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Mafia Dungeons & Dragons Mafia (13p) - Game End

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Day Four End / Night Four Start
Day Four Vote Count:
ExLight (3) - JamieIsBored, beryllium

No Lynch (2) - FinalArcadia, ExLight

It was a tense day as ExLight held FinalArcadia within his grasp. "You'd better do as I say or she won't live to see tomorrow!" he commanded them.
Having no choice but to go along, hoping for Final to win they did so. Jamie saw an opening while ExLight was distracted with bery's ZD20 roll and shot a crossbow bolt straight for ExLight's head...

Nobody has died!

The crossbow bolt managed to bounce off ExLight's thick flesh, protecting him from what would've been an otherwise fatal shot.
ExLight then rolled a hidden die, eagerly checking it's result. "Ha, looks like you kept your promise after all" FinalArcadia said calmly, she didn't seem to be afraid of the danger at all, and almost seemed to enjoy watching the chaos between the two groups. "I've gotten all the research data I need, so I guess I'll be going now, see-ya!" she waves as she casts a spell, teleporting away...

FinalArcadia has left the game a victor!
She was a Harengon Artificier, a skilled Alchemist, a Dice Inventor.

Dear FinalArcadia,

You are an Artificer, specialising in Alchemist (Sub-Class).
Your race is that of a Harengon, the rare rabbit-like people, you're known for your jumping skills and innate luck you seem to take with you.

An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.

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“Why yes, I do have six magic items I’m attuned to, why do you ask? Are you jealous? I also have this gun."

Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections. Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power, or tinker's tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.

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You rolled a Natural 20, you've done it! With your alchemical know-how you've created the ultimate magical item. It's a special dice that can influence luck and success of the person who rolls it, both positively and negatively. Now that you're happy with the alpha test, it's time to move onto the beta test. Up until now, it was just you testing these dice, now it's time to find some test subjects, this rowdy tavern is sure to be the perfect place.

You are a Dice Inventor, each day phase you can use your Day Action to hand a player one of your magical dice by saying Try your luck [PLAYER]?. Your dice are special and can alter how a player's role works, though you're still working out exactly how it alters it. Your target receives the dice at the start of the night phase following your action and may roll it at any time, though it has it's best use when combined with the use of a Night Action.

The target receives the following message:
"Try your luck [PLAYER]?" a stranger approaches with a grin, in their hand is a twenty sided shape with each side individually numbered. "This die is special, it's designed to change your luck, try using it the next time you go on adventure and see what I mean!" the stranger hands you the odd twenty sided die and bids you farewell.

You received a D20, you may roll it at any time and see what fate has in store for you. Once rolled, you cannot stop it, but you won't receive the result until the end of the phase you roll it in. If you roll it at the same time you submit a Night Action, it will influence the action in unforeseen ways. To roll the die, simply say I roll a D20.

These are your notes so far, only for your own benefit and you may not share this information with "outsiders":
[REDACTED] - It seems FinalArcadia took their research notes with them.

You are a Planeswalker (Independent) and you win when three different players use your magical dice, regardless of what they roll as you're only interested in the testing. You are not hostile with any other faction and can win with any team.
When you win, this will not be publicly revealed, you do not end nor do you exit the game and may continue playing for fun, gaining the power to hand out two dice at once from that point forward.
If you die after winning you immediately exit the game rather than dying by using your powers to teleport away, mechanically it'll be like you died (including your role flip), but you keep your victory and your victory will then be publicly revealed. If you simply wish to exit the game immediately after winning, please let me know at any time.
She was aligned with herself as a Planeswalker (Independent)!

The game continues....

It is now Night 4.
Phases will update as soon as actions are submitted or idled.
 
@ExLight @ZinnLav @TheCapsFan @beryllium
I would like to accept the draw proposed by ExLight please.
All remaining players would need to agree.
I'll await bery's response, the game state is in limbo until actions are submitted or idled, if 48 hours from the phase change happen (so about 28 hours from now) I'll consider it a no contest automatically.
 
