I want to run a mafia game! But the number of players we can get here is very random, so one design can't really cover the options. Ideally, I'd like to get 12 players, but if we can't, I need options. I also want to be more transparent about setups since we've been skewing towards the games themselves being extremely obtuse and I'd like to dial it back
5-6 Players: Dethy
Flavor TBD. Random Cop added at 6 players. The scum player will have a factional kill and a single once-per-game ability that will fall into one of the three following categories: 1) Permanently alter the results received by a single targeted player (effectively changing that player's sanity); 2) Permanently alter the results received when investigating a single targeted player; or 3) For one night, interfere with some or all investigations performed that night only. The scum player can kill every night (other than Night 0) and use their ability on any one night of their choice (even Night 0) without forsaking that night's kill.
7-10 Players: Star Wars Mafia
Town will have mostly minor power roles pulled from
the wiki. At least one and at most three townies will be vanilla. Town power roles will mostly be clean and minor ones.
Scum initially consists of Senator Sheev Palpatine, aka Darth Sidious. He will have a fake claim (a role name not otherwise in the game), a factional kill, and the ability to, once per game, make any other player his Sith Apprentice, changing their alignment to scum. Palpatine has no other abilities, but a Sith Apprentice with a power role retains that role.
At 7 players, Town need only lynch Palpatine to win. If his apprentice is still alive, that player loses.
at 8 or 9 players, Town wins when there are no living Sith.
At 10 players, the same rules apply, and there is also a 3rd party role. The 3rd party role's win condition will be compatible with either town or scum, but playing to that wincon should naturally incline them to being more of a help to scum (similar to a Survivor, which the role may or may not be). The 3rd party player can't become a Sith Apprentice, but the ability to make an apprentice is refunded if used on them.
11-12 Players: Psyche Mafia
A mafia game flavored as different parts of a girl's psyche vying for ultimate control (vaguely inspired by the game Pocket Mirror). All players have roles, and all but one role is drawn from
the wiki. Flips will have the wiki role name stated. At 11 players, scum will receive weaker roles. The one non-standard role is "The Dreaming Girl", a town-aligned role that can't ever die, for any reason. However, this role escaping death may still not be good for the innocent parts of her psyche... Scum consists of 3 players and they have a factional kill.
If Aaarrrgh wants to run a Dethy game of his own (as was discussed) I'll hold sign-ups at least through the end of that game to see if we get more for either Star Wars or Psyche.
For both Mafia (rather than Dethy) games I intend low-to-moderate Bastardry. What I mean by that is that I, as the mod, will not lie unless a role requires me to, and that roles that require mod lies or omissions will be of the more tame sorts. There will be no alignment changes other than those listed in the setup information, and any information gained from a flip is guaranteed accurate. However, there may or may not be Millers or Babyfaces (Roles that cause me to lie to other roles). There may or may not be abilities that are non-sane, but any player who might receive a non-sane role is told they do not know their sanity. There may or may not be obfuscated abilities, but the players possessing them will be told that there are factors they don't know about their role/ability.
I will probably make a sock puppet account to actually run the game because my PM box is over-full as-is. If I do, please do not send any PMs to this account, they will be disregarded.
1) Zinger
2) Aaarrrgh
3) JD
4) Amber
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5) Mongoose
6) Monster
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7) Rag
8) Skystone
9) KoD
10) CL
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11) Hello World
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