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General AA Mafia Thread: Ideas, Interest Gauging, etc.Topic%20Title
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aka Ami <3

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Given the convos in VLR Mafia and Vanilla mafia thread, I thought this would be a handy hub for mafia discussions.

This thread is for:
- Gauging interest in mafia round ideas and mechanics.
- Asking for assistance regarding mafia playing, game creating, etc.
- Discussing the logistics of rounds played on CRM.
- Linking to mafia sign-ups and games being held here in the berry big circus.
- Linking to Vendetta Strada sign-ups and games (as original CRM fused into it).
- Talking about mafia in a general sense.

This thread is not for:
- Sign-ups for your mafia game. Make your own thread for that.
- Mafia games. Again, that should be its own thread.


Last edited by genodragon1 on Mon Mar 30, 2015 5:40 am, edited 1 time in total.
Re: General C-R Mafia Thread: Ideas, Interest Gauging, etc.Topic%20Title
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Gettin' Old!

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I am interested!

I just dislike the thought of joining another site to have to participate in games.

Also Powers rock
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Re: General C-R Mafia Thread: Ideas, Interest Gauging, etc.Topic%20Title
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aka Ami <3

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Pierre wrote:
I am interested!

I just dislike the thought of joining another site to have to participate in games.

Also Powers rock


Nah, you don't have to. There are games here, and the interest thread isn't just for games on VSM (though we encourage it).


Thinking of making a round with different lynch types again. Hurt and Heal style, power usage lynches (like voting on who to investigate), et cetera. Possibly even a movement system allowing for some more amount of freedom.
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Maybe rename the thread to have AA Mafia instead of CR Mafia to avoid confusion. CR Mafia is a thing in the past.
Re: General C-R Mafia Thread: Ideas, Interest Gauging, etc.Topic%20Title
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Nego wrote:
Maybe rename the thread to have AA Mafia instead of CR Mafia to avoid confusion. CR Mafia is a thing in the past.


Done. Also, I had a game set-up that brings together all of my best ideas.


What do you think, everyone? I'm willing to hear notes. There's a map that accompanies the movement areas, but too lazy to upload it at the moment.

Basic Information wrote:
Day Length: 48 Hours.
Night Length: 24 Hours.
Role Ratio: 3 townies for every 1 mafioso. At ten players, a coin is flipped. If heads, whatever was supposed to be there is instead a third party selected at random. If tails, no third parties are added. A coin is flipped at every five players afterwords (15, 20, 25, etc.).
Power Ratio: One powered townie for every two vanilla townies. If only one mafioso, one power role. After that, every powered mafioso has a vanilla mafioso in a power-vanilla-power-vanilla pattern.
Which power roles that appear in the game is entirely randomized.
Game Minimum: 5 players.

Comm Allowances: Unless otherwise stated, this applies to all players. All living players may only use the living thread to communicate. The mafia may use PM's to communicate with one another. Players within the same room may send PM's to each other as long as they are in the same room (referred to as "whispering" in this game).

Room Usage: Each player may move individually each phase by PM'ing the GM (a lack of response will indicate non-movement). At the beginning of each phase, the player is informed of who is in the room with them. Players in the same room may whisper with one another. Some rooms have minor abilities that may be taken advantage of while within the room. You may only move to a connecting room, unless otherwise stated. Rejected moves for any reason will be reported to the player.

Mafia Hit Mechanics: Like other games, the mafia vote on who to kill in private. However, the mafia may only kill someone that another mafioso is in the same room with. If two or more mafioso are in the same room as a target, they must also choose who carries out the hit or it will be chosen randomly. The mafioso that carries out the murder will be called an "assassin" in this game.

Targeted Power Mechanics: Power roles may only use their powers on players that are in the same room, unless otherwise stated.


Different types of lynches, each taking advantage of different game theories, party games, and mafia mechanics.

Spoiler: Lynch Types
Lynch Cycling Mechanics: Day One always starts with a Vanilla Lynch, and goes from one to the other until it circles back to the Vanilla Lynch. That is, unless a role changes the order. After any changes, it always resets back to Vanilla Lynch.

Vanilla Lynch: The lynch happens as normal.

Hurt and Heal: Players gain two lynch votes and one pardon vote. Pardon votes count AGAINST lynchability. Players may post and change these votes together or separately and on different targets.

