User:Toomai/IRC Mafia: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
m (removed consecutive protection rule; we keep forgetting it, and if a game can be broken using consecutive protections then something else is the problem)
m (→‎Roles: bold for readability)
Line 29: Line 29:
The following roles have been used in the past:
The following roles have been used in the past:


*Vanilla Townie: Regular townsfolk, no powers other than voting.
*'''Vanilla Townie''' Regular townsfolk, no powers other than voting.
*Mafia Goon: Regular bad guy. During night, meets in the bad guy channel and pick a player to kill. Decision must be unanimous. They must also pick which player will be the one to actually perform the kill.
*'''Mafia Goon''' Regular bad guy. During night, meets in the bad guy channel and pick a player to kill. Decision must be unanimous. They must also pick which player will be the one to actually perform the kill.
*Cop: During night, tells the mod who they want to investigate. The mod tells them whether the target is "innocent" or "guilty". Note that this is not necessarily equivalent to being told "town" or "Mafia".
*'''Cop''' During night, tells the mod who they want to investigate. The mod tells them whether the target is "innocent" or "guilty". Note that this is not necessarily equivalent to being told "town" or "Mafia".
**Warning: Cops are most commonly Sane (see modifiers below), but if you are told you are a Cop and not explicitly told "you are sane", be warned that you may not be sane.
**Warning: Cops are most commonly Sane (see modifiers below), but if you are told you are a Cop and not explicitly told "you are sane", be warned that you may not be sane.
*Doctor: During night, picks a player other than himself to protect. That player is immune to being killed once that night.
*'''Doctor''' During night, picks a player other than himself to protect. That player is immune to being killed once that night.
*Roleblocker: Targets someone at night. They become unable to use their active abilities. The target will not be told their ability failed unless they are expecting a result, in which case it will be "No result".
*'''Roleblocker''' Targets someone at night. They become unable to use their active abilities. The target will not be told their ability failed unless they are expecting a result, in which case it will be "No result".
*Vigilante: Town-aligned player that can night kill. Typically limited to once per game.
*'''Vigilante''' Town-aligned player that can night kill. Typically limited to once per game.


The following roles are planned for future games, not counting secret ones:
The following roles are planned for future games, not counting secret ones:


*Gunsmith: During night, picks a player to investigate. He learns whether that player has a gun (obviously, only works for standard theme). All Mafia members that can perform the nightly kill have a gun, in addition to Cops, Vigilantes, and other Gunsmiths.
*'''Gunsmith''' During night, picks a player to investigate. He learns whether that player has a gun (obviously, only works for standard theme). All Mafia members that can perform the nightly kill have a gun, in addition to Cops, Vigilantes, and other Gunsmiths.
*Jailkeeper: During night, picks a player to jail. This player is immune to being killed that night but is also blocked from using their active abilities. Essentially a combination of Doctor and Roleblocker. Unlike Doctor, it protects from all kill attempts and not just one.
*'''Jailkeeper''' During night, picks a player to jail. This player is immune to being killed that night but is also blocked from using their active abilities. Essentially a combination of Doctor and Roleblocker. Unlike Doctor, it protects from all kill attempts and not just one.


===Modifiers===
===Modifiers===
Line 46: Line 46:
The following modifiers have been used in the past:
The following modifiers have been used in the past:


*Bulletproof: Cannot be killed at night by the Mafia or similar. Typically a 1-Shot, but can feasibly be 2 or even 3. Used automatically.
*'''Bulletproof''' Cannot be killed at night by the Mafia or similar. Typically a 1-Shot, but can feasibly be 2 or even 3. Used automatically.


In addition to the above global modifiers, there are certain role-specific modifiers:
In addition to the above global modifiers, there are certain role-specific modifiers:


*Cop
*'''Cop'''
**Sane: Explicitly gets correct results. If a Cop is not told that he's Sane, he should be aware that he may not be.
**'''Sane''' Explicitly gets correct results. If a Cop is not told that he's Sane, he should be aware that he may not be.
**Insane: Gets his results backwards: innocents are reported as guilty and vice versa.
**'''Insane''' Gets his results backwards: innocents are reported as guilty and vice versa.
**Naive: Always gets an "innocent" result regardless of who he investigates.
**'''Naive''' Always gets an "innocent" result regardless of who he investigates.
**Paranoid: Always gets a "guilty" result regardless of who he investigates.
**'''Paranoid''' Always gets a "guilty" result regardless of who he investigates.
**Random: Gets a random result regardless of who he investigates (50/50). Because this role is considered cheap, it will only appear in specific sets.
**'''Random''' Gets a random result regardless of who he investigates (50/50). Because this role is considered cheap, it will only appear in specific sets.