Endgame
The game has ended!
The three remaining players decided all the killing wasn't worth it. "I mean three people is plenty to split the loot fairly, most adventuring groups is about three people." ExLight offered to stand down. Jamie and bery who were exhausted agreed...

ExLight has won!
He was a Mind Flayer Oathbreaker Paladin, a Godfather & 2x Strongman!

Dear ExLight,

You are a Paladin, you followed a Sacred Oath once, but have betrayed it and have since become an Oathbreaker (Sub-Class).
Your race is that of a Mind Flayer, your motives are alien to all others and the tentacles hanging from your squid-like head freak people out, not to mention those freaky psychic powers mind flayers are known for.

An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart has been extinguished. Only darkness remains.

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“I followed the tenets of good once, but they failed me"

Clad in plate armor that gleams in the sunlight despite the dust and grime of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance shines from her hands, the man's wounds knit closed, and his eyes open wide with amazement.

A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realize he is there.

Silver hair shining in a shaft of light that seems to illuminate only him, an elf laughs with exultation. His spear flashes like his eyes as he jabs again and again at a twisted giant, until at last his light overcomes its hideous darkness.

Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.

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Because you are full of hate and cause others near you to cower in fear you are a 2x Strongman and will be able to bypass any protection of a player you visit using your Night Action twice during the game when you say Channel Dreadful Aspect during the Night Phase in your Role PM. This role has no power used by itself.

As Paladins are almost always universally accepted as paragons of all that is good and right, you are also a Godfather, you pass yourself off as a different alignment to some investigation roles.

Your fellow Big Bad Evil Guys are DawningWinds & Minish, and you share the responsibility of killing players at night, use Plot to Kill: [Player] in the Mafia Chat to do so.

You are a member of the Big Bad Evil Guys [BBEG] (Mafia) and win when all threats to you have been wiped out.

The power of the Comet card from the Deck of Many Things empowers you as you survive solo through the night against overwhelming odds, giving you enough experience to Level Up.
With your level up you may pick one of the following options based on your Mind Flayer powers:
1. Dominate Monster x1 - You may choose one player, that player's alignment changes to Mafia for the remainder of the game.
2. Mind Blast x1 - You can roleblock every player at once for a single night phase.
3. Extract Brain x1 - You gain the power to kill a single player during the day phase, which grants you 1x Lynchproof.

You gain Extract Brain x1, your other options will have to wait until another level up. (Defeating all of Town would give you enough Exp for it :v)
You gain the power to kill a single player during the day phase, which grants you 1x Lynchproof.
You activate this power by saying: Extract [Player]'s Brain in your Role PM during the Day Phase.
He was a member of the Big Bad Evil Guys [BBEG] (Mafia)!

JamieIsBored has won!
They were an Orc Phantom Rogue, a Miller & 1x Commuter!

Dear JamieIsBored,

You are a Rogue, skilled in the macabre art of the Phantom (Sub-class).
Your race is that of an Orc, mostly seen a dumb brutes by those who have been raided by a tribe of orcs, your race may be simple to outsiders but few understand the complex culture that occurs between different tribes.

Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies.

Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard's confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.

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“Do I get Sneak Attack?"

Signaling for her companions to wait, a halfling creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her fighter friend moves forward to kick the door open.

A human lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target—a notorious slaver—passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin's blade cuts his throat before he can make a sound.

Suppressing a giggle, a gnome waggles her fingers and magically lifts the key ring from the guard's belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are free to make their escape.

Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.

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Because you are close with the realm of the dead and can tap into its power to become a ghost, you are a 1x Commuter, once during the game you may disappear during the Night Phase, preventing any and all actions from affecting you (including the Mafia Kill) when you say Use Ghost Walk during the Night Phase in your Role PM.

Unfortunately due to the bad reputation Rogues get, as well as your rather… grim tactics, you are also a Miller, your alignment appears to belong to another faction than your own to some investigation roles.

You are a member of the Party (Town) and win when all threats to you have been wiped out.
They were a member of the Party (Town)!

beryllium has won!
They were a Tiefling Divination Wizard, a Diviner!

