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CF Phalla Signup List

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Posts

  • warbanwarban Who the Hoof do you think we are? Registered User regular
    edited January 2009
    Group ability: Everlasting Hive Mind.
    When you die you may still post on your groups Proboards as well as send in actions, you may not post or send pm's to other living players outside of your faction though.

    ACE ✰ PONY ✰ DETECTIVE!
  • DevoutlyApatheticDevoutlyApathetic I've Done Worse Registered User regular
    edited January 2009
    I would never let them send in orders. It'd be a free pass for the rest of the team to be super inactive.

    I'd also have some concerns about somebody being overbearing. I know it concerns me when I'm an evil dude with a bunch of newish players.

    Still, it has potential.

    Trogg wrote: »
    Not as positive as AIDS and cancer, but positive nonetheless.
  • thorgotthorgot Registered User regular
    edited January 2009
    Group ability: Neverlasting Hive Mind.
    Whether you are living or dead you may not post on your groups Proboards or send in actions, you may not post or send pm's to living players outside of your faction and you are ugly Zot.

    campionthorgotsig.jpg
  • EdcrabEdcrab Registered User
    edited January 2009
    Alright, so, despite reneging on my promise to run a Mini 6 months back I think I'm throwing my hat back in. It must be done!

    (Assuming I can badger Quoth and LaOs again, there's a Google Doc account we haven't touched in ages)
    Spoiler:

    ...and yes, that's probably been my main contribution to the project.

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  • RendRend Registered User regular
    edited January 2009
  • JaysonFourJaysonFour Classy Boatrower-Kitteh Registered User regular
    edited January 2009
    warban's rule would really make getting voted out/killed Day 1 a lot less frustrating than it already seems to be. Not to mention it would stop the whole "let's vote out so-and-so because they're skilled!" stuff. But the only people it would seemingly screw over are dead villagers- usually villagers don't get a proboard, so it's either give the dead villagers another thread, or create a proboard for them. I'd create a second thread, myself- otherwise dead villagers get rear-ended, like I said above. The "no sending in orders" clause would work great, too.

    But anyways, I've decided that I'm going to learn how to run one of these and make my own. Someday. Figured I had to do SOMETHING with all the material on phallas I've printed.

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  • DevoutlyApatheticDevoutlyApathetic I've Done Worse Registered User regular
    edited January 2009
    JaysonFour wrote: »
    warban's rule would really make getting voted out/killed Day 1 a lot less frustrating than it already seems to be. Not to mention it would stop the whole "let's vote out so-and-so because they're skilled!" stuff. But the only people it would seemingly screw over are dead villagers- usually villagers don't get a proboard, so it's either give the dead villagers another thread, or create a proboard for them. I'd create a second thread, myself- otherwise dead villagers get rear-ended, like I said above. The "no sending in orders" clause would work great, too.

    But anyways, I've decided that I'm going to learn how to run one of these and make my own. Someday. Figured I had to do SOMETHING with all the material on phallas I've printed.

    It really should only ever apply to people who are absolutely mason'd. Once a person dies their loyalties are completely untouchable and known to all. It'd be the insta network from hell and is in fact the ur-insta network from way back when involving Ardor.

    Trogg wrote: »
    Not as positive as AIDS and cancer, but positive nonetheless.
  • crimsoncoyotecrimsoncoyote Registered User regular
    edited January 2009
    Warban's suggestion does not apply to villagers anyway. You can certainly make a proboard for a "dead thread," just don't make the thread here.

  • warbanwarban Who the Hoof do you think we are? Registered User regular
    edited January 2009
    Yes. A Hive mind would have to be absolutely mason'd for it to work. Anything else and you might be seeing some balance issues with it.

    Also I am thinking of another idea for my second main. It actually involves of an anonymous proboard graveyard like the one in the Chaos Phalla mini.

    Expect you can post on it while dead and alive anonymously. (Run by the GM so no IP checking for players) And it is actually the the primary method one the factions needs to use to use to confirm kill targets for their leader.

    ACE ✰ PONY ✰ DETECTIVE!
  • JaysonFourJaysonFour Classy Boatrower-Kitteh Registered User regular
    edited January 2009
    Hmmm... you've got a good point.

    I just don't want villagers to end up left out if they croak Day 1. It hasn't happened to me yet, but at the same time, you've got to keep your game balanced.

    Okay, I agree with you. The point of the rule is to stop the whole "getting rid of the good players" trend that runs in some phallas. This would put a stop to it... as a matter of fact, I might try it out myself sometime. I have a few ideas already, but I want to work on them a bit more and gather more material before I commit to running a game.

