Game RPG Mafia (mafia+indies win!)

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The main problem(s) with town this game was not thinking voting mattered just because there's a King. Thinking that they needed to get rid of the King in order to scumhunt, and being overly critical of those doing what they can't-- and failing.

Sadly, the people who could absolutely use this game as a great learning experience will bluff their responsibility in its outcome away and intentionally ignore the lesson.
 
I don't have any problem with town in this game when it came to reads and suspicions. I have nothing negative to say to anyone who tries hard and fails over and over to come up with mafia names.

That's what type of game this was. To put it in perspective, the generally accepted % for the number of mafia in a game is between 20 and 25%. So in a game of 40, you will usually see 8-10 mafia.

In a 5 player game, part of the danger is that there's only one mafia player. And yet, by the numbers, that is still 20%.

This game had 3 mafia out of 46. That is 6.5%. And of course there was a werewolf cultist, which can skew the % generally one or two points in each direction.

So throwing shade at townies who couldn't correctly guess mafia in that environment is disingenuous at best. Half of scum-hunting is recognizing patterns and relationships. When the mafia is so small, they operate on an all-or-nothing strategy. If we had randomly gotten one of them early...things would have been catastrophically different.

And that bit of luck and bit of genius about making us think there was a killing pattern when there wasn't-- pretty great to be honest.
 
Alright, let's begin.

Here are the mafia roles:

You are the Sisterhood of Grenth.

Didi - High Priestess of Lyssa

Spoiler:
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The High Priestess of Lyssa
wincon: eliminate everyone outside of your cult

[Passive - Shapeshifter] - You will secretly infiltrate several quicktopics, and you can fool all investigative abilities. When you die, you will appear innocent.

[Active - Illusionist] - Each night you can enchant one of your teammates to fool investigative abilities.

[Active - Charm] - Each day you can cast a spell to steal 3 peoples voting power.


Okosan - High Priestess of Melandru

Spoiler:
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The High Priestess of Melandru
wincon: eliminate everyone outside of your cult

[One Shot Passive - Regrowth] - The first member of your team to die will have their body consumed by nature, janitoring their role. One cycle later they will be reborn from the earth.

[Passive - Everbloom] - You have 9 lives. Each night you can transfer a life to one of your teammates.

[Active - Entangling Roots] - Each night you can either plant a seed on someone, or roleblock everyone who is already seeded.


Novaslinenever - High Priestess of Balthazar

Spoiler:
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The High Priestess of Balthazar
wincon: eliminate everyone outside of your cult

[Passive - Master At Arms] - Faction kills performed by you are upgraded to superkills.

[Passive - Bloodlust] - When less than half the players are alive, you can perform an additional faction kill each night.

[One Shot Active - Every Man For Himself] - You can superkill all 4 of your group members in a 5 person quest.


You serve the dark god Grenth, who was imprisoned by his fellow gods eons ago. Grenth feeds on chaos, becoming more powerful as the mortal kingdom crumbles beneath mutiny and betrayal. When 5 innocent people have been lynched, Grenth will break free from his prison and walk among you once more.

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Grenth, God of Death

[Passive - Mutiny] - Masons no longer trust each other and cannot communicate outside the thread.

[Passive - Malice And Spite] - Everyone can only vote once each day, and must submit their vote privately to the moderator.

[Passive - Blasphemy] - If anyone says the name of any god besides Grenth they will be poisoned, dying at the end of the following day.

[Active - Army of the Dead] - For every 5 dead players, Grenth can reanimate their corpses to superkill another player.
 
Like I said, none of the hostile indies I planned actually made it into the game. To begin with, The Runeblade of Grenth which Stelios gained from the quest The Labrynth would have turned him into a serial killer after he killed two people:

WK2p77l.png


The Reaper
wincon: eliminate all other players

[Passive - The Void] - You cannot be roleblocked.

[Passive - Master of Death] - If an attempt is made on your life, the kill will fail and your own kill will be upgraded to a superkill.

[Active - The Harvest] - Each night you can perform a kill. You will reanimate your victims, allowing you to use one of their abilities the following night.

 
Priscilla, Remchu and Mr. Waffles later embarked on the quest The Temple of the Moon where they had to decide whether to sacrifice themselves to save a dying child. Priscilla agreed, and Melandru would have rewarded her by reviving her as the following role had the game not abruptly ended:

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The Forest Nymph
wincon: eliminate all threats to the kingdom

[Passive - Whispers of the Forest] - You will learn who targets you.

[Active - Melandru's Blessing] - Each night you can enchant someone, protecting them against roleblocks and conversions.

However, if nobody in that group came forward to sacrifice themselves Melandru would have punished mankind by turning a randomly chosen group member into the antithesis of that friendly forest spirit:

PIvZMI6.png


The Forest Wraith
wincon: eliminate the kingdom

[Passive - Whispers of the Forest] - You will learn who targets you.

[Active - Melandru's Curse] - Each night you can poison an innocent player. If you're lynched, you will poison all the innocents who voted for you.
 
By far the most unexpected part of this game for me was the king never being overthrown, and in fact achieving his first wincon. I planned many roles around the king being overthrown, which is why I redirected kills against him onto his guards; I needed the king to survive long enough to be overthrown.

When the king was overthrown, he would have gone into hiding, his court would have become generic townies and I would have chosen three players of noble descent to anonymously start their own noble houses to vie for power. These new Heads of Houses as they were to be called would each name their newfound house, and then the peasants could PM the moderator if they wanted to join a house but couldn't pick which one. The houses were mason groups where the leader could communicate with their inductees outside the thread. The king resented this, and would begin plotting their downfall from within.

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The King
wincon: eliminate the noble houses

[Passive - The King's Court] - You have a spy in each of the noble houses.