Dear beryllium,

You are a Wizard, practicing in the School of Divination (Sub-Class).
Your race is that of a Tiefling, the devilish looking humanoids, somewhere in your family a deal was struck with a devil and you carry that blood within you.

The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.

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“I cast Fireball!"

Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.

Checking and rechecking his work, a human scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond.

Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.

Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.

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Because you are a highly adaptable spellcaster who can easily swap their spells between days, you are a Diviner and have the selection of the following one time use roles, able to select one per Day Phase when you submit it’s associate command in your Role PM:
1x Spy - You receive the last 1d10 (I roll a 10 sided die) posts from Outside Communication, any names will be [REDACTED] for balance reasons.
The Day Action is: Cast Clairvoyance.
You get the results at the end of the Day Phase that you submit this action. The posts will be dated from the time you submitted the action, not any posts that may occur after you submit between than and the end of day. (So if you submit it halfway through D1 you get the last 1d10 posts prior to then when D1 ends but no posts that take place from the halfway point until the end of D1)

1x Lie Detector - Quote one sentence posted in the thread, you will be told if it’s contents are true (Weal), false (Woe), both (Weal and Woe) or unknown (“No Response”). You cannot select a sentence regarding alignment ("I'm Town") or direct answers to your own posts (basically you can’t ask a probing question specifically to use Lie Detector on it but can take advantage of others people's questions and their accompanying answers).
The Day Action is: Cast Augury (while also posting the quote you want lie detected).
You get the results at the end of the Day Phase that you submit this action.

1x Medium - You can ask the Graveyard up to five questions. You must ask your questions before the day ends. The Graveyard answers each question with one word, "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the Graveyard doesn't know the answer to the question). There is no guarantee your questions will be answered as it relies on deceased players being active in the Graveyard and I may determine a question or it’s answer is too game breaking, I will veto the answer with an “unclear” in the latter and request another question in the former. The Graveyard will collectively decide on their answers, so while you can request a specific person answer a question, the group may decide an answer that is contrary to theirs (such as being divided on who Mafia is). Players are informed upon death that a Medium exists (but not how it works until you activate your action), but will receive no other game related information after their death (other than what they share with each other and read in thread), including who the Medium is.
The Day Action is: Cast Contact Other Plane (and list up to five questions).
You submit it and the Graveyard has the following Night Phase to decide the answers your to questions. You receive the results on the start of the next Day Phase. (e.g. Day 1: Submit, Night 1: Graveyard gets the questions and decides answers, Day 2: Get results)

1x Post Restrictor - You force a permanent Post Restriction on a player you target, you decide the nature of the Post Restriction (subject to my approval, it must be reasonable). I may also decide on what kind of Post Restriction it is if you would prefer.
If the target doesn't adhere to their restriction, they will die. They will be given one warning if they fail to adhere to it the first time and die if it happens again. They will be informed they will die if they don't follow the restriction when they first receive it (but not about having one chance of a mistake).
The Day Action is: Cast Mind Spike On [Player] (and describe the restriction/defer to me).
Your target is affected by the Post Restriction at the end of the Day Phase that you submit this action.

You are a member of the Party (Town) and win when all threats to you have been wiped out.

Note that this role is something of an experiment (sorry) to see how a game works with different kinds of post interaction roles. Many of these roles are extremely rare and may be slightly unbalanced, either in your favour or against it. A role like Lie Detector can break an entire game (It can basically be a free cop check on one of those "I'm Town" posts, which I don't think it should be).
My hope is that some of these roles can become more common by showing that can be used in a more balanced way as long as they have certain limitations.
They were a member of the Party (Town)!
Thank you for playing, I know it got a bit rough at times.

Jinjo has won!
They were the Forever DM, a Spectator!

Dear Jinjo,

You are the Forever Dungeon Master (DM).

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“I never get to play"

The sad story of the Forever DM. This person is always running games for their group or doesn’t have the spare time between their multiple D&D groups to actually play or perhaps they simply have no interest in playing a main character themselves, preferring to play all the side characters instead.

