Dragon2010
First Grade
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This is a detailed thread that goes over the overall concept of mafia and how to develop and produce roles for those who are looking to run games, or just those whom are interested in how it works.
Hopefully, this helps everyone out a bit and gives them some perspective to how a game is run, how much work and though goes into a game as well.
Allegiances and Alignments:
By now, I'm sure we are all aware of this structure and the types of alignments there are in mafia. However, here is some clarification of each one, and a bit about them.
- Town: Has your required powers in an investigator, spy, role-blocker, protector, vigilante.etc. They don't know each other usually. However, it's not uncommon for players with "Bonds" to know each other (ie. Peter and Lois Griffin).
This faction is the largest represented faction in a mafia game. Relies on information from players and lynches to get an advantage. Usually outnumber all the bad guys 2:1 or even higher. Anything less and they're at a disadvantage to begin with.
- Mafia: A group that know all other people in their faction. Are much smaller then the town. They take their actions at night and rely on their kill abilities and tactical actions to get a leg-up. They can also vote to add confusion and lead people astray. Not uncommon to see more then one mafia faction per game. If you're going with one faction, then they obviously need more players or more protection to fight the numbers they are up against.
If you're going with two factions, then the above can be reduced. 3 - 6 seems to be a pretty good number. They should be a small yet coordinated group. They rely off co-ordination and conversing to have an advantage over the town. QuickTopic is their preferred mean of communication.
- Cult: We've seen a few of these now, and are well aware of what they do. They have base abilities and they recruit valuable people to their group. If you add a cult I think you need to be mindful of how fast their faction can grow.
Most people are going to accept recruitment offers, especially considering their success in past mafia games. Either the leader needs to be vulnerable or recruitment can be slowed down to prevent them being too strong a faction.
- Indie Self aligned people, usually with a unique ability and special win condition. Their win condition is usually quite an achievement and by no means "easy". Serial-Killer is a common ability among here to thing numbers.
- Town= Blue
- Mafia 1= Red
- Mafia 2= Dark Green
- Cult= Pink
- Independents= Orange
Picking a theme:
In my opinion, this is not as easy as people make it. You need to pick a theme that has a lot of depth and character to it. You need to be able to produce 30+ roles that are quality, known characters and can add powers to them that somewhat keep within the genre.
ie. There's no point giving Lois Griffin a kill ability, it's pointless and dumb. Evil Chicken however due to his violent nature prospered as a killer.
Try to keep in the theme to, both in the write-ups and such. It's good involvement and it's the point of the game. There's no point doing a theme on a game where you can only write 10 interesting characters and the rest are random fillers. Have a look at Futurama Mafia example, there was/were many well known, well developed characters in there with a consistent theme throughout. It keeps people interested it's the point of playing themed mafia.
Try to build special theme based abilities to if you can, powers that are unique to that part of the genre or character. It's something different.
Structuring the PM's and character roles:
The time consuming part, in my opinion at least. This is the most important part to as it's all the information a person gets on who they are, their actions and what they need to know about themselves. Don't give them enough and you'll leave them confused.
How you approach this is entirely your choice just try to follow a good structure. Informative yet direct and clean is the goal you want.
Personally. I believe something like this works well for a PM structure.
That's a clean PM template and shows a player pretty much everything they need to know about their character, bio, ability and win condition. Here's an example of a filled out role PM:You are;
NAME HERE, ALIGNMENT HERE.
BIOGRAPHY
ABILITY(IES)
WIN CONDITION
As you can see. It's got a colour code, the name of the ability and it's condition in (Brackets) so they aware if it's a night action, day action, passive, special.etc. The biography helps to tell them a bit about their character should they not be an expert on said theme and their win condition so they are aware of their exact requirements in basis.You are;
Officer Rick Grimes, Rick Grimes aligned leader
Former police officer of the King County sheriff's deputy who was shot in the line of duty and fell into a coma only to wake up and find himself in the middle of an undead apocalypse. You are the leader of your group. Along with your wife, son and daughter you venture out with a group to survive the zombie apocalypse.
Ability- Cop: (Night Action) Rick can investigate any one player per night phase, and find out players role. You are to PM the player you wish to investigate. This will give you info on their alliance.
YOU MUST PM YOUR NIGHT ACTION
Win-Condition: You win if all threats to the town are eliminated and at least one town-aligned player is alive.
Write-Ups:
I can't tell people exactly how to run their game. But a write-up that's a bit informative and creative towards the game is always helpful. People enjoy reading a write-up as long it's interesting (And not overly long). Also, it helps to give hints as exactly what's going at night and can potentially lead people to the right culprit (Or lead them astray).
Try and do something different. It makes mafia exciting. Short write-up for lynches are okay, but when it comes to night kills give it some bang.
