S-FM 3DMafia
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  1. ISO #1

    S-FM 3DMafia

    S-FM 3DMafia
    Location Based Mafia

    Introducing a new version of mafia, where your role is not the only thing that matters. This mafia will feature a variety of familiar roles, but keep in mind THEY ARE DIFFERENT. Please do not assume you know a role, and read it through so you have a full understand of the mechanics. With that in mind.

    Special Mechanics:


    • Each day each player picks a route of 3 travel segments movement is mandatory.
    • At he start of each night, each player will be informed who they may meet during at of the 3 resulting locations. (Keep in mind some actions will change travel paths!)
    • Actions will target either a player you run into, a location you visited, or a segment you traveled.
    • Only one Primary Action may be used in a night.
    • Some roles have options, they must be declared during the day. They may be changed each day.
    • Some locations grant abilities, they can only be used in those locations.
    • The game will be played on this map.

    Spoiler : Game Map :


    Role List - 13 Players

    Hidden Mafia
    Hidden Mafia
    Hidden Mafia

    Hidden Town
    Hidden Town
    Hidden Town
    Hidden Town
    Hidden Town
    Hidden Town
    Hidden Town
    Hidden Town
    Hidden Town

    Hidden Killer

    Possible Roles
    Hidden Mafia: Mafioso, Consort, Consigliere, Agent, Framer, Blackmailer
    Hidden Town: Citizen, Lookout, Detective, Sheriff, Investigator, Jailor, Escort, Vigilante, Doctor
    Hidden Killers: Trap Master, Arsonist

    Role Cards - Coming Soon!

    Mafia Roles

    As a group the Mafia has the killing action:

    Primary Action:
    Each night one Mafia Member may pick a target to kill. They will become wounded, and travel will be halted.

    Mafioso

    Primary Action:
    None

    Consort

    Primary Action (Role-Block):
    At night the Consort may pick a target.
    His target will also not be able to use any actions. Actions occurring in previous locations still occur.
    The target will not get his normal feedback instead he will get. "You wake up groggy and are unable to recall the past nights events."

    Agent

    Primary Action (Stalk):
    At night the Agent may pick a target. He will deviate from his route to track that target.
    While tracking and the following day the Agent will gain the passive hidden.

    Passive Abilities:
    The Agent is Observant he will:
    • Be aware of any interactions in rooms he visits.
    • Be aware of any traps on his route.


    When the Agent is Hidden he will:
    • Not be visible to other players.


    Options:
    At the Agents discretion he may choose to disarm, or evade, trigger or avoid any traps he may encounter:
    • Disarming a trap he will continue on his route and the trap will be eliminated. His target will be protected.
    • Evading a trap he will continue on his route without trigger the trap. The trap will remain. 50% Chance of success.
    • Avoiding a trap travel will be halted, He will not warn his target.
    • Triggering a trap travel will be halted, and the pathway will be destroyed.


    Town Roles

    Escort

    Primary Action (Role-Block):
    At night the Escort may pick a target.
    His target will also not be able to use any actions. Actions occurring in previous locations still occur.
    The target will not get his normal feedback instead he will get. "You wake up groggy and are unable to recall the past nights events."

    Detective

    Primary Action (Stalk):
    At night the Detective may pick a target. He will deviate from his route to track that target.
    While tracking and the following day the Detective will gain the passive hidden.

    Passive Abilities:
    The Detective is Observant he will:

    • Be aware of any interactions in rooms he visits.
    • Be aware of any traps on his route.


    Options:
    At the Detectives discretion he may choose to disarm, or evade or avoid any traps he may encounter:
    • Disarming a trap he will continue on his route and the trap will be eliminated. His target will be protected.
    • Evading a trap he will continue on his route without triggering the trap. The trap will remain. 50% Chance of success.
    • Avoiding a trap travel will be halted, he will not warn his target.
    • Triggering a trap travel will be halted, and the pathway will be destroyed.


    When the Detective is Hidden he will:
    • Not be visible to other players.


    Lookout

    Primary Action:
    None

    Passive Abilities:
    The Lookout is Observant he will:

    • Be aware of any interactions in rooms he visits.
    • Be aware of any traps on his route.