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  • crimsoncoyotecrimsoncoyote Registered User regular
    edited January 2009
    Killing "good" players just means the others have to work harder.

    From what I've noticed, after someone gets comfortable with the game, everyone seems to bring their own thing to the table, and I think it makes for an interesting dynamic. Sure, there will be trends that sometimes emerge (like the string of deaths of spreadsheeters that happened a while back), but they don't tend to stick for more than a few games. Removing the loss of players of any alignment/faction from Day 1 (and even subsequent days) would not be a good thing, I believe--unless there is a specific mechanic in place for a single game; but even then, I would suggest keeping that small-scale (1-2 players at most). It should most definitely not be the norm.

  • ThetherooThetheroo Registered User regular
    edited January 2009
    Killing "good" players just means the others have to work harder.

    From what I've noticed, after someone gets comfortable with the game, everyone seems to bring their own thing to the table, and I think it makes for an interesting dynamic. Sure, there will be trends that sometimes emerge (like the string of deaths of spreadsheeters that happened a while back), but they don't tend to stick for more than a few games. Removing the loss of players of any alignment/faction from Day 1 (and even subsequent days) would not be a good thing, I believe--unless there is a specific mechanic in place for a single game; but even then, I would suggest keeping that small-scale (1-2 players at most). It should most definitely not be the norm.

    I actually had a mechanic like that in both of my minis, but they just never got activated.

  • warbanwarban Who the Hoof do you think we are? Registered User regular
    edited January 2009
    My upcoming phalla main has now reached 28032 words and growing :O. It's mostly possible narration choices I'm doing now.

    Fun fact: This is a limit on how big a Google doc can get before it stops saving. I had to split roles into 1-30 and 31-60 file and narration into it's own 3rd document to allow it to save correctly.

    More numbers....
    5 Kingdom / Nationality groups.

    10+ Special groups / Faction.

    60 Roles most of them based upon a TvTroope.

    13 different win objectives, Including Good and bad. Some being able to win together some not.

    9 bus driver roles.

    And its still a village majority vs informed Minority game.

    ACE ✰ PONY ✰ DETECTIVE!
  • Toxic ToysToxic Toys Braggadocio Open up the trunk, release the mech, Increase the power to the shield to protect, I never hit eject.Registered User regular
    edited January 2009
    I wrote 0 word for my main game.

    fuck.

    3DS code: 2938-6074-2306, Nintendo Network ID: ToxicToys, PSN: zutto
    I toss back drinks with a stiff upper lip and you’re just here to hear my tongue frolic.
    Join Now.
  • DevoutlyApatheticDevoutlyApathetic I've Done Worse Registered User regular
    edited January 2009
    I made all the players do the writing for my main game.

    I highly recommend it.

    Trogg wrote: »
    Not as positive as AIDS and cancer, but positive nonetheless.
  • cj iwakuracj iwakura The Rhythm Rogue Coral Springs, FLRegistered User regular
    edited January 2009
    I use notepad docs, and jot down ideas as they come to mind.

    fiV9i14.jpg
    蒼く咲く華 日は灯り 天に流れる | Kill The Past
  • ThetherooThetheroo Registered User regular
    edited January 2009
    I mostly wrote stuff down in a notebook, and made some stuff up as I went along.

  • BurnageBurnage Registered User regular
    edited January 2009
    warban wrote: »
    9 bus driver roles.

    D:

  • WildcatWildcat Registered User regular
    edited January 2009
    Bus driver roles are awesome, if tricky to use well. Squashua ran a three-man mini once where everyone had a vote 'bus driver', it was hilarious. If short.

  • MrBlarneyMrBlarney Registered User regular
    edited January 2009
    Bus Drivers are fun, but they can also be quite unpredictable and difficult to resolve, especially if you have multiple types or duplicates. The interactions multiple Bus Drivers can have can create some strange results. But it sounds like you're prepared... I'll look forward to it.

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  • crimsoncoyotecrimsoncoyote Registered User regular
    edited January 2009
    Hrmm... I'm thinking I should run a mini soonabouts. Theme, etc. TBA. Any suggestions/thoughts are appreciated!

  • ArdorArdor Registered User regular
    edited January 2009
    Burnage wrote: »
    warban wrote: »
    9 bus driver roles.

    D:

    Order of operations would be necessary to resolve the overlaps that will likely occur.

    Or you could make it more interesting. If the same person is targetted by multilpe bus drivers, either the effect is nulled or the persons using the ability have it transferred on themselves.

    Example. DA and Mrblarney are bus drivers. DA targets Warban and Toxic Toys. Mrblarney targets Warban and Thorgot.