You see, three peasants who hadn't voted to overthrow the king would become his loyalists, and each house would receive a loyalist among their four recruits.

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The King's Loyalist
wincon: eliminate the noble houses

[One Shot Passive - Mutiny] - When there is only one other person left in your House, you will poison them.

[Active - Spy] - Each night you can write a message to the king.

And so would begin a new era in the kingdom's politics, filled with mason groups unknowingly giving shelter to their own traitors while the king masterminded the downfall of all his political rivals.
 
Sin asked what would have occurred in the last three quests that were never finished. The truth is for two of them, I don't know because most of the quest content and rewards were made up on the fly. All I had going into the game was a bunch of images with concepts, some more fleshed out than others.

I did know for certain that The Enchanted Glade (Part 2) would have awoken Melandru's ancient elves and created The Silver Covenant, a town faction consisting of the NPC elves and 3 players who could communicate outside the thread and perform a faction kill each night. Here was the artwork for that:

bIxDvga.png
 
To conclude, my closing thoughts on the game:

My role in this game was a departure from the traditional hands-off host; I can't remember who guessed I was actively "DMing" the game, but they were correct. The most powerful example being that this is the first (and probably only) time I ever assigned roles rather than randomizing them. While role assigning is traditionally unethical, it was necessary to make certain this game functioned because there were so few non-townies that I couldn't risk a single one of them not performing their role.

On that note, I will be forever grateful to @Platinum, @RemChu, @Nighty the Mighty, @Underworld Broker and @Revan Reborn for meeting and surpassing my expectations. I chose you to be the indies because I trust you. I relied on your dedication to this game and you all delivered tenfold.

However, selecting the three mafia wasn't just a matter of gauging activity. Law is correct that a mafia this size is balanced on an "all or nothing" scale, because they're harder to catch but the losses are devastating if they are caught. I was aware of that, so my goal was to assemble a team who wouldn't get steamrolled. If anyone on the mafia team underperformed, the domino effect on the rest of their team could have made the game seem like a joke. I want @Didi, @Okosan and @novaselinenever to know I handpicked them because I consider some of the most consistent, well-rounded players on the forum. You were truly my crack-team of scum, and I may have chosen a little too well because you more than delivered.

More to come...
 
RPG Mafia was inspired by Blizzard's announcement of legacy World of Warcraft servers last fall, because they got me thinking about why I loved the original game and why I don't like what WoW became. The answer was that I craved a true MMORPG, complete with the world-building and obstacles that could immerse me into the game. I love being enthralled by fictional worlds, and that experience is magical to me. WoW eventually became more similar to League of Legends, where you wait in a queue to join other anonymous players in instanced content. Over time, WoW has lost its social element. Legacy WoW is a return to a socially driven game where players have to speak to each other. I wanted to deliver on that concept through mafia. The purpose of the quests was for you all to socialize with each other and share fantastical experiences.

Like in classic WoW, those of you who never grouped up with your fellow players to complete quests remained weak. Those of you who did embark on quests had two avenues to powerups. Everyone besides the mafia, the cultist and the king had three levels of inherent abilities depending on the god they picked. Completing a quest would randomly upgrade group members' (1 person in groups of 3, 2 people in groups of 5 and 3 people in groups of 10) ability level. On top of your skill-ups, some quests had additional rewards. The first players to max out their ability levels were Kira Yagami for Balthazar, Mr. Waffles for Melandru and Cooler for Lyssa.

While I feel I delivered well on the fantasy of following your god, my biggest regret for the setup is not doing more to immerse players in their character's background and upbringing. For example, "peasant" was really just the name for the generic townie role and I didn't anticipate those of you from noble backgrounds being confused at being a peasant since I only used it to mean "subordinate to the king" as opposed to "in cahoots with the king." I only really used the upbringing choices to determine who was eligible for certain roles; for example the king had to be from nobility, and the prime werewolf had to be from the streets. I wish I'd created more events involving upbringing.

This was truly a massive undertaking, and other parts of my life suffered as a consequence. Accordingly, it's likely this will go down as the biggest game I ever host single-handedly. I expected more players to mean a better experience, but I learned that at a certain point the sense of community can actually begin to suffer. To put it simply, I felt this game lacked a certain charm that smaller games have. I am proud of this accomplishment, but I did not enjoy hosting it as much as I expected. I am extremely grateful that the next big game I tackle, Clash of the Hosts, will be co-hosted with Iwandesu.

I believe that's everything I have to say about this game, so I will give you all one final thank you for playing. This game relied heavily on player buy-in to its unusual mechanics, and most of you engaged with me and my weird ideas. This was massively outside of my hosting comfort zone, and I was winging most of it. Thank you so much for supporting me in that.

And with that, I add another link to my sig.
 
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So I was right to side with and support the King...but secretly needed others to overthrow him anyway.

Bleh.

Also, @Shizune you didn't answer if all the quests were original fiction or taken from a guide or source material, etc. That or I missed it.
You needed more people pushing out good arguments to revolt. I would have argued for it if I had known the king can't be converted. =[
 
Like I said, none of the hostile indies I planned actually made it into the game. To begin with, The Runeblade of Grenth which Stelios gained from the quest The Labrynth would have turned him into a serial killer after he killed two people:

WK2p77l.png


The Reaper
wincon: eliminate all other players

[Passive - The Void] - You cannot be roleblocked.

[Passive - Master of Death] - If an attempt is made on your life, the kill will fail and your own kill will be upgraded to a superkill.

[Active - The Harvest] - Each night you can perform a kill. You will reanimate your victims, allowing you to use one of their abilities the following night.


I called this shit also :catslam


:uwah

For the record I had no knowledge of this. Funny how I targeted WPK and he me and the only thing that saved him that night was that cursed Raven
 

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