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Paranoia Mafia Fallout Thread

Posted: Sun Nov 11, 2018 5:36 am
by MurderWeasel
Okie dokie, here's the fallout thread.

First off, thanks to everyone for playing! I had fun, and I hope you did too.

Game design for this game was fairly heavily thematic. In Paranoia, while everyone is ostensibly hunting traitors, the unfortunate truth is that everyone is in fact a traitor themselves. The cleanest way to replicate this in mafia was to make everybody scum.

How, then, to build a game where everyone's scum? The answer for me to take a a fairly standard mafia setup (multiball) and take it to its logical conclusion. As such, the game was divided into four scum teams, as follows:

1. The Commies: (Secret Chat)
Kermit (Communications Officer/Tracker)
Sh4de (Loyalty Officer/Alignment Cop+Double Bulletproof)

2. The Mutants: (Secret Chat)
Fenris (Happiness Officer/Doctor)
Jimmydalad (Equipment Officer/Weird homebrew thing)

3. The Deluminati: (Secret Chat)
Vyse (Team Leader/Double Voter)
dmboogie (Loyalty Officer/Role Cop)

4. The Moles: (Secret Chat)
Cactus (Communications Officer/Watcher)
Irina Ivanov (Hygiene Officer/Roleblocker)

Dead Chat

Every player was one-shot bulletproof, except for Sh4de, who was compensated for an extra useless role with an extra shot of protection. Each team was built to have a different level of information pointing to the setup available, and different routes to success (the elimination of everyone else), which I can vaguely summarize.

The Commies got a lllooootttt of information. The real use of Sh4de's role is that it's an immediate clue that the game is multiball (though doesn't quite say how multiball). Trackers and watcher offer opportunities to suss out alignments/groupings because generallys peaking teammates have little reason to target each other.

The Mutants got a lot of power in terms of actually affecting who lived/died--Jimmy's role gave a conditional second kill if he could guess who was going to kill someone else overnight, and Fenris' offered protection. Both, however, came with caveats; Jimmy's was useless if his target didn't shoot or got meddled with (roleblocked, say), while Fenris was gated behind being unable to protect any player twice in a row, meaning that to get Jimmy immune every other night, they'd have to throw protections at people not on the team. Also, the doctor role completely lost value should Jimmy die. My intent here was that this faction would have the least information to piece together the setup, but I messed up here in retrospect; elements of both roles signal pretty strongly that there's a lot of wacky killing going on.

The Deluminati got comparatively little to guess the setup (intended to be second to Mutants, in practice probably the least stuff) but a lot of tools to cause absolute truckloads of trouble if they did/in the lategame; Vyse's role let him double-vote if ever the number of players was even, creating an auto-win should only two players remain (where anyone else would be stuck in a no-votes-possible-night-action-guessing-game). Boogie got actually decent info from his investigations compared to basically everyone else.

The Moles got stuff to dictate the flow of the game. Watcher + Roleblocker left the roleblocker theoretically able to guarantee hitting targets with night actions, and watcher could potentially figure a lot out by watching their ally.This faction was relatively straightforward and free of pitfalls/weird double-edged quirks.

All factions got perma-chat.

Several roles were handed out specifically to slow the game down; roleblocker and doctor existed to mess up kill attempts, as did a two-shot bulletproof.

Information withholding was deliberate, because figuring out what was going on was pretty important to wrangling an advantage. If everyone was ignorant or if everyone knew the score, the game was fairly wide open. If, however, one faction figured things out quicker (which the Mutants did almost immediately) that could be leveraged to pretty major advantage.

A number of weird quirks were either for fluff or to obfuscate mechanics (which is in keeping with fluff). Treason had no penalty except getting grumbled at for treason, but I wanted something in play that would leave players unsure. Vyse's role got outed at the start partially for fluff reasons (the team leader badge in Paranoia looks like this) and partially to add some complication/challenge/opportunity to the role that potentially benefited most heavily from surviving until Endgame.

This was one of about three game setups I had in mind. I'd actually love to run the others someday and think they could work even (or especially) with folks having a clearer idea of how screwy stuff can get--one's geared for ~16-20 players and another for ~4.

I had a very long day OOC and my eye's kinda messed up from all the smoke so I'm just gonna slap post and add other stuff (PMs, chat links, actions) later. Again, thanks for playing. :)

Re: Paranoia Mafia Fallout Thread

Posted: Sun Nov 11, 2018 5:45 am
by Kermit
i had fun!!!!!!!!!!!! I didn't think revealing the multiball nature of the game would turn everyone off of it and I feel kinda bad now ;~~~;

Re: Paranoia Mafia Fallout Thread

Posted: Sun Nov 11, 2018 5:59 am
by dmboogie
thanks for game

my only regret is being dead during the dayphase that would've benefited most from shitposting

id be down to play another bastard fucker game tbh

Re: Paranoia Mafia Fallout Thread

Posted: Sun Nov 11, 2018 6:04 am
by VysePresident
Thank you mod for your time, and thank you everyone for playing.