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Because you’re too busy running your own D&D Games to play one yourself, you are a Spectator, you gain access to all Role PMs and chats created by the Host. In return you are not allowed to interact with the players in any way, shape or form, this includes posting and using reactions. However once the game is over you may post in the thread, as your role will no longer be in effect. You are also immune to being voted for and targeted by any actions.

You are a Spectator (Independent) and will win as long as you do not get modkilled for breaking you post restriction. This team is not hostile to any other and can win with any team.
They were a Spectator (Independent)!

Night Actions:

Original Role PMs (some editing happened when transferring to forums)

Gotta dash so I don't have time to edit my survey questions...
  1. Did you have fun?
  2. Do you think the game was balanced and fair?
  3. Did you enjoy your role?
  4. How was the flavour text?
  5. Did I do a good job as host, could I have improved on anything?
  6. What was your favourite part (eg. something funny or cool that happened)?
  7. Would you be interested in me hosting more similar Mafia games in the future and if so, any theme requests?

I know balance was bad and that whole claiming thing was eugh. I'll reply to my own survey when I get back and I know there were a couple posts that I wanted to reply to but couldn't during the game. Hit me with any questions.
 
gg folks!
very generous of you to give us a win, Zinn!

WE WIN

oh my god these documents are so well organized and pretty
You all agreed on a draw, so it's a win. If you didn't it would've been no contest, a loss.

I try to keep my notes nice and neat, a lot of it's been the same for all my Mafia games, but I changed the night actions page to be a bit easier this game. Would probably need a special layout for day actions in the future.
 
GG everyone, well played! Thanks for hosting Zinn!

1. Yeah I had a lot of fun!
2. Originally I think it was, the host role stuff a little bit less so.
3. I did, stopping the kill N1 was a proud moment of mine.
4. I really enjoyed the flavour text, especially the added stuff from what we voted for with the flavour.
5. Yep, nothing really comes to mind.
6. Raven being resurrected only to immediately die was pretty funny.
7. Of course, I don't really have any good ideas flavour wise.
 
  1. Did you have fun?
  2. Do you think the game was balanced and fair?
  3. Did you enjoy your role?
  4. How was the flavour text?
  5. Did I do a good job as host, could I have improved on anything?
  6. What was your favourite part (eg. something funny or cool that happened)?
  7. Would you be interested in me hosting more similar Mafia games in the future and if so, any theme requests?
1. Twas a bit stressful because the communication in the scumteam wasn't the smoothiest and the double lynch was really rough. And at points it got a bit frustrating because of some reasons I had already mentioned in the game, but yea, I had fun regardless. This was likely one of the most challenging comebacks I've ever had to make. Part of it was due to Human agreeing on hounding Zexy, though.

2. TOWNSTACKED! The clutch comet was very helpful and helped level things out, thanks for it. I ended up picking the Dayvig+Lynchproof because I knew it was very strong, but not unfairly busted like a converter, and I'm proud of how I managed to swing the game with it. I think a rule that has to be a bit more thought of when balancing things out is "Mafia should be able to disrupt/take advantage all existing roles somehow". The Beryl kit was interesting, but it didn't feel like any of the roles had much of a function in this setup - they're all potentially broken but extremely situational and might work better on very specific setups.

3. Yea, it was aight. The mafia kit in general was very traditional, so it was very straightforward at least. The comet was very fun, though, even if the options weren't as strong. I think the idea of giving mafia a JOAT-esque pool of options at Night might actually be something really fun and that could be tried out again in the future.

4. Legit amazing, your games always have some really good flavor!

5. Yes, you were a great host! Very entertaining game and mechanics. I was slightly confused about some interactions regarding role interactions, so that might be something that can improve. In particular, I'm confused as to why my sentence on how I pierced both Mido and Raven was false, considering I did in fact shoot them both with a single strongman.