Poisoning The Well: Players choose whether to add three parts water or one part poison liquid to a powdered flavor mix via PM'ing the GM in private. The two top lynchees will then consume that water. If there is and equivalent or more poison than water, both will die. If the mixture has more water than poison, one of them will die at random. If the mixture is entirely water, neither die (but are unable to use any powers, inclusive of hit requests, as they are both in the bathroom for the rest of the night phase).

Fission for Fusions: The top two players on the lynch list will not be killed (If No Lynch wins, nothing happens). Instead, they will be merged. If both are town, the fusion will be a success. If both are mafiosi, the fusion will be a success. If one is town, and the other is mafia, the fusion will be unsuccessful and kill both (but results will not show which was which). A successful fusion means that both players know the other's role and they are able to whisper to each other at any time. However, if either one of the fused players die at any juncture (via hit, lynch, or power usage), the other one does as well AND both players must agree on which room they go to- or are fated to stay in the same room. If both players are vanilla, nothing extra happens. If one player has a non-vanilla role and the other one doesn't, both share the role and must agree on how to use any power usages or the power will be unsuccessful. If both players have a role, their powers are combined and any power activation must be agreed upon: and only one activated power may be used at a time (but passive powers continue and do not need agreement, and are always active alongside activated powers). A fused player cannot be fused again. If third parties are in this game, both players become the third party, erasing the other player's power. If two third parties fuse, they must achieve both win conditions.


The Reaper's Raffle is a mechanic that plays a small game that allows small boons that can benefit even a vanilla townie.

Spoiler: Reaper's Raffle Mechanics
The Reaper's Raffle: A box of unknown value is presented to the players every night phase. Players PM the Game Master with a number 1-10. Within the box is either:
  • A burner cell (ability to cast a second, anonymous vote during the next day phase; which only shows up in the final tally).
  • A pair of walkie talkies (ability to talk to whisper to another player for one phase, one usage).
  • A tube of super glue (locks one door for two phases, one usage).
  • A tiny low-jack with companion app (Able to see where another target player is and what they do for two phases. One use.)

The player that chooses the lowest number wins one of the prizes at random. However, if two ore more players are tied for the lowest number, it goes to the next highest number guessed. If there are no winners, no prizes will be handed out.


ROOM LIST:
Spoiler: Rooms
  • Foyer: Starting place of all players in Night Zero. Movement range +1 to all players that reside within (effect dissipates upon exiting the room).
  • Guest Hall: A long hall leading to the Kitchen and the hotel's rooms. If you stay here, you are able to see any player that moves into or out of this room.
  • Guest Room 1: Modern-style room with black and white checkered patterns. Players in this room will only tie in The Reaper's Raffle with others within this room. Max capacity: 3 players, all others turned away. Requests to enter are first-come-first-serve.
  • Guest Room 2: Rustic-style room with wooden paneling from floor to ceiling, wooden furniture, and hay cots. The door to thus room cannot be glued shut due to a quirk in its opening mechanism. Max capacity: 3 players, all others turned away. Requests to enter are first-come-first-serve.
  • Guest Room 3: Business-class room with all the comforts of home. Since it has its own bathroom, no players in this room are forced into the public bathroom and its effects. Max capacity: 3 players, all others turned away. Requests to enter are first-come-first-serve.
  • Guest Room 4: Lover's Suite coated in rose pedals and satin furniture. Fused players gain an extra private lynch vote during day phases if the night phase is spent here. All players that leave this room have their next room move (or lack thereof) publicly announced. Max capacity: 3 players, all others turned away. Requests to enter are first-come-first-serve.
  • Guest Room 5: The "economy option". Players in this room cannot use activated role powers, but may still use lynch votes and hit requests. Due to a quirk in the vents, they know how many people are in each of the other guest rooms. Max capacity: 3 players, all others turned away. Requests to enter are first-come-first-serve.
  • Kitchen: Players in this room during a day phase when "Poisoning the Well" takes place may add either double the water or double the poison. Players in this room during the night phase DIRECTLY AFTER "Poisoning the Well" gain a list of who added poison and who added water (but not who added double amounts).
  • Freezer: Players killed in this room for any reason live for one more phase to add a lynch vote to the next day phase. Their role is not revealed until the actual death. Max capacity: 2 players, all others turned away. Requests to enter are first-come-first-serve.
  • Bathroom: This room cannot be entered unless by "Poisoning the Well's" effect. Those sent here will be re-routed to the Foyer the next phase automatically.
  • Front Desk: Where lots of supplies are held. Players here may privately vote to protect a player from getting killed in any way other than lynching- but only a player that is not in the room. Max capacity: 3 players, all others turned away. Requests to enter are first-come-first-serve.