I found this to be a very fun game. I think it was well-balanced in spite of the obvious Bastard mechanics and an interesting challenge. I wish we hadn't had the game interrupted the way it was (this is why people can't post after they die. >_<) but I'm happy I played and was glad to join y'all. I think that revealing everything wasn't a great move in a game that depended on us worrying about who knew what. (While knowing in the back of our minds that everyone knew everything)

I'm going to take a moment to feed my own ego and say I'm ridiculously proud of my case on Kermit, because I feel I very successfully disregarded everything I knew as scum to craft a strong case. I don't think I scum-slipped.

That said, Boogie was a great partner this time around and did a lot to help keep me on track. I'm sad he had to die early, and I feel like it's because he did too good a job of being "Town." It's really impressive to see how he's evolved, and I could see him being a major player in the future, given a bit more activity. I said it in the scum thread, but he was the more valuable of us.

Kermit was on point this game. I think he said it best when he mentioned that we weren't paranoid of each other being scum so much as of being Town.

However, I feel that the game heavily depended on this mechanic, with each of us playing to how much we knew and how much we feared the other players knew, so once everyone came clean there wasn't much point. We were just wrapping up the game.

It was fun, I really enjoyed it, but after Umineko and this I really hope the next game is a Town vs Scum game :p

Re: Paranoia Mafia Fallout Thread

Posted: Sun Nov 11, 2018 6:36 am
by Brackie
VysePresident wrote: Sun Nov 11, 2018 6:04 am It was fun, I really enjoyed it, but after Umineko and this I really hope the next game is a Town vs Scum game :p
Image

Re: Paranoia Mafia Fallout Thread

Posted: Sun Nov 11, 2018 6:42 am
by VysePresident
I missed Housewives, amigo!

You ran a fun game, it looked like. Unfortunately, I was busy.

Re: Paranoia Mafia Fallout Thread

Posted: Sun Nov 11, 2018 8:01 am
by Cactus
I had fun, but I wish that I didn't get outed immediately. I sort of figured out the twist early but tried to keep myself seeming town just in case the others didn't.

Cest la vie, I guess.

Re: Paranoia Mafia Fallout Thread

Posted: Sun Nov 11, 2018 9:50 pm
by Kermit
I've got two suggestions for if someone wants to run a game similar to this sometime in the future:

- One town faction, the same size as the mafia factions. Probably make them masons w/ a shared nightkill ability. Same win conditions as everyone else. If there actually *is* a faction who think there's a town, it should keep the game from ending the same way as this one did (SORRY GUYS MY BAD :C)

- Don't tell people when they've lost a life. Makes the game a lot more tense.

Re: Paranoia Mafia Fallout Thread

Posted: Sun Nov 11, 2018 9:52 pm
by Kermit
oh and also i'm interested in if I was right about Vyse trying to lynch a non-cactus player so that he could nightkill cactus the following night.

Re: Paranoia Mafia Fallout Thread

Posted: Mon Nov 12, 2018 8:30 am
by VysePresident
Kermit wrote: Sun Nov 11, 2018 9:52 pm oh and also i'm interested in if I was right about Vyse trying to lynch a non-cactus player so that he could nightkill cactus the following night.
Depends. It was on the table, but I wouldn't have if I thought I could get more use out of him. Besides, there were two more killers who might do it for me. Hitting someone else (Fenris) meant I'd have options later.

I rarely have a firm plan as scum.

Also Cactus is really good at flying under the radar.

Re: Paranoia Mafia Fallout Thread

Posted: Mon Nov 12, 2018 10:37 am
by Fenris
VysePresident wrote: Mon Nov 12, 2018 8:30 am Hitting someone else (Fenris) meant I'd have options later.
rude!!!

anyway that was fun while it lasted. i was proud of myself for figuring out everything immediately but i guess i wasnt the only one lmao. i thought there might be three factions instead of four bc i wasnt positive four nightkills + jimmy's possible extra kill was balanceable w/ 8 people, even with the x1 bulletproof, but i was pretty confident from the outset there wasn't a town. was almost sure of it when irina and boogie flipped. i started to think there might be One Townie who was just being fucked with at one point. as soon as kermit mentioned the Obvious Thing We Were Avoiding i was like "oh noooo don't say ittttt" because i knew the game would end there and look it did lmao

i think i played fine. i will never outdo my masterful performance from real housewives but like, i think i seemed reasonably townish. its funny to me that kermit thought i was with vyse, i was Genuinely unsure who was telling the truth there tbh

anyway Until Next Game........... gg