutral Scum?, Executioner turned Jester, Victory
  2. Mafia IV: Killer in Our Midst: Neutral, Survivor group, Loss?
  3. Mafia V: The Ritual: Mafia Scum, Navigator's Guild, Victory!
  4. Mafia VII: Terror at the Asylum, The Darkness Comes!: Mafia Scum, Xel'lotath, Loss
  5. Mafia VIII: Dream or Death, The Return: Neutral SK, Yandere Idol, Loss
  6. Mafia IX: Happy Island Mafia: Town Cult?, Religious, Everybody who survived won so Victory?
  7. Mafia XV: Crystal Watcher's Magical Mafia Game: Town, Magical Girl Landmine, Loss
  8. Mafia XVII: The Fame Monster (JJBA Mafia): Town, Town Cop, Victory
  9. Mafia XVIII: A Game of Light and Shadow (Yugioh Mafia): Town, Town Attractor, Victory
  10. Mafia XIX: Inheritance of the Maker: Town, Town Recruiter, Victory
  11. Mafia XXI: The Stars are Right!: Town converted to Cult, Startaken, Victory
  12. Mafia XXV: Under the eyes of the White Raven, Town, Worshippers of the Masked God Vigilante, Victory
  13. Mafia XXVIII: Carnage in the Colosseum: Mafia Scum, Loss - Though I am confirmed to have done nothing wrong! :V
Ay, fellow Navigator~
 
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