6. You suddenly dying really caught me offguard and made me chuckle.

7. Yes! I'll play whatever!
 
  1. Did you have fun?
  2. Do you think the game was balanced and fair?
  3. Did you enjoy your role?
  4. How was the flavour text?
  5. Did I do a good job as host, could I have improved on anything?
  6. What was your favourite part (eg. something funny or cool that happened)?
  7. Would you be interested in me hosting more similar Mafia games in the future and if so, any theme requests?
1. Yes and no tbh. But the no parts was not host fault.
2. It was... a rollercoaster. N2 it felt busted pro town, after I died busted pro scum, it somehow ended up rather balanced. Fair is a weird thing to talk about when there is arbitrariness involved, but it was OK I guess.
3. Yes! BOOM
4. Pretty cool! Free Apple Juice!
5. You did near perfectly. Do not beat yourself down over things outside your control, please.
6. Double scum lynch I guess, I do not think I have ever experienced something like that.
7. Yes... But maybe less arbitrariness please? I do not mind theme, I am sure you will find something cool.

Congrats to the final 4 and thanks to everyone who helped make this game an enjoyable experience!
 
Congrats to both sides on the win! After everything, that was a nice outcome and I was rooting for all three of you that were there in that final phase. And thank you ZinnLav and TheCapsFan for hosting!

1. Yes, a lot of fun! Lots of twists and turns throughout the game. Probably couldn't have picked a better game to come back to, honestly.
2. Balance I'm kinda unsure on? I think it might've been more balanced if the mass claims hadn't happened actually, though it's hard to say since I was never an expert on balance back when I hosted. Town seems like they had a lot of informative roles, but had the neighborizer not died so early, I can see where it could have worked out.
3. Enjoyed my role a lot! Independent is always fun since it is easier to go with the flow, and giving out dice was cool. It was also fun because everyone was so nice and sweet in helping me win, and (maybe too personal here) I've been feeling kinda meh in general for a while now but seeing that made me really happy, you all are the best here in TWR
4. Flavor text was great, I liked the integration of the actual players here into it! The role PMs were also super detailed with good lore on the role, which was cool.
5. You were an excellent host, absolutely no complaints from me. Fair handling of the game, and always very willing to help with any questions.
6. Also gonna say the double lynch on Minish/Dawning Winds. That was wild, I didn't expect the mechanic of even being able to do more than one lynch in a phase to ever come into play, and certainly not so effectively.
7. Absolutely! Role madness games are the most exciting. Any theme would be good, though dice makes me think of Mario Party, which could make for some kind of chaotic roles maybe lol.
 
I think the idea of giving mafia a JOAT-esque pool of options at Night might actually be something really fun and that could be tried out again in the future.
It was originally just going to be a converter themed as turning someone into a Mind Flayer but then I went "Hey what features does a Mind Flayer actually have" and then based the options off that.
The mafia kit in general was very traditional, so it was very straightforward at least.
Already thinking of ways to give Mafia a more unique time. I've done a few Town unique roles but no Mafia from what I recall yet.
4. Legit amazing, your games always have some really good flavor!
Really? I was pretty lazy with it this time around :v
added stuff from what we voted for with the flavour.
I think this should be more common, it was fun basing the flavour around what everyone voted for, was hoping D2 would have some votes for where the party would go on an adventure.
6. You suddenly dying really caught me offguard and made me chuckle.
Every Host in a game where Zinn makes Role PMs always includes Host Role PMs and those Hosts always have a way to die, even if it's not immediately obvious how. Spectators also get Role PMs for flavour, one of the other Spectator Role PMs I had prepped was the Absent Player, though it did feel a bit petty as if saying "Well you could've joined the signups".

5. Yes, you were a great host! Very entertaining game and mechanics. I was slightly confused about some interactions regarding role interactions, so that might be something that can improve. In particular, I'm confused as to why my sentence on how I pierced both Mido and Raven was false, considering I did in fact shoot them both with a single strongman.
Your Strongman pierces one layer of protection. Raven was bodyguarding Mido. Mido lost her Deathproof because it was temporary, she just didn't tell anyone that.
I had told you that it pierced one layer of protection and you claimed you pierced all protections afterwards, so thus it was a lie. Though I suppose it's a bit hard to tell if you knew that to be true or not, I was going to almost give a "True and False" response.
3. Yes! BOOM
I'd love to experiment with a Bomb that's a mix of PGO, they just light their fuse one night and kill everyone who visits them and also dies.
5. You did near perfectly. Do not beat yourself down over things outside your control, please.
:bulbaLove:
7. Yes... But maybe less arbitrariness please? I do not mind theme, I am sure you will find something cool.
Oh definitely nothing so chaotic, I hope. Considering Caps death specifically let me decide what the card did, I could use it in vague ways, which I did by buffing Mafia while they were losing. Had to try and balance it somehow so the game didn't end so quick.
The role PMs were also super detailed with good lore on the role, which was cool.
The parts in the spoiler text about Class Description were stolen directly from the Players Handbook, though the rest was me :v
 
