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Post #27 (isolation #1) » Thu Aug 21, 2003 9:37 am
Postby Norinel »
Okay, fine. My e-mail idea can wait a bit, but if anyone really really wants to run it and wants to see my ideas (I've got a few role possibilities), I'd be happy to step aside.
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Post #31 (isolation #2) » Thu Aug 21, 2003 12:19 pm
Postby Norinel »
On HSR: Yeah, I plan to wait a bit, at least until my ideas have solidified a bit.
On Calvin: Remember the strip where he time travels around the space of a few hours to get out of writing a story? Maybe you could do something like that to justify the bunches of versions.
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Post #58 (isolation #3) » Fri Aug 29, 2003 11:55 am
Postby Norinel »
I'll throw an idea in that I'd rather keep my sanity by not running: The Legend of Zelda: Majora's Mask mafia. For those of you who haven't played it, the main feature is an endlessly repeating three-day cycle.
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Post #142 (isolation #5) » Wed Oct 01, 2003 12:03 am
Postby Norinel »
My latest bizarre idea: Unclaimable Role Mafia, where no role can be truthfully claimed without at least losing its power, but for more subtle reasons than just saying "If you claim your role, you lose its power.".
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Post #151 (isolation #7) » Wed Oct 01, 2003 1:30 pm
Postby Norinel »
I just looked at my file of random ideas/half-completed schematics, and it's more than four pages. So here's all the theme/mechanic ideas (The ones with *'s by them can be considered unclaimed) that haven't been mentioned here (Sometimes other places on this site):
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Post #311 (isolation #9) » Sun Jan 18, 2004 12:19 pm
Postby Norinel »
bigbenwd wrote:who here would like a final desicion mafia, you can only change your vote once a day after you cast it.
otherwise, regular mafia, unless you all want a theme to it.
I don't see the point. Everyone would just use FOS's like votes normally and use official votes when a majority is FOSing somebody.
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Post #401 (isolation #10) » Wed Mar 24, 2004 1:53 pm
Postby Norinel »
And assuming skill is transitive and there are no vigs or other pro-town ways to affect the lynch, the mafia can just kill enough players so that one of their own is the highest so that person can't die.
You might want to make skill nontransitive, or resolutions semirandom, or have multiple different stats that can affect things in different ways so that given any two players, there's at least a possibility that either can win. Maybe something with skill in various weapons and allowing for a weapon selection by one of the duelists?
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Post #408 (isolation #12) » Thu Mar 25, 2004 2:53 pm
Postby Norinel »
On the duelling thing, since I misinterpreted the original post, you could probably say the challenged one chooses a weapon if you want to go with my weapon selection idea. I think it'd also be cool for each member of the mafia to be the best at one weapon but mediocre to bad at the others.
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Post #413 (isolation #13) » Sat Mar 27, 2004 11:57 am
Postby Norinel »
Actually, I haven't. Looks like a theme almost tailor-made to those two concepts. I was thinking something more along the lines of classical fantasy or Arabian Nights-style.
(And I wouldn't consider a game with artifacts and duelling a MafiaMutation, but that's just me.)
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Post #532 (isolation #15) » Wed Nov 24, 2004 8:56 am
Postby Norinel »
I liked the idea of TT, I just didn't like some of the limitations of the way it was run. (Mostly the lack of rolerevealing) It'd depend on what if anything you did differently.
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Post #610 (isolation #16) » Thu Jun 09, 2005 1:14 am
Postby Norinel »
Well, just about everyone (Myself not included) hates blind games, where you have to post as a "secret identity" account. Your idea is a little different, at least.
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Post #617 (isolation #17) » Sun Jul 24, 2005 12:21 pm
Postby Norinel »
Seol wrote:I'm working on a variant I call "Lights Out" Mafia, based on the mechanics of early IRL variants I've read about. The basic twist is that the game doesn't go to night after a lynch, it only goes to night when the town votes "lights out". Dead roles aren't revealed until night falls.
Thoughts?
Well, once there are two confirmed town, they can lynch everyone else and probably win. Once there are more confirmed town than scum, they can lynch everyone else and certainly win.
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Post #671 (isolation #19) » Thu Sep 29, 2005 3:22 pm
Postby Norinel »
Before I forget, I've got a ~20-person theme game that could use a second set of eyes. I won't be officially annoucing the theme just yet, but it has something to do with a series of movies whose name begins with "Star".
If you have an e-mail address where I can send .rtf files, (Microsoft Word or TextEdit can handle them) that'd be easiest for you.
Edit: Why did I post this in Test Market? Probably because it's stickied and the right thread isn't.
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Post #736 (isolation #22) » Thu Nov 24, 2005 10:31 am
Postby Norinel »
I'd considered running a game in chat with similar rules to what Seol's describing just to see what would happen. On forum, I'd want to give it a little more thought, but some of that you've already done.
Seol wrote:(why did I have the genius idea of writing all linking scenes in rhyming couplets in iambic pentameter? can't just hack
them
out in ten minutes...) and write up the brand-spanking new ruleset.
I did blank verse in Newbie 149, which was hard enough even with only four scenes.
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Post #789 (isolation #24) » Sun Jan 29, 2006 11:05 am
Postby Norinel »
Passdog wrote:And while I'm here (and I haven't been able to find anywhere else to ask it): how time consuming is moderating?
I realise it will vary between games,depending on size and complexity, but an estimate on the required effort for a regular mini and a regular game would be nice.
In my experience, it really comes in spurts. Most of the time you're just watching the thread religiously and making sure you don't need to do anything or waiting for people to send you night choices. A vote count usually only takes a few minutes, more for the first count of early Days. (Because there are generally more votes on more different people, and you don't have a past count to copy and paste. The Count-Counter 2000 was designed to cut that time, but the server it's on is down at the moment and I'll need to arrange somewhere else to put it up.) Doing the game mechanics behind a deathscene isn't too bad, certainly not in a regular game, but if you want to write a halfway decent deathscene, it'll take some effort.
(For future reference, Mafia Discussion can be used about both modding and playing; feel free to start a new thread if you don't see one about your question.)
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Post #1077 (isolation #27) » Tue Apr 10, 2007 7:48 am
Postby Norinel »
A few large experimental ideas that are bouncing around my head at the moment:
1) When Doubt Consumes, a lot like a normal game, except that almost all role abilities (And maybe a few other mechanics too) work as described 90-95% of the time.
2) Cult!, where the principal enemy's a cult, and everyone knows it.
3) Designer Mafia, because I don't think anyone's let players make up mechanics in a while. Might also (3b) combine with mathcam's role/motive split.
4) Dichotomafia 2, sequel to one of my early works.
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Post #1497 (isolation #28) » Sat Jan 05, 2008 4:29 pm
Postby Norinel »
I've thought of it, but not as Smalltown. If I did it, I'd probably make some tweaks so that some of the roles at least make sense, which'd kind of necessitate a closed setup.