The following modifiers are planned for future games, not counting secret ones:
The following modifiers are planned for future games, not counting secret ones:

Revision as of 19:24, January 18, 2013

I run a Mafia game on IRC sometimes. Seems to attract non-wiki people.

Setup

  1. I post here and/or on IRC when the game will be played.
  2. I open ##sw-game and invite in players. Spectating is allowed, you should let me know whether you're playing or spectating. Don't enter before I do, or things can't run properly.
  3. Once it's been determined who's playing, I use random.org to determine who gets what role and tell each player in private message what they are.
  4. I create ##sw-game-badguys (or similar) as a location for the bad guys to discuss their nefarious deeds.
  5. To begin the game, I mute the channel and give voice to all players. This prevents spectators and dead players from interfering (players have voice removed on death).
  6. The game starts running.
    1. Night occurs; the bad team discusses in ##sw-game-badguys who to kill and whatever else takes place during the night happens through PM with me.
    2. Day occurs; whoever's left has a big-o discussion/vote on who to lynch. "No lynch" is a valid vote and has strategic value in some situations.
    3. Repeat until either all the bad guys are dead or the bad guys outnumber (or tie) the good guys (or nothing can prevent this).

Rules

  • The game always starts at night, but kills cannot be made. This gives investigative roles a head start and removes the non-fun of being killed before the game properly begins.
  • Players' roles are revealed on death.
  • Players may not PM each other.
  • Dead players will be sent an invite to a channel such as ##sw-game-dead where they can "bah" and compare notes with other dead players; dead players should keep all game talk in there and not in other channels (such as #sw).
  • Players can say almost whatever they want, including claiming what role they are. They may not post quotes from any mod PMs or private channels, but paraphrasing is okay.
  • Players that leave the game will be given three to five minutes to return, depending on the circumstances. Players who do not return are either replaced by spectators or modkilled as "abandoned the game".
  • Those who break the rules will be terminated with extreme prejudice. The consequences of being "modkilled" will generally be tailored in order to have the worst effect on the player's team; in general, modkilling a good guy will end the day so an attempt at getting baddies cannot be made, while modkilling a bad guy will keep the day going to give the town a chance to get another.

Roles

Before each game, it may be made public what roles are in the game ("open" setup). If not, one can assume that any role listed below may be present ("closed" setup). If a role not listed below is present, I will say something akin to "there is a new, secret role in the game", and once the game is over it will be added to the list.

The following roles have been used in the past:

  • Vanilla Townie Regular townsfolk, no powers other than voting.
  • Mafia Goon Regular bad guy. During night, meets in the bad guy channel and pick a player to kill. Decision must be unanimous. They must also pick which player will be the one to actually perform the kill.
  • Cop During night, tells the mod who they want to investigate. The mod tells them whether the target is "innocent" or "guilty". Note that this is not necessarily equivalent to being told "town" or "Mafia".
    • Warning: Cops are most commonly Sane (see modifiers below), but if you are told you are a Cop and not explicitly told "you are sane", be warned that you may not be sane.
  • Doctor During night, picks a player other than himself to protect. That player is immune to being killed once that night.
  • Roleblocker Targets someone at night. They become unable to use their active abilities. The target will not be told their ability failed unless they are expecting a result, in which case it will be "No result".
  • Vigilante Town-aligned player that can night kill. Typically limited to once per game.

The following roles are planned for future games, not counting secret ones:

  • Gunsmith During night, picks a player to investigate. He learns whether that player has a gun (obviously, only works for standard theme). All Mafia members that can perform the nightly kill have a gun, in addition to Cops, Vigilantes, and other Gunsmiths.
  • Jailkeeper During night, picks a player to jail. This player is immune to being killed that night but is also blocked from using their active abilities. Essentially a combination of Doctor and Roleblocker. Unlike Doctor, it protects from all kill attempts and not just one.