    The Lookout is Paranoid he will:
    • Be aware of players in nearby locations during the day.


    Options:
    At the Lookouts discretion he may choose to disarm, or evade or avoid any traps he may encounter:
    • Disarming a trap he will continue on his route and the trap will be eliminated.
    • Evading a trap he will continue on his route without trigger the trap. The trap will remain. 50% chance of success.
    • Avoiding a trap travel will be halted.
    • Triggering a trap travel will be halted, and the pathway will be destroyed.


    Vigilante

    Primary Action:
    One night the Vigilante may pick a target to kill. They will become wounded, and travel will be halted.

    Killer Roles

    Trap Master

    Primary Action:
    The Trap Master may trap one segment on his route. Traps will trigger when the next traveler passes unaware.
    Traps have a 50% chance of killing each player traveling that route. Traps will always destroy the route.
    If a trap isolates a location all players in that location die.

    Passive Abilities:
    The Trap Master is trap aware he will:
    • Never trigger his own traps.
    • He may still die if trigger by someone else.


    Arsonist

    Primary Action:
    The Arsonist may douse one location on his route.
    OR
    The Arsonist may ignite all previous doused locations.
    When a location is ignited it kills all players in that location, AND renders that location unusable for the duration of the game.
    If a location is rendered unusable it may be traveled through as a single movement. I.E. If the woodpile burns players can walk directly from the clearing to the dark cave.

    P.S. Feel free to tell me what you think so far.
    Images attachées Images attachées
    Last edited by 42shadow42; September 29th, 2013 at 01:22 PM.
    Spoiler : FM Experience :
    Spoiler : L-FM :
    FMXVII FM Roronoa Zoro - Obvious Jester - Lost, FMXVII FM Ryan - Citizen -Lost
    Spoiler : S-FM :
    S-FM 81 Bus Drivers: Bus Driver - Lost, S-FM 86 Plane Crash: Jailor Won, S-FM 84 Heart of The Swarm: Citizen - Won, S-FM 82 Colonization: Host - 3 Town Survivors, S-FM 71 MLP FiM I: Doctor - Lost, S-FM 68 Democracy: Citizen - Lost

  2. ISO #2

  3. ISO #3

    Re: S-FM 3DMafia

    I am interested.
    Quote Originally Posted by MattZed View Post
    deathworld's and RLVG's suicides made me lul. I take a lot of pleasure in knowing that I gave you an night action, and that you used it to kill yourself.
    Quote Originally Posted by yzb25 View Post
    At least Mesk has lewdy lefty and raunchy righty. You're not even Canadian.
    Quote Originally Posted by FM-Shocked Kirby Face View Post
    Deathworlds is simply better than us at this game. Don't kill them for that.
    Quote Originally Posted by Stealthbomber16 View Post
    fucketh me in the ass

  4. ISO #4

    Re: S-FM 3DMafia

    Introducing the Agent, Detective, and the Lookout
    Spoiler : FM Experience :
    Spoiler : L-FM :
    FMXVII FM Roronoa Zoro - Obvious Jester - Lost, FMXVII FM Ryan - Citizen -Lost
    Spoiler : S-FM :
    S-FM 81 Bus Drivers: Bus Driver - Lost, S-FM 86 Plane Crash: Jailor Won, S-FM 84 Heart of The Swarm: Citizen - Won, S-FM 82 Colonization: Host - 3 Town Survivors, S-FM 71 MLP FiM I: Doctor - Lost, S-FM 68 Democracy: Citizen - Lost

  5. ISO #5

  6. ISO #6

    Re: S-FM 3DMafia

    Introducing the Escort and the Consort

    P.S. Added hidden passive to Detective and Agent for obvious reasons.
    Last edited by 42shadow42; September 22nd, 2013 at 04:08 PM.
    Spoiler : FM Experience :
    Spoiler : L-FM :
    FMXVII FM Roronoa Zoro - Obvious Jester - Lost, FMXVII FM Ryan - Citizen -Lost
    Spoiler : S-FM :
    S-FM 81 Bus Drivers: Bus Driver - Lost, S-FM 86 Plane Crash: Jailor Won, S-FM 84 Heart of The Swarm: Citizen - Won, S-FM 82 Colonization: Host - 3 Town Survivors, S-FM 71 MLP FiM I: Doctor - Lost, S-FM 68 Democracy: Citizen - Lost

  7. ISO #7

    Re: S-FM 3DMafia

    Queue Requirements:
    13 or less players: Yes
    25 or less possible roles: Yes
    Role list: Yes
    Possible roles: Yes
    Win Conditions: No
    Rolecards (including host options): No
    Order of Operations: No
    Investigative Pairings: No
    Rules of Conduct: No
    Mechanics: No
    Action: Game removed from queue. Please have all the setup requirements complete before submitting a setup to the queue.