Spoiler: Room Connections in Lieu of Map
Foyer connects to the Front Desk, Bathroom, and Guest Hall.

The Guest Hall connects to all guest rooms and the Kitchen.

The Kitchen connects to the guest hall and the Freezer.

The Guest Rooms all lead back to the Guest Hall.

The Front Desk leads back to the Foyer.

The Bathroom leads back to the Foyer.


LIST OF ROLES THAT MIGHT APPEAR:
(NOTE 1: Regarding roles that can lock doors, all locking powers have a one phase cool-off period!)
(NOTE 2: Unless otherwise stated, there may only be one of any given role per game.)

TOWN-SIDED:

Spoiler: Townies
  • Low-Profile Politician: Keeping things on the down-low is tough work. You aren't noticed by others in a room, but you also can't win any Reaper's Raffles. You also appear as vanilla mafioso in all investigations. If you are followed by Pro Paparazzi, whomever is Pro Paparazzi will be informed of who you are.
  • Vacationing Pro-Wrestler: You may make hit requests like a mafioso can. However, the first time you use your power, you will appear as mafioso in all affiliation investigations.
  • Off-Duty Detective: You may investigate any player you are in the same room as. You will receive a report as to their affiliation, but not role name.
  • Pro Paparazzi: You may choose any player in the game (no matter where they are) and trace their movements and actions. Has a key to room 5, and may lock the door for one phase.
  • Charming Passerby: You may investigate any player you are in the same room as. You will receive a report regarding their role name, but not affiliation. You will always appear townie in investigations. They will always appear as vanilla in all role investigations. They also have a key to Room 4, and may lock it for one phase while inside.
  • Mystery Writer: You may investigate any player you are in the same room as. You will receive a report regarding their affiliation AND role name. However, your accuracy will be determined at the beginning of the game, AND you will NOT be informed of that accuracy. You are either a Legendary Mystery Writer (100% and get both results that pierce role/affiliation obfuscation powers), Children's Mystery Writer (results are always vanilla town), Noir Mystery Writer (results are always vanilla mafioso), or a Bad Mystery Writer (Results are always the opposite of what's true, but are also subject to role obfuscation powers).
  • Hiding Hacker: You may disrupt the cell phone of any player during any phase (no matter where they are). That player's lynch vote will not count, nor will hit requests where that person is the assassin will be processed, nor will any role powers from that player will be usable. This player will always appear as vanilla in all role investigations.
  • Aging Hipster: Aging Hipster was alive before it was cool, and knows how to continue avoid death. Aging Hipster can survive one hit request. Aging Hipster also has a key to Room 1, and is able to lock the door for one phase while inside Room 1.
  • Pacifist Pianist: All lynch votes made by the Pacifist Pianist actually count as a -1 vote during vanilla lynches. During the Hurt and Heal lynch, all three votes are pardoning votes. During Poisoning The Well lynches, you may only add water, and Pacifist Pianist's vote is still a -1 vote. Pacifist Pianist's vote is normal during Fission for Fusion lynches, but if Pacifist Pianist is fused with a mafioso or a third party, neither party in the fusion dies, nor does Pacifist Pianist become third party when fused with a third party. Instead, both parties in the fusion become a vanilla townie.
  • Freelance Mercenary: When lynched, Freelance Mercenary doesn't die. Instead, Freelance Mercenary defects to the mafia. Freelance Mercenary necessitates the existence of Stool Pigeon.


NEUTRAL: (NOTE: Both townies and mafiosi may obtain any of these roles!)

Vanilla: No special powers or abilities beyond lynch voting, using Reaper's Raffle items, room abilities, and room movement.

Spoiler: Other Neutrals
  • Rambling Gambler: You may submit two numbers in every entry of Reaper's Raffle. However, winning will always reveal your location publicly. There can be more than one Rambling Gambler (of any affiliation) in the game at once.
  • Self-Important Pencil-Pusher: You will be given priority in all room movements where there is a maximum capacity dispute. Has a key to room 3, and may lock the door for one phase while inside room 3.
  • Intimidating Bodyguard: Intimidating Bodyguard prevents all activated power usages (including hit requests) of anyone they share a room with. Intimidating Bodyguard loses this power forever if they ever are the assassin in any hit request.
  • Antiquing Athlete: Antiquing Athlete has a +1 room movement bonus, but will never be considered in any maximum capacity dispute. Has a key to Room 2, and is able to lock the door for one phase while inside Room 2.
  • Middle Manager: Middle Manager has a work phone for work purposes, but is desperate enough to use it. Middle Manager can send an anonymous lynch vote every day phase via PM to the GM's. There can be more than one Middle Manager (of any affiliation) due to it being a convention year.
  • Animal Tamer: Animal Tamer has a cool message ferret that can travel anywhere in the building. Every phase, Animal Tamer can target any other player. During the next phase, Animal Tamer can whisper to that player regardless of location.