Modifiers

The following modifiers have been used in the past:

  • Bulletproof Cannot be killed at night by the Mafia or similar. Typically a 1-Shot, but can feasibly be 2 or even 3. Used automatically.

In addition to the above global modifiers, there are certain role-specific modifiers:

  • Cop
    • Sane Explicitly gets correct results. If a Cop is not told that he's Sane, he should be aware that he may not be.
    • Insane Gets his results backwards: innocents are reported as guilty and vice versa.
    • Naive Always gets an "innocent" result regardless of who he investigates.
    • Paranoid Always gets a "guilty" result regardless of who he investigates.
    • Random Gets a random result regardless of who he investigates (50/50). Because this role is considered cheap, it will only appear in specific sets.

The following modifiers are planned for future games, not counting secret ones:

  • list empty

Important notes/advice

  • If you get a role that you don't understand, go ahead and ask questions to me in the role PM.
  • I will never lie to players about their roles or actions, but I may omit information. For example, if I say you are a Cop, then you are a Cop. But I may not tell you that you are a Paranoid Cop and therefore your investigation results are mostly garbage. (Cops are the most likely for this kind of thing to occur.)
    • That said, however, I will always at the very least state at the start of the game "There is something new in this game". After the game the new element will be added to the above section, and I will not warn of the possibility of that element again.
  • Voting for "no lynch" seems pointless. But in some situations, it can turn a disparaging "mislynch and lose" situation into a still-dangerous-but-statistically-better "lynch to win, mislynch and lose" one. Note that outside of these situations a no lynch is generally bad for town, as while investigators will get an extra result, the only kill in that day/night cycle will be made by scum and therefore always bring them closer to winning.

Logs

Round 0 Game 1 ArrDee
Starman

AirCon (Cop)
Icemario
ino_shika_cho
RingtailedFox
theweirdomaxim

ToastLane
Day 1 Starman lynched.
Night 1 Mafia kills theweirdomaxim.
Day 2 RingtailedFox modkilled.
Night 2 Mafia kills Icemario.
Day 3 AirCon lynched.
Night 3
Day 4 ino_shika_cho lynched.
Game 2 Icemario
ToastUltimatum

ino_shika_cho
RingtailedFox
Starman

Stelios (Cop)
theweirdomaxim
VT_^
Night 0 Mafia kills VT_^.
Day 1 RingtailedFox lynched.
Night 1 Mafia kills Starman.
Day 2 theweirdomaxim lynched.
Round 1 Game 1 darkfox
Icemario

AirCon
Chikamatsu (Cop)

JamesHeart
MrCrow
tedsef
theweirdomaxim

ToastUltimatum
Night 0 Chikamatsu investigates theweirdomaxim (innocent).
Day 1 tedsef abandoned the game.
Night 1 Chikamatsu investigates [log missing] (innocent).
Mafia kills MrCrow.
Day 2 Icemario lynched.
Night 2 Chikamatsu investigates JamesHeart (innocent).
Mafia kills Chikamatsu.
Day 3 No lynch, vote was a tie.
Night 3 Mafia kills AirCon.
Day 4 theweirdomaxim lynched.
Game 2 AirCon (Cop)
darkfox
Icemario
JamesHeart (Doctor)
theweirdomaxim

Starman
VT
Night 0 AirCon investigates VT (guilty).
Day 1 VT lynched.
Night 1 AirCon investigates Starman (guilty).
JamesHeart protects AirCon.
Mafia fails to kill AirCon.
Day 2 Starman lynched.
Round 2 Game 1 Havoc48 (Checkuser)
Starman
theweirdomaxim

ToastUltimatum (1-Shot Proxy 1-Shot Vigilante)
VT

Aircon
JamesHeart
Night 0 Havoc48 investigates Starman (innocent).
Day 1 No lynch.
Night 1 Havoc48 investigates AirCon (guilty).
Mafia kills theweirdomaxim.
Day 2 VT lynched.
Night 2 Havoc48 investigates JamesHeart (guilty).
ToastUltimatum kills AirCon.
Mafia kills Starman.
Day 3 JamesHeart lynched.
Game 2 CaptainMurasa (Cop)
JamesHeart
Starman (Doctor)
sugarfrosted
VT