    Quote Originally Posted by S-FM Blue Masquerader View Post
    Hey moron. shut the fuck up or I will shut you up, k? I'm not the person your going to insult and live happily ever after. K? Understand that,

  8. ISO #8

    Re: S-FM 3DMafia

    Introducing the Arsonist and the Trap Master​.
    Spoiler : FM Experience :
    Spoiler : L-FM :
    FMXVII FM Roronoa Zoro - Obvious Jester - Lost, FMXVII FM Ryan - Citizen -Lost
    Spoiler : S-FM :
    S-FM 81 Bus Drivers: Bus Driver - Lost, S-FM 86 Plane Crash: Jailor Won, S-FM 84 Heart of The Swarm: Citizen - Won, S-FM 82 Colonization: Host - 3 Town Survivors, S-FM 71 MLP FiM I: Doctor - Lost, S-FM 68 Democracy: Citizen - Lost

  9. ISO #9

    Re: S-FM 3DMafia

    For starters, I like this mechanic. I've played location-based mafias before but none of the roles directly dealed with the placement of location. I feel like it creates a lot of accountability with night actions.

    Just some setup balancing stuff.

    I think that the Consort should not reveal himself to the roleblocked player - it really limits the targets he can roleblock and forces him to use his roleblock in a pro-town way.

    How does a role become observant?

    How does a role become paranoid?

    What do you mean by a "travel segment" and "prey"? Just clarifications on these.

    Personal preference, but I think you should nix the Killing role and just add in one more town (gives town one more mislynch before losing). It seems like you have a lot of reliance on Traps and I would make town and mafia-aligned Trap Masters to encourage more trapping.

    I also feel like the traps should vary and be less swingy. For some ideas...

    Roleblocking trap
    Vanillification trap
    Blackmail trap
    Lynch threshold reducing trap.

    That's mostly what I gleaned from reading the setup.

    Cheers.

  10. ISO #10

    Re: S-FM 3DMafia

    Quote Originally Posted by Poriomania View Post
    For starters, I like this mechanic. 1. I've played location-based mafias before but none of the roles directly dealed with the placement of location. I feel like it creates a lot of accountability with night actions.

    Just some setup balancing stuff.

    2. I think that the Consort should not reveal himself to the roleblocked player - it really limits the targets he can roleblock and forces him to use his roleblock in a pro-town way.

    3. How does a role become observant? How does a role become paranoid?

    4. What do you mean by a "travel segment" and "prey"? Just clarifications on these.

    5. Personal preference, but I think you should nix the Killing role and just add in one more town (gives town one more mislynch before losing). It seems like you have a lot of reliance on Traps and I would make town and mafia-aligned Trap Masters to encourage more trapping.

    I also feel like the traps should vary and be less swingy. For some ideas...

    Roleblocking trap
    Vanillification trap
    Blackmail trap
    Lynch threshold reducing trap.

    That's mostly what I gleaned from reading the setup.

    Cheers.
    1. Oh that's awesome can I get some links so I can use them for balancing purposes?
    2. I think you are right, I'll have to figure out a way to allow this without giving him away, the main reason I said that is because with the current setup in can be deduced anyways.
    3. Simply some terms I'm using to identify like behavior among roles, makes it easier to understand I think.
    4. A travel segment is a path on the grid that is used in your route. Prey should be target I'll go back and change it.
    5. The threat of an additional killer is required to prevent game-breaking scenarios, unless you can suggest an alternative it will have to stand.
    Spoiler : FM Experience :
    Spoiler : L-FM :
    FMXVII FM Roronoa Zoro - Obvious Jester - Lost, FMXVII FM Ryan - Citizen -Lost
    Spoiler : S-FM :
    S-FM 81 Bus Drivers: Bus Driver - Lost, S-FM 86 Plane Crash: Jailor Won, S-FM 84 Heart of The Swarm: Citizen - Won, S-FM 82 Colonization: Host - 3 Town Survivors, S-FM 71 MLP FiM I: Doctor - Lost, S-FM 68 Democracy: Citizen - Lost