Did you have fun?
I only have fun as long as my players are having fun. I had a few tense moments where I was worried everyone was just going to quit x_x

Do you think the game was balanced and fair?
Not at all, as has been mentioned, the game really favored Town and my disruptive roles (Bomb/Redirector, Miller/Commuter, Vigilante) claimed so early which made them more Towny rather than causing suspicion.

Did you enjoy your role?
Not really, I'd hope more people would take advantage of the double vote system, but I suppose there's little point when the results are public. I kinda threw it together last minute when I realised Caps had a death effect and I didn't and was about to be modkilled.

How was the flavour text?
I loved the flavour that Caps did for me on my Role PM flip, really creative.

Did I do a good job as host, could I have improved on anything?
No Comment.

What was your favourite part (eg. something funny or cool that happened)?
I did enjoy seeing the chaos that was N1 behind the scenes as I slowly watched the 5 players fail their actions.

Would you be interested in me hosting more similar Mafia games in the future and if so, any theme requests?
Definitely never something quite so chaotic. I'll never stop making "Role Madness" but maybe I'll lean more on some passive type roles without an action rather then having the mindset of "everyone needs an action or they won't have fun" that I've picked up from playing Vanilla too many times. I've already got a theme in mind for my next game which will be a more traditional type setup, maybe even an open setup, either way claims will be banned.
 
  1. Did you have fun?
Yes
  1. Do you think the game was balanced and fair?
I'm not in a position to talk about balance XD
  1. Did you enjoy your role?
My first one, yes, the second one not as much as I didn't get to shoot someone :D
  1. How was the flavour text?
It was great, I can't get why you were worried that no one would read it.
I feel like it lacked some dungeons and maybe a few dragons /j
  1. Did I do a good job as host, could I have improved on anything?
I never got my order :tentacruel: :sadsola:
  1. What was your favourite part (eg. something funny or cool that happened)?

3 Words:
Fake. Cop. Gambit.

  1. Would you be interested in me hosting more similar Mafia games in the future and if so, any theme requests?
Yes!
I always thought of something like kitchen equipment - electric devices like rice cookers and mixers and stuff vs spoons, plates, bowls, etc...
Kitchen towel = independent
 
Congratulations to all the winners! This was a really interesting game to host - Mafia got really lucky with the way the roles worked out on N1 with the Ascetic (Vig targeted Dawning, Cop targeted Minish, but both failed because of Roleblock/Ascetic), but lost that advantage on D2 with the double lynch - and @ExLight played one of the best openwolf games I've ever seen to come back in the end! Helped out by the comet, sure, but Ex still played really well. And good job to @FinalArcadia for a very consistent game as well.

I think the most important takeaways from this game are to a) never take an advantage for granted, b) always play to your win condition, and c) always prioritize your own victory over an independent's, if town. Town had multiple opportunities to straight up end the game on N2 and D3 but squandered it away to guarantee the indep victory.

Depending on who Ex would have targeted with the nightkill, there would have been a very slight, 7/20 chance that Town would have won. Beryl had a dice in the final night and had she rolled from a 13 or 19, she would have gotten deathproof for the phase and could have protected herself if she was targeted with the kill - and I think Ex probably would have shot her over Jamie since she still had x-shot actions, and iirc there was some threat of Jamie having a hidden 2nd commuter that was being brought up in-thread at some point. After which the night would have ended with no death and town could just lynch 2-1 the next day, guaranteeing them the victory. This is why the game did not end with a Mafia win after FA left the game.

Oh, and Ex...You were SO close to a death with that 2 on your FA dice roll.
 
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