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You totally didn't get this idea from PW :3

So, ideas. I'd like to see a Homestuck themed mafia, i would suggest a RWBY themed mafia, but me and @Alistair are plotting to host one :eyes:

Oh OH, VENUS! Can we have a pornstar themed mafia? :eyes:

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I suppose I could share a free thought I had in my mind before, but somehow couldn't turn it into a game yet because the supposedly simple but complex mechanics aren't quite polished and laziness just don't make it any better. Still, instead of having it diminish into the junkyard of unexpressed ideas, I might as well share some if it can work and people have interest on it.

 

Would you guys like to see a mafia game that incorporates tabletop elements? Not something completely DnD though... (I never played it to be honest, though it looks fun and I'd like to join a session.) Something like where you are provided with a pitch black map, with an icon signifying you as the player and a sight radius around you that gets dimmer for every tiles further from your position. The mafia of the game is granted full infrastructure of the map, knowing the place and such without having to explore them firsthand, further sight radius, and awareness of nearby innocent players.
 

Further info here:

Spoiler

The game will start with 'mixed' day and night phases. Emphasis on mixed, meaning that both phases start at the same time. On Day phases, instead of lynching, people will come and vote somebody to reveal. A revealed player means they will be shown clearly in the map, along with information about their alignment and who they are until the game hits the conclusion. If the revealed player is a mafia, they will be incapacitated for that turn, unable to move and allowing innocent players to slip past them. A player can be revealed only once.

 

Each night phases, you can move yourself to a destination depending on your movement type and cost, and use your power provided the role gives you one or two, or interact with your surroundings. Interacting with the environment can gain you items, clues, access to places (such as power generator to activate lifts or if possible, lightings for the towns.), or hide yourself within fhe terrain. The mafia might be alerted but yiur presence, but they have to look where you hid yourself to actually find you and attack you. While interacting with other players you'll find in the overworld, you can identify who were they, use actions against them or join in a group to help each other. An act of unity to tie people among themselves is a powerful method to circumvent any danger that comes by and ahead, right?

 

The goal of the game is to find a way out and escape from the place, or defeat every mafia members with your wits and strength. The mafia wins if nobody managed to escape within the time limit (Yes, to ensure it doesn't go for too long, a time limit is placed there. Usually about 10 or 15 in-game days but this is subject to change.), they overnumbered the town, or they themselves managed to reach the escape point.

 

And that's the gist of it. I appreciate it if there's a way to improve it

 

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Guest Sparkin'

Amine pls

 

20 hours ago, Candy said:

Hunger Games lul

But by the time I make time to actually think of the game, no one will be playing mafia anymore :sadpepe:

 

Also: Dangan Rompa 2

Who can guarantee that ;)

 

Not Soon™

16 hours ago, Hypurr said:

I suppose I could share a free thought I had in my mind before, but somehow couldn't turn it into a game yet because the supposedly simple but complex mechanics aren't quite polished and laziness just don't make it any better. Still, instead of having it diminish into the junkyard of unexpressed ideas, I might as well share some if it can work and people have interest on it.

 

Would you guys like to see a mafia game that incorporates tabletop elements? Not something completely DnD though... (I never played it to be honest, though it looks fun and I'd like to join a session.) Something like where you are provided with a pitch black map, with an icon signifying you as the player and a sight radius around you that gets dimmer for every tiles further from your position. The mafia of the game is granted full infrastructure of the map, knowing the place and such without having to explore them firsthand, further sight radius, and awareness of nearby innocent players.
 

Further info here:

  Hide contents

The game will start with 'mixed' day and night phases. Emphasis on mixed, meaning that both phases start at the same time. On Day phases, instead of lynching, people will come and vote somebody to reveal. A revealed player means they will be shown clearly in the map, along with information about their alignment and who they are until the game hits the conclusion. If the revealed player is a mafia, they will be incapacitated for that turn, unable to move and allowing innocent players to slip past them. A player can be revealed only once.

 

Each night phases, you can move yourself to a destination depending on your movement type and cost, and use your power provided the role gives you one or two, or interact with your surroundings. Interacting with the environment can gain you items, clues, access to places (such as power generator to activate lifts or if possible, lightings for the towns.), or hide yourself within fhe terrain. The mafia might be alerted but yiur presence, but they have to look where you hid yourself to actually find you and attack you. While interacting with other players you'll find in the overworld, you can identify who were they, use actions against them or join in a group to help each other. An act of unity to tie people among themselves is a powerful method to circumvent any danger that comes by and ahead, right?

 

The goal of the game is to find a way out and escape from the place, or defeat every mafia members with your wits and strength. The mafia wins if nobody managed to escape within the time limit (Yes, to ensure it doesn't go for too long, a time limit is placed there. Usually about 10 or 15 in-game days but this is subject to change.), they overnumbered the town, or they themselves managed to reach the escape point.

 

And that's the gist of it. I appreciate it if there's a way to improve it

 

It is an interesting idea. Why do you think it's lacking?

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9 hours ago, Venus said:

It is an interesting idea. Why do you think it's lacking?

I think I got most of the concept quite firmly, but if there's any, it's probably the map itself. I'm confident that I'm able to do sprite and stuff, but admittedly mapping is a bit on the rough side. It's not difficult, just requires a lot of patience. And it'll be a no go unless I can make a decent custom tileset for that, hmm.

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