05-06-2011, 01:46 AM
I'm working on finalizing the roles. Cutting a couple for balance reasons or "not as interesting" due to some roles being the normal "joke roles". I can't guarantee these will be the most balanced because while some are fairly standard translations, others are very different. This is going to flow differently and some will find this "lame", others will find it "fun". I don't know if this will be a success and I am working under the assumption that it will be something to learn from and adjust future modded versions of mafia from.
A couple of things to mention in advance, to prevent too long of a time before people realize it (which gives mafia a huge advantage):
1 - There are abilities that will affect lynch votes. They will not have to openly state their role (not in every case) to do this, as it is automatically part of their role. Some will prevent, some will increase, some can even do other effects.
2 - Your abilities will occasionally do something odd that will require me to consider how they will interact with one another. For example, there are a couple of redirection effects that will mean that what you intend to do may not resolve exactly as you intended - sometimes you will know if this happened (you tried to kill someone but someone else ended up dead) and sometimes you won't (you tried to investigate someone but got sent the results for someone else - without their name).
3 - Not everyone will have a game ability. I tried, but I couldn't fill every slot with something game changing - especially when I'm wary as is.
4 - There were a few ideas that I had considered that would add a slightly "gamier" element to it, but I refrained for this one because I don't want to throw it TOO far from normal approach. We'll see in the future.
A couple of things to mention in advance, to prevent too long of a time before people realize it (which gives mafia a huge advantage):
1 - There are abilities that will affect lynch votes. They will not have to openly state their role (not in every case) to do this, as it is automatically part of their role. Some will prevent, some will increase, some can even do other effects.
2 - Your abilities will occasionally do something odd that will require me to consider how they will interact with one another. For example, there are a couple of redirection effects that will mean that what you intend to do may not resolve exactly as you intended - sometimes you will know if this happened (you tried to kill someone but someone else ended up dead) and sometimes you won't (you tried to investigate someone but got sent the results for someone else - without their name).
3 - Not everyone will have a game ability. I tried, but I couldn't fill every slot with something game changing - especially when I'm wary as is.
4 - There were a few ideas that I had considered that would add a slightly "gamier" element to it, but I refrained for this one because I don't want to throw it TOO far from normal approach. We'll see in the future.

