M-FM: Psychological Wars
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  1. ISO #1

    M-FM: Psychological Wars

    I got a really good idea when I saw McPwnage's thread about the Briggs-Meyers philosophy test.

    Everything here is based off Keirsey.com.

    There are four seperate factions: Guardians, Artisans, Idealists, and Rationals.

    The Guardians and Artisans form the Town.

    The Idealists are a freaky cult, that wants a perfect Mindville (le name of le town). They can recruit Guardians and Artisans. The Rationals, however, know that the Idealists are full of 5#!t and will not be converted, and they will learn the Idealist's name. They share a night chat as well.

    The Rationals have realized that everyone in Mindville has gone frakkin crazy, and have decided that they must kill the population off so they, too, do not become infected with this crazy mindset. They, too, have a night chat.

    Roles List:

    ENTJ-Fieldmarshal (Godfather)
    INTP-Architect (Framer)
    INTJ-Mastermind (Consigliere)
    ENTP- Inventor (Fabricator)



    ENFJ-Teacher (Cult Leader)
    INFJ-Counselor (Cultist) [1st recruited member]
    ENFP-Champion (Consort) [2nd recruited member]
    INFP-Healer (Doctor) [3rd recruited member]


    NOTE: THE OTHER RECRUITED MEMBERS WILL KEEP THEIR ROLES

    ESTJ-Supervisor (Mayor)
    ESFJ-Provider (Merchant)
    ISTJ- Inspector (Investigator)
    ISFJ-Protector (Armoursmith)

    ISFP-Composer (Journalist)
    ESFP- Performer (Escort)
    ISTP- Crafter (Gunsmith)
    ESTP- Promoter (Citizen) x3


    This is for 16 (18 ) players.
    Last edited by Rocshi; January 20th, 2012 at 11:44 AM.
    A-B-C. A-Always, B-Be, C-Closing. Always be closing. ALWAYS BE CLOSING.

  2. ISO #2

  3. ISO #3

  4. ISO #4

    Re: M-FM: Psychological Wars

    Guardians vs Artisans looks more balanced now than it did before. Good job
    [FMVI: Angel FMVIII: Gunsmith FMIX: Peasant FMX: Blacksmith
    MFM-I: Serial Killer MFM-II: Citizen MFM-III: Detective MFM-IV: Godfather/Witch MFM-V: Emperor MFM-VI:Host
    SFM-I: Spy SFM-II: Bandit SFM-III: Host SFM-VI: Skeleton Knight
    Awards: MFM-IV MVP SFM-VI MVP]

  5. ISO #5

  6. ISO #6

    Re: M-FM: Psychological Wars

    If the Ventriloquist doesn't work, you can make the Mastermind a Consigliere (makes sense for the "scientist" types) and the Field Marshal the Godfather.
    [FMVI: Angel FMVIII: Gunsmith FMIX: Peasant FMX: Blacksmith
    MFM-I: Serial Killer MFM-II: Citizen MFM-III: Detective MFM-IV: Godfather/Witch MFM-V: Emperor MFM-VI:Host
    SFM-I: Spy SFM-II: Bandit SFM-III: Host SFM-VI: Skeleton Knight
    Awards: MFM-IV MVP SFM-VI MVP]

  7. ISO #7

    Re: M-FM: Psychological Wars

    Is the cult's size at its maximum with 2 recruits? Otherwise there are some pretty big loopholes that can be abused.
    [FMVI: Angel FMVIII: Gunsmith FMIX: Peasant FMX: Blacksmith
    MFM-I: Serial Killer MFM-II: Citizen MFM-III: Detective MFM-IV: Godfather/Witch MFM-V: Emperor MFM-VI:Host
    SFM-I: Spy SFM-II: Bandit SFM-III: Host SFM-VI: Skeleton Knight
    Awards: MFM-IV MVP SFM-VI MVP]

  8. ISO #8

    Re: M-FM: Psychological Wars

    You're gonna have to lay this setup out much more clearly, it's not making much sense. The Idealists start with 2? They change the role of the first two recruited people? You're making the Town split up once the Mafia are dead? Pretty much all the Town roles can prove themselves publicly? There are no hidden roles?

    It says it's for 16 players but that means the Mafia and Cult would both be starting with 4 members (meaning that Town don't actually have the majority on day 1 without the Mayor). I am also wondering about the Ventriloquist, are you actually going to make anonymous accounts?

    What happens if the Smurfs are lynched/killed off, do the Hitmen no longer come in? Is one hitman assigned to each half of the Town?

    I'm just curious as to your design decisions and how you came up with them

    P.S. Why are people now using that horrid dark blue colour? It's so difficult to read!
    Spoiler : Previous FM roles :
    FM - VI: Commoner | VII: (Lionel) Gunner, Shinra Inc. | VIII: Investigator | X: (HerrZynisch) Black Wizard | (Graves) Citizen | XII: (Ser Jorah) Armoursmith | XIII: Host (Roxy)!
    M-FM- I: Host | II: Framer | III: Host | IV: Exe | V: Devil Dog | VI: Exe | VIII: DD
    S-FM - I: Jailor | II: Vigilante | V: Sheriff | CI: Paranoid Cop | Torment: Citizen

  9. ISO #9

    Re: M-FM: Psychological Wars

    Let's see if I can salvage this.

    Idealists start with 1.

    1st recruit will be Counselor. 2nd will be Champion. 3rd will be Healer.
    Ventriloquist and split Town will be scrapped, but I want to implement split town, I'll think about balance.

    No hiddens.

    I'm going to edit now.

    Cult gains 1 KPN for 4 members.
    A-B-C. A-Always, B-Be, C-Closing. Always be closing. ALWAYS BE CLOSING.

 

 

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