  11. ISO #11

    Re: S-FM 3DMafia

    1. Sure, let me see if I can dig them up tomorrow - it's getting late.

    2. Okay.

    3. What do you mean by behavior among roles? I feel like they're terms that you have ideas for in your head but didn't bother to write them down.

    4. Okay.

    5. What game-breaking scenarios are you thinking about? What do you think about the multiple traps idea?

    I think this game would greatly benefit from a test run or two, not sure how to implement one though.

  12. ISO #12

    Re: S-FM 3DMafia

    Quote Originally Posted by Poriomania View Post
    1. Sure, let me see if I can dig them up tomorrow - it's getting late.

    2. Okay.

    3. What do you mean by behavior among roles? I feel like they're terms that you have ideas for in your head but didn't bother to write them down.


    4. Okay.

    5. What game-breaking scenarios are you thinking about? What do you think about the multiple traps idea?

    6. I think this game would greatly benefit from a test run or two, not sure how to implement one though.
    1. I'll keep a lookout.
    3. For example Kidnapper and Jailor have the same behavior. As such all characters that are "observant" have the ability to identify when a player takes an action in their presence.
    5. The game breaks and the detective and lookout become overpowered when all players move as a group, by forcing movement and pressuring them using the threat of the arsonist and the trap master, the group cannot agree to move around collectively and auto-win. As it would result in a neutral killer auto-win instead.
    6. I agree, but S-FM is the best way I can think of to test it other than running it on another site. I will balance is as best I can and use play-test feedback to improve roles for future use.
    Spoiler : FM Experience :
    Spoiler : L-FM :
    FMXVII FM Roronoa Zoro - Obvious Jester - Lost, FMXVII FM Ryan - Citizen -Lost
    Spoiler : S-FM :
    S-FM 81 Bus Drivers: Bus Driver - Lost, S-FM 86 Plane Crash: Jailor Won, S-FM 84 Heart of The Swarm: Citizen - Won, S-FM 82 Colonization: Host - 3 Town Survivors, S-FM 71 MLP FiM I: Doctor - Lost, S-FM 68 Democracy: Citizen - Lost

  13. ISO #13

    Re: S-FM 3DMafia

    This seems like it's going to be a real hassle to host.
    If person A wants to visit person B, but person B visited person C in a different area, Person A's night action would fail? or would they repick?

    Quote Originally Posted by S-FM Blue Masquerader View Post
    Hey moron. shut the fuck up or I will shut you up, k? I'm not the person your going to insult and live happily ever after. K? Understand that,

  14. ISO #14
    Quote Originally Posted by Cryptonic View Post
    This seems like it's going to be a real hassle to host.
    If person A wants to visit person B, but person B visited person C in a different area, Person A's night action would fail? or would they repick?
    They will be provided a list of players they may encounter at the start of the night, but if a night action prevents them from meeting the action will fail.

    Example feedback for start of night.

    You plan to meet player a at the woodpile.
    Afterwards you plan to meet player b at the caves.
    Finally you will visit the cabin to visit player a.

    When player a dies at the lake you will receive the feedback:

    At the cabin you noticed that player a was missing.
    Last edited by 42shadow42; September 23rd, 2013 at 05:33 PM.
    Spoiler : FM Experience :
    Spoiler : L-FM :
    FMXVII FM Roronoa Zoro - Obvious Jester - Lost, FMXVII FM Ryan - Citizen -Lost
    Spoiler : S-FM :
    S-FM 81 Bus Drivers: Bus Driver - Lost, S-FM 86 Plane Crash: Jailor Won, S-FM 84 Heart of The Swarm: Citizen - Won, S-FM 82 Colonization: Host - 3 Town Survivors, S-FM 71 MLP FiM I: Doctor - Lost, S-FM 68 Democracy: Citizen - Lost

 

 

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