SCUM-SIDED:

Spoiler: Mafiosi
  • The Mastermind: A cunning killer able to not be noticed by anyone else in the room. However, you forgoe any Reaper's Raffles to keep from making too much noise. You appear as a townie in all affiliation investigations, and vanilla in all role investigations. If you are followed by Pro Paparazzi, whomever is Pro Pparazzi will be informed of who you are. The Mastermind has a copy of ALL guest room keys, and may lock any of the guest rooms while inside for one phase. The Mastermind may also pierce Front Desk protection, and all Freezer murders committed by the Mastermind kill instantly. The Mastermind will be necessitated in every game.
  • Smiling Slasher: When fused with a townie or third party, neither party in the fusion dies. Instead, the other party becomes a vanilla mafioso. Smiling Slasher mimics Pacifist Pianist's voting abilities.
  • Dastardly Deviant: Dastardly Deviant may block any player's role power every phase. Dastardly Deviant cannot use this power during any phase they also send in a number for Reaper's Raffle.
  • Con Artist: Con Artist may investigate any player they are in the same room as. They will receive a report regarding the player's role name, but not affiliation.
  • Explosive Expert: Explosive Expert may make a separate hit request for anyone they share a room with. However, this hit request kills Explosive Expert as well, and pushes all other people in the room out. The room is unusable (and unable to be traversed) for one phase after the power is used.
  • Mad Martyr: Will appear as a vanilla townie upon death, but all investigative powers will work with 100% accuracy against Mad Martyr.
  • Devious Pickpocket: Devious Pickpocket may make any player appear as a vanilla mafioso for two phases. Devious Pickpocket can only target people they're in the same room as, and may not target the same player for two phases after targeting said player.
  • Stool Pigeon: Unlike other mafiosi, Stool Pigeon is not informed of who is mafia, but the mafia will know who the Stool Pigeon is. When lynched, Stool Pigeon defects to the town and is immune to hit requests for the next night phase. Stool Pigeon still has hit requests while a mafioso. Stool Pigeon necessitates the existence of Freelance Mercenary.


THIRD PARTY:

Spoiler: Third Parties
  • The Traitor: The Traitor is part of the mafia, and is informed of the mafia and the mafia is informed of their presence- but not who The Traitor is. The Traitor has all of the powers of a vanilla mafioso, until The Mastermind is killed. When The Mastermind is killed, The Traitor gains all of their powers. The Traitor wins when only The Traitor and one other player lives. Until The Traitor takes The Mastermind's role, The Traitor appears as vanilla third party to all non-mafia investigators, but appears as vanilla mafiosi to any mafia investigators.
  • The Hive: As an extra terrestrial with mind-control abilities, you are quite the tough customer. You may choose any player you share a room with every phase. If that player is vanilla town or mafioso, they will be recruited. Otherwise, they will be given the message "You hear whispers in your ear, but shrug it off." You and all recruited players win if even one of The Hive lives. All Hive players investigated will appear as vanilla third party in investigations.
  • Architect Geek: The Architect Geek has the keys to all rooms, and can pass any door- locked or not (unless glued shut). The Architect Geek wins when they visit every room once. The Architect Geek does not benefit from any room's special powers. When investigated, the Architect Geek will appear as vanilla third party. Upon victory, the Architect Geek may either publicly reveal a target player's role and affiliation (piercing all other powers and abilities). Every other day phase, The Architect Geek may change the course of the lynch type order, choosing which lynch is used. Upon victory, Architect Geek is removed from the game.
  • Game Theorist: The Game Theorist wins by winning any Reaper's Raffle, or by predicting the winner of the Reaper's Raffle three times over the course of the game. The Game Theorist can send in guesses for the winner of the Reaper's Raffle via PM during the night phase. The Game Theorist may also choose what the prize is while they are playing. The Game Theorist appears as a vanilla third party in all investigations. Upon Victory, the Game Theorist is removed from the game.
  • Amorous Physicist: The Amorous Physicist wins the game by a.) being the target in a fusion, b.) not losing their role in the fusion, and c.) spending 2 phases in the Guest Room 4 without dying AFTER fusing. The Amorous Physicist has a key to Room 4, and can lock it for one phase while within the room. If fused with another third party, the other player in the fusion also becomes Amorous Physicist. Amorous Physicist appears as vanilla third party to all investigations. Amorous Physicist gains a singular protection from any death once fused together. Amorous Physicist is also not interested in anything else, and thus won't enter any Reaper's Raffles.
  • Apocalypse Fetishist: Apocalypse Fetishist wins by dying of poison in the Poisoning the Well lynch. If Apocalypse Fetishist dies any other way or survives, they lose. Apocalypse Fetishist appears as a vanilla third party in any investigation. Apocalypse Fetishist can add three parts poison to the mix, and can add up to two anonymous lynch votes on themselves during any Poisoning the Well lynch.
  • Super Neutral Player: Super Neutral Player has no win condition, and loses if the game ends before it gains one. Super Neutral Player cannot join another faction once they join a faction through the following ways. Super Neutral Player joins the townies if they are lynched (instead of dying, not results shown), and gains their win condition. Super Neutral Player joins the mafia if they are hit by the mafia (treated as a no-kill in the results). Super Neutral Player joins The Traitor if The Traitor is the assassin that tries to kill Super Neutral Player (and they both work together and are treated as their own mafia). If Super Neutral Player is in the same room as th Architect Geek for three phases, they join the Architect Geek and must also complete the same goal for both to win. If the Game Theorist predicts that the Super Neutral Player will win a Reaper's Raffle, Super Neutral Player joins the Reaper's Raffle, and both must win a Reaper's Raffle, or both predict the Reaper's Raffles winner a combined total of three times. If fused into the Amorous Physicist, the fusion gains the ability to kill a player while in the game. If Super Neutral Player adds poison the same phase the Apocalypse Fetishist adds poison to the mix in Poisoning the Well, Super Neutral Player gains the ability to add up to two anonymous lynch vote on themselves as well.

Re: General AA Mafia Thread: Ideas, Interest Gauging, etc.Topic%20Title
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Gettin' Old!

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Well it went from "too simple" to "OMG them rules"

I'm super intrigued but I'm worried it'd be too much to hold together in thought at one time.
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Pierre wrote:
Well it went from "too simple" to "OMG them rules"

I'm super intrigued but I'm worried it'd be too much to hold together in thought at one time.


Well, I do tend to over-explain, so if there's anything you think I could simplify to help its readability, that would be much appreciated.
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been thinking up a dangan ronpa themed mafia game myself could be interesting.
little things like exploration can be unique for every person voted guilty a new portion of the map opens up give a chance to search for clues,items, and monokuma coins.

monokuma coins could be used in the shop's gashapon for a chance at various items also was thinking the coins could be used to use powers to make it more important to consider whether or not to use it or not.

powers would be given based on the players shsl talent.

although a class trial wont happen after a murder a non stop debate period could start at the end of the night to vote to kill off one player made necessary by the fact that there would be a set amount of days and only a small few can excape.

add in some remnants of despair for the opposing side and could be fun.

anyways still thinking about it and anything i could work out so dont feel like making anything yet.
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aka Ami <3

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While I tweak my previous idea how about this:

A game of mafia that's purposefully borked. Inspired by a round by Balrog, where the roles are active hindrances to your own faction, and any special mechanics (might not have any, though) make the game more difficult as opposed to easier.
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Like a bastard mod round?
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cesar26100 wrote:
Like a bastard mod round?

Except I'll mod as normal, it's just the mechanics themselves that are pointed against the players- not the mod.
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Oh ok then.Honestly I have been tempted to do the "Everyone is Zero\scum without knowing" idea posted on the Nonary Game mafia
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genodragon1 wrote:
While I tweak my previous idea how about this:

A game of mafia that's purposefully borked. Inspired by a round by Balrog, where the roles are active hindrances to your own faction, and any special mechanics (might not have any, though) make the game more difficult as opposed to easier.