Here's a good basis of what to include in write-ups, again it's personal choice:
Included in write-up:
- Successful kills.
- Re-Directed kills.
- Someone protected by another player from a kill.
- Someone protected by their role from a kill.
- Other Write-Ups (eg. Quagmire in Family Guy, Kiwi Chick in Random). This is a personal choice of the mod.
Not included in write-up:
- Killer roleblocked.
- Other irrelevant night actions such as spy investigations.etc.
Player Outed via kill:
- Can approach this either way:
- A protected player get's attacked. Write-up reveals who they are as a mild penalty and to confirm their status.
- A protected player get's attacked. Write-up reveals their character name only as being attacked and NOT outed.
- A lynched player that is protected in-directly (Another player being alive) should always usually be outed as it's the effect of being lynched.
Opening Post:
There's two ways you can approach the opening post. But either way you do it needs the set the course of the game up and the events that follow. if you look at any game in the past, the opening write-up needs to be the launch point and inject people into the game.
In Family Guy the death of me and BDR set-up the Mafia and Channel 5 taking over the town. In SSB afinals set himself as Master Hand but did not die, he was the puppeteer controlling them so to speak.
Here are the way you can approach it:
- Die: Kill yourself off at the beginning and be done with it. You're dead, now you're the mod.
- Don't die: Make yourself be present in the write-up but be god or a master controller where your figure is the top dog and you control the game.
- Generic Write-Up: Have a genetic write-up that just set's up the series of even and you are merely "The Mod".
Powers and abilities
Main Article: Mafia Scum Wiki
That article there pretty much explains everything one person needs to know and in detail as well.
I will say a few things:
- Balance: Finding a good balance in the games is always hard ability wise. It depends very much on the player who lands said ability to, how vocal they are in the game thread as well as their longevity.
Hardest part and can come down to luck. Look at the structures of previous games to find out what worked well and start from there. Numbers is the first part. Then roles.
- Unique abilities: These are your abilities that are unique to a given character within the theme of the game and it reflects that of the character. (ie. Adam West could turn into Batman in Family Guy Mafia). They add some variety of fun to the game and are totally different to your traditional roles.
- Factional abilities: Roles that are factional. Town- Census, auto-lynch, double/triple votes. Mafia- Silence/Gag/Force-Vote.etc. They are based and structured abilities that are factional unique and give the team an upper-hand in said phase and the overall game.
- Vanilla Roles: The town relies on strength in numbers, not every person having an ability so the town is over-powered as Superman on horse supplements. (ASADA need to investigate this).
However, I'm not a big fan of vanilla roles and like to give everyone something. I've only ever had two dunce roles and neither player liked them. I believe there's ways around it to keep everyone interested.
These are:
Single use abilities: Single use ability such as a one off kill power, investigation, roleblock.etc. At least let's them have some involvement and more value.
Shared abilities: Two players, shared ability. ie. Two players share a roleblock ability. One takes the liberty of controlling the odd night roleblocks, one takes the liberty of controlling the even night roleblocks. Both get an involvement factor and both get to enjoy having an action. Should one of them die, they gain the full ability for use each night (If you want).
Passive abilities: I'm sure by now, we all know what these are. The passive abilities that they have no action to take but can be valuable should their action be taken into account or have a good gain. ie. Can't die at night, able to talk to other townies.etc.
Day Actions: Yes, day actions. These can be meeting a certain post criteria, having to be involved or even being able to have extra votes. Makes them feel a better and makes them want/forced to get involved in the day phase of the game.
Shared abilities: Two players, shared ability. ie. Two players share a roleblock ability. One takes the liberty of controlling the odd night roleblocks, one takes the liberty of controlling the even night roleblocks. Both get an involvement factor and both get to enjoy having an action. Should one of them die, they gain the full ability for use each night (If you want).
Passive abilities: I'm sure by now, we all know what these are. The passive abilities that they have no action to take but can be valuable should their action be taken into account or have a good gain. ie. Can't die at night, able to talk to other townies.etc.
Day Actions: Yes, day actions. These can be meeting a certain post criteria, having to be involved or even being able to have extra votes. Makes them feel a better and makes them want/forced to get involved in the day phase of the game.
Also, things people might want to start looking at is see through abilities. A.K.A- Abilities that are now becoming less useful as people are onto them. These include:
- Silence: By now, we are all aware of this. A player goes quiet and people either pick-up he's been silenced or he comes out upon the night phase and says it. In my opinion, still holds value to mafia as should a silenced player vote- they die or get outed.
- Force-Vote: This is another one to, they just say "Nothing to see here. Vote: XXX" and move on. People know it's a forced vote and rarely join the lynch train. It can still be effective, but not as much as previously.