    Possible results:

    1) Nothing happens, both actions cancel.
    2) RNG who gets hit with what if Warban gets targetted by something. Otherwise resolve normally and assume all action happen at the same time. So if Thorgot gets attacked, which transfers to Warban, it doesn't also transfer to Toxic Toys.
    3) It now means DA targets Toxic Toys and himself while Mrblarney targets Thorgot and himself.
    4) Make it more funny? Anything that happens to either warban or toxic toys now happens to DA and anything happening to Thorgot or Warban happens to MrBlarney. If arban takes a kill shot, kill both DA and MrBlarney! Two for one blue light special.
    5) Or just bounce abilities around until it actually stops somewhere. So if Toxic Toys got attacked, it now hits Warban, but since Warban and Thorgot were bus drivered, the kill goes from Warban to Thorgot?

    Confusing.

  • LaOsLaOs Registered User regular
    edited January 2009
    Would seem to me that it should just go like #5.

    It can be spiced up for lolz though, if you wanted, but it doesn't seem that confusing a situation.

  • RendRend Registered User regular
    edited January 2009
    #5! It's bus driver pinball! It's also the only way. The only way.

    You could either establish an order of operations for each bus driver, or RNG it each night and watch for fun results. Or cycle it every day.

  • BurnageBurnage Registered User regular
    edited January 2009
    If there's a mini slot open, I've just had the idea for the greatest phalla experiment. :winky:

  • cj iwakuracj iwakura The Rhythm Rogue Coral Springs, FLRegistered User regular
    edited January 2009
    It would be even more fun to watch than the Phalla'o'Seers.

    fiV9i14.jpg
    蒼く咲く華 日は灯り 天に流れる | Kill The Past
  • OhtsamOhtsam Registered User regular
    edited January 2009
    If I'm designing a mini and am not entirely sure if the mechanics are balanced but don't want to reveal them until the game proper is there anyone I can pm my basic ideas too?

  • DevoutlyApatheticDevoutlyApathetic I've Done Worse Registered User regular
    edited January 2009
    I would be willing to give you a hand if you like.

    Trogg wrote: »
    Not as positive as AIDS and cancer, but positive nonetheless.
  • ThetherooThetheroo Registered User regular
    edited January 2009
    Ardor wrote: »
    Burnage wrote: »
    warban wrote: »
    9 bus driver roles.

    D:

    Order of operations would be necessary to resolve the overlaps that will likely occur.

    Or you could make it more interesting. If the same person is targetted by multilpe bus drivers, either the effect is nulled or the persons using the ability have it transferred on themselves.

    Example. DA and Mrblarney are bus drivers. DA targets Warban and Toxic Toys. Mrblarney targets Warban and Thorgot.

    Possible results:

    1) Nothing happens, both actions cancel.
    2) RNG who gets hit with what if Warban gets targetted by something. Otherwise resolve normally and assume all action happen at the same time. So if Thorgot gets attacked, which transfers to Warban, it doesn't also transfer to Toxic Toys.
    3) It now means DA targets Toxic Toys and himself while Mrblarney targets Thorgot and himself.
    4) Make it more funny? Anything that happens to either warban or toxic toys now happens to DA and anything happening to Thorgot or Warban happens to MrBlarney. If arban takes a kill shot, kill both DA and MrBlarney! Two for one blue light special.
    5) Or just bounce abilities around until it actually stops somewhere. So if Toxic Toys got attacked, it now hits Warban, but since Warban and Thorgot were bus drivered, the kill goes from Warban to Thorgot?

    Confusing.

    Haha, I had 5 in my mini and it caused everyone except the Serial Killer to die at once. It was pretty hilarious.

  • crimsoncoyotecrimsoncoyote Registered User regular
    edited January 2009
    The serial killer didn't actually die though ><
    It was like impossible.

    I think I've come up with an idea, though i have to see if I can make it work.

  • RyadicRyadic Registered User regular
    edited January 2009
    So, this weekend my friends and I are going to have an awesome weekend hanging out in a Cabin and getting drunk. One of the guys there just played Mafia for the first time (live) and he wants to run it. This got me interested, too. But I've only hosted Phallas here, never played it live except for one time back in high school, but I don't really remember that.

    Any suggestions on things that I should remember and how it differs from playing a Phalla on forums?

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  • GrimmyTOAGrimmyTOA Registered User regular
    edited January 2009
    I spent a very enjoyable weekend running mafia games last summer, and simplicity is mandatory -- especially for the first couple of games. People new to Mafia will get confused the first couple of times (especially a few drinks in -- trust me on that one). It can be useful to write things down. In a classic mafia game (with everyone sitting around in a circle, closing their eyes for the orders) everyone's going to know how many factions there are, so don't try to get fancy. For a more Phalla-like mafia, give people some time to wander around and chat between turns. The last game of the above-mentioned weekend took place over the course of four hours, and was a blast.