AirCon
Havoc48
Night 0 CaptainMurasa investigates Starman (innocent).
Day 1 No lynch.
Night 1 AirCon blocks CaptainMurasa.
CaptainMurasa investigates sugarfrosted (innocent)2.
Starman protects CaptainMurasa.
Mafia kills JamesHeart3.
Day 2 No lynch.
Night 2 AirCon blocks CaptainMurasa.
CaptainMurasa investigates AirCon (no result).
Starman protects CaptainMurasa.
Mafia kills VT.
Day 3 Havoc48 lynched.
Night 3 AirCon blocks CaptainMurasa.
CaptainMurasa investigates AirCon (no result).
Starman protects CaptainMurasa.
Mafia kills sugarfrosted.
Day 4 AirCon lynched.
MOD ERRORS:
  1. Forgot to reveal setup before game start. Had an effect, not 100% sure what.
  2. Night 1: Gave the Cop its result before the roleblocker's action came in. Resulted in large swing towards town.
  3. Day 2: Flipped JamesHeart as Doctor. Corrected quickly but Cop spilled results first, unsure of overall effect.
Round 3 Game 1 JamesHeart (Insane Cop)
Chikatank (Sane Cop)
Mr_Anon (Random Cop)
Starman (Paranoid Cop)
Terrible (Naive Cop)
Night 0 Chikatank investigates Terrible (innocent).
JamesHeart investigates Terrible (guilty).
Mr_Anon investigates JamesHeart (guilty).
Starman investigates JamesHeart (guilty).
Terrible investigates Mr_Anon (innocent).
Day 1 No lynch.
Night 1 Chikatank investigates Mr_Anon (innocent).
JamesHeart investigates Mr_Anon (guilty).
Mr_Anon investigates Terrible (innocent).
Starman investigates Terrible (guilty).
Terrible investigates Chikatank (innocent).
JamesHeart kills Chikatank.
Day 2 Terrible lynched.

Next round

Round 4 is go for 19:00, 18 January 2013 (EST). Changes of running are 75% as of 12:41, 15 January 2013 (EST).

I have created a specified version of XL called MafiaBot. It will help with running the day game by providing vote counts. As a result the voting process is undergoing changes: Instead of a timed discussion followed by all votes at once, players may !vote Name and !unvote at any time (as well as !nolynch), and the instant a conclusive majority is reached it will notify me (future, better-tested versions will carry out the decision automatically). MafiaBot will provide up-to-date vote counts when someone asks for !votecount. Unfortunately, I cannot fully test MafiaBot without a real game, and if something gets messed up I'll have to shut it down and go back to the old system for the rest of that game.

Participation

Since every game so far has had at least one extremely early dropout, I'm laying some rules down:

  1. Be in the game channel about ten minutes before planned game start.
  2. When I call for the game to start, say !in if you want to play. I will assume you are spectating otherwise.
  3. Ensure you can commit at least an hour to the game before you !in. The earlier you leave during a game, the harder I'll think about blacklisting you from future games. Having a chronically bad connection is not an excuse for flaking.
    • Be warned that game length is incredibly unpredictable, so the more time you set aside for it, the better. Leaving late in the game can be harder to fairly fix than leaving early if no replacements are available, and while you do have a valid excuse if the game has gone on an unusually long time, it's still bad.
  4. While I can't reasonably enforce this, everyone would appreciate it if you paid attention to the game instead of trying to multitask and do something else. When it's night and you have no actions to utilize that's okay, but please don't treat this as just another window on your taskbar. Note that lurking is a "null action" at best and anti-Town at worst, so not participating much may get you lynched.

Setups

Game 1 Cop x1
Jailkeeper x1
Vanilla x5-6

Mafia Goon x2
??? x1
Game 2 Closed setup

The following are various planned sets for future rounds:

Cop x1
Vanilla x3+
??? x1
??? x1

Mafia Goon x1
Roleblocker x1
Cop x1
Vanilla x3+
Roleblocker x1

Mafia Goon x2
Cop x1
Gunsmith x1
Vanilla x3+

Mafia Goon x1
??? x1