- Frame Ability: In essence, this still has the potential to work but it's peaks in BunniesMan and Mystery mafia. Worked decent in Family Guy but I wouldn't be using it anytime soon. People catch onto it quick and it never get's the desired effect of framing an innocent person to let the serial-killer keep doing their work.
Below I will go through some of the more advanced and detailed abilities that often confuse people and show some clarity between them.
Steal:
Player X has kill ability. For night they want to kill Player Y.
Player B comes along, copies player X's ability and uses it on Player Z.
Player X no longer has an ability, Player B performs the kill on Player Z himself.
Number of kills = 1
Copy:
Player X has kill ability. For night they want to kill Player Y.
Player B comes along, steals player X's ability and uses it on Player Z.
Player X kills Player Y and Player B kills Player Z.
Number of kills= 2
Re-Direct:
Player X has kill ability. For night they want to kill Player Y.
Player B comes along, redirects player X's ability and uses it on Player Z.
Player X now unknowingly attacks player Z instead of Player Y.
Number of kills= 1
Player X has kill ability. For night they want to kill Player Y.
Player B comes along, copies player X's ability and uses it on Player Z.
Player X no longer has an ability, Player B performs the kill on Player Z himself.
Number of kills = 1
Copy:
Player X has kill ability. For night they want to kill Player Y.
Player B comes along, steals player X's ability and uses it on Player Z.
Player X kills Player Y and Player B kills Player Z.
Number of kills= 2
Re-Direct:
Player X has kill ability. For night they want to kill Player Y.
Player B comes along, redirects player X's ability and uses it on Player Z.
Player X now unknowingly attacks player Z instead of Player Y.
Number of kills= 1
Assigning Roles:
For role assignment. I use the Random Role Generator, found on: This Site
It totally randomizes the roles that are given. You input the player list (Forum names) and character list (Themed names) into the two adjacent boxes. It then assigns people with the appropriate names. This is who they are for the game.
For the sake of discussion, there has been cases and continue to be where a mod had/might have to custom assign a role for the case of a less experienced (Note; new) and/or a player who is meta-gamed constantly to give everyone a fair chance at playing forum mafia.
Processing Night Action:
I find the easiest way to process night actions is in an excel spreadsheet. I have this structure running Horizontally.
This way, it allows me to keep track of every player, their actions through the entire game and saves having salvage through 100PM's to find something. Additionally, when a player dies I put a red mark in the phase they died so I can also keep track of their death within the spreadsheet, again- making my life easier.Character Name - Player Name - Ability - Night 1 Action - Night 2 Action - Night 3 Action
Additionally, another method is typing the actions and the person who has taken the action via a lone quick-topic chat.
Processing PM's and Order:
One of the harder parts, and I'm a victim of this. I've made a mistake or two in replying to PM's. However, I like to have a template that I use and each time I use that base "reply" reply template and just fill in the required info.
Makes it simple to manage, and shows consistency.
Such templates can be:
Investigate: My friend, XXX IS/IS NOT town aligned.
Silence: You have been targeted by a force-uknown. As a result- you are unable to post in the thread next day phase (Day NUMBER[2]). I'm afraid if you do, the mod will be very angry and kill you.
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On the actual processing of night actions, not everyone does it the same. But here is two method of process:
Method 1: Processed in chronological order.
Method 2: Process all actions at once.
An example of the difference:
Method 1
Player 1 roleblocks Player 2 but Player 3 killed Player 1 'before' Player 1 roleblocked Player 2 so Player 2 isn't roleblocked.
Method 2
Player 1 roleblocks Player 2. Player 3 killed Player 1 'before' Player 1 roleblocked Player 2 but the action goes through as they are all processed at the same time.
-----------------------------Also, for the sake of the players and balance of the game. Keep an empty inbox. I made the mistake of maxing my inbox once and we saw the result that produced.
Want to know more? Read one of the most detailed websites for Forum Mafia on the net. Go to: mafiascum.net/‎
Should people have any questions, queries.etc regarding running a mafia game or what is involved. Do not hesitate to leave your question here. We will reply to it.
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Thanks to those who have contributed:
- Dragon2010 (Original Post).
- Apey (Information and feedback).
Version 1.0- Wed 15th May: Thread created.
Version 1.1- Wed 15th May '13: Thread updated with information from Apey.
Version 1.2- Wed 15th May '13: Pagination and tidy-up.
Version 1.3- Thu 15th May '13: Added information and fixed spelling errors
Version 1.1- Wed 15th May '13: Thread updated with information from Apey.
Version 1.2- Wed 15th May '13: Pagination and tidy-up.
Version 1.3- Thu 15th May '13: Added information and fixed spelling errors
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