  • RyadicRyadic Registered User regular
    edited January 2009
    So have turns last 15 - 30 minutes? Give people time to drink/socialize during the "day"?

    I was going to make the first game simple and then add some complex things as we went on.

    Basically we're going to have like 10 people there, so 3 Mafias and 7 villagers. This sound fair?

    Then move it to 4 Mafias, 1 Vig, 1 Seer, 4 Villagers.

    I'd like to use some crazy roles, but I can't think of anything that isn't too complex. Anyone have ideas? Please incorporate drinking somehow.

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  • RendRend Registered User regular
    edited January 2009
    Ryadic wrote: »
    So have turns last 15 - 30 minutes? Give people time to drink/socialize during the "day"?

    I was going to make the first game simple and then add some complex things as we went on.

    Basically we're going to have like 10 people there, so 3 Mafias and 7 villagers. This sound fair?

    Then move it to 4 Mafias, 1 Vig, 1 Seer, 4 Villagers.

    I'd like to use some crazy roles, but I can't think of anything that isn't too complex. Anyone have ideas? Please incorporate drinking somehow.

    This is a list of roles I've found work well in live games (note, these are all the quick, 5 minute rounds, no private conversations sort of games)

    1) The standards, seer/guard/mason, etc.

    2) Bus drivers. Just make sure they go absolutely first in the turn order when everyone has their heads down.
    3) Human Torch. This is a role where if this person dies, both players sitting next to them also die with him. Note that in small player-count games, you may want to limit this ability to only go off on turn 1. Otherwise you'll end up with quite a few total-party-kills in your games, and adds a level of uncertainty to the day 1.
    4) Cupid. I've tried this one out multiple times, and people love it. One person draws cupid, and before the beginning of the game, everyone puts their heads down and then cupid picks two people other than him/herself. Get a long pole, broom, or the ability to tap someone on the head discreetly, and the cupid puts their head back down. The two people cupid chose become...
    5) Lovers. I'm talking about a version where both players know the role of the other player, and if one dies, the other dies. We've also enacted a rule to where lovers can not vote for each other, they must cast their vote elsewhere. They don't have to be on the same team.

    5.5) For extra fun, let the bus driver go before cupid on day 0 to screw up the lover selection!

    6) If you have a LOT of specials that target people, a reporter style thing can be fun, this is a seer who selects a person each night and goes last, and instead of being given the allegiance of the person in question, they are informed of the target(s) of any of their abilities. Note that this one only works well if you have a buttload of specials, and is a bit harder to pull off.

    7) Village idiot. This guy wins by being voted off.


    Things that don't work well in small/quick games:

    1) Cult leaders: Roles which win by recruiting, in small quick games, don't work well. They either win or lose by turn 2 it seems, most of the time.
    2) Multiples of the same role: Because people get confused.

    That's all the insight I've got. I've played many games of mafia irl, and that pretty much covers every role I've used yet.

  • RyadicRyadic Registered User regular
    edited January 2009
    Thanks for the suggestions. I'll let you guys know how it goes.

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  • GumpyGumpy There is always a greater powerRegistered User regular
    edited January 2009
    I run real life mafia games by having murdering done during the day, voting done during the night, and make everyone wander around my spooky English mansion (Not much of an overstatement }: ) until a body is found

    They are the best

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  • kuhlmeyekuhlmeye Registered User regular
    edited January 2009
    I played one in real life where the host of the game sent invitations to everyone about a week before the game. Instead of a seer, we had to find clues throughout the game that led to the identity of the baddie. We also had little mini-games during the "days" to win vote or death immunity. It was pretty fun.

    PSN: the-K-flash
  • warbanwarban Who the Hoof do you think we are? Registered User regular
    edited January 2009
    The following disclaimer should be added to the sticky:

    INACTIVUS HUNGERS. If you !signup and choose to not play he will eat your soul.
    Please inform your game host if you need to bow out of the game.

    ACE ✰ PONY ✰ DETECTIVE!
  • Dac VinDac Vin Reimu Hakurei sat in her shrine because she was on the internet. Registered User regular
    edited January 2009
    Someone really ought to write a "Phalla Player Common Etiquette" text. Complete with obvious rules of "don"t be a dick" kind and what to do when faced with inactivus.

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  • cj iwakuracj iwakura The Rhythm Rogue Coral Springs, FLRegistered User regular
    edited January 2009
    At the top of that text would hopefully be 'don't take the game personal'.

    fiV9i14.jpg
    蒼く咲く華 日は灯り 天に流れる | Kill The Past
This discussion has been closed.