I'm game
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Created it. It's the best worst game of mafia I have ever created.
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I probably won't do it until late summer or something but I have taken suggestions into account for another Nonary Game that I think will remedy the problems of the previous. The biggest change is that everybody has a power role/item and everybody has a separate win condition (though it's not impossible for multiple people to win). I mainly wanted to get rid of the "everybody vs. Zero" mentality

And Cold, I'm finally gonna start playing DR so I do hope that you get your DR-esque mafia started at some point
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JesusMonroe wrote:
I probably won't do it until late summer or something but I have taken suggestions into account for another Nonary Game that I think will remedy the problems of the previous. The biggest change is that everybody has a power role/item and everybody has a separate win condition (though it's not impossible for multiple people to win). I mainly wanted to get rid of the "everybody vs. Zero" mentality

And Cold, I'm finally gonna start playing DR so I do hope that you get your DR-esque mafia started at some point


Oh god it's CRM III all over againnnnnnn
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Actually I've been tossing some ideas around in my head for my own 9-game. If anyone's interested I can get to work on refining said ideas into a finished product.
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Franzise Deauxnim wrote:
Actually I've been tossing some ideas around in my head for my own 9-game. If anyone's interested I can get to work on refining said ideas into a finished product.

Go for it. I'd definitely sign up

I wasn't gonna start mine until July 3rd-5th (ZE3 will hopefully be announced)
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JesusMonroe wrote:
Franzise Deauxnim wrote:
Actually I've been tossing some ideas around in my head for my own 9-game. If anyone's interested I can get to work on refining said ideas into a finished product.

Go for it. I'd definitely sign up

I wasn't gonna start mine until July 3rd-5th (ZE3 will hopefully be announced)


Look, I'd want that too, but Project Bluebird wasn't successful to my knowledge.
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Do you believe in miracles?
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genodragon1 wrote:
JesusMonroe wrote:
Franzise Deauxnim wrote:
Actually I've been tossing some ideas around in my head for my own 9-game. If anyone's interested I can get to work on refining said ideas into a finished product.

Go for it. I'd definitely sign up

I wasn't gonna start mine until July 3rd-5th (ZE3 will hopefully be announced)


Look, I'd want that too, but Project Bluebird wasn't successful to my knowledge.

You should check out the VLR thread. There have been some...updates as of late (most notably, a countdown that ends during Anime expo)
Re: General AA Mafia Thread: Ideas, Interest Gauging, etc.Topic%20Title
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Gettin' Old!

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genodragon1 wrote:
JesusMonroe wrote:
Franzise Deauxnim wrote:
Actually I've been tossing some ideas around in my head for my own 9-game. If anyone's interested I can get to work on refining said ideas into a finished product.

Go for it. I'd definitely sign up

I wasn't gonna start mine until July 3rd-5th (ZE3 will hopefully be announced)


Look, I'd want that too, but Project Bluebird wasn't successful to my knowledge.


Hahahahahahahaha XD

Oh you are in for a treat :edgey:
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aka Ami <3

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Franzise Deauxnim wrote:
Do you believe in miracles?


Not since Mega Man Legends 3. I mean, what-

https://twitter.com/Uchikoshi_Eng/status/593974267936509952

...

Please don't tease me, I'm vulnerable.

https://twitter.com/Uchikoshi_Eng/status/593973438156386304

No, please... I ... OH GOD YES WHEN CAN IS THIS HAPPENING SO I CAN BUY ALL OF THE WATCHES BECAUSE I FAILED TO THE FIRST TWO TIMES
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Gettin' Old!

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Rain trickled down the dark window pane, each drop glittering brightly from the yellow street lamps outside in the forsaken city.

Peering through it longingly one man sits alone in a dimly lit office kitchen. He's bored, this whole life, this whole city. It sits too cosy, too carefree. Somebody needed to do something to wake this town up. To raise it from the shackles of lethargy and ignorance. Yes someone soon.

Nodding decisively to himself he exhaled slowly, his breath condensing instantly on the freezing window. He picked up his phone...and put out the call



"I think its time we formed a new Mafia."
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Re: General AA Mafia Thread: Ideas, Interest Gauging, etc.Topic%20Title
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But nobody came.



I'm down.
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So, anyone up for some mafia?
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Hey guys, if you'd like to play some Mafia with some olde CR members and new faces, come and play with us! We are short of two players for a game to start. It's going to be sweet.

I'm posting this here because it seems like there aren't going to be any mafia games being played on this site for a while, not with the amount of interest my earlier post in this very thread spiked.
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This seems a bit different from the mafia I've played before but I'm interested
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Yeah, it's not your typical mafia game but if you would like to experience something different, I recommend it. We also have some other games trying to get sign ups completed so if it's not your cup of tea, there's always something else.
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