I think folks should just consider trying something different.
For example, how about a game that lasts 7-9 days but win conditions do not include killing everyone else? It could be a different type of game where the win conditions involve you finding certain other players or items or some such so you don't have to worry about the issue of people dying.
Take Saburbia's haunted house idea. Create several teams who don't necessarily know who's on their team and they get clues where certain items are in the house and the first team to gather their respective items will win. It doesn't have to be (your team in the majority) victory all the time.
Robothero and I were talking about a "Where in phalla is carmen sandiego" game where the the detectives simply have X days to find out who all the criminals are and it doesn't involve killing them necessarily. They might lose their ability to vote by getting thrown in jail and they could do the same to players. The players would still be allowed to participate, but mabye their votes don't count. However, with clues and advice being given each night in narrations or by any clever detectives, they can still work together to help find the criminals.
Things like that. We don't necessarily need to follow any particular trend or tradition.
I was going to have a seriously injured/crippled state in my game where the player could still talk with the living but would no longer count for win conditions. It seems like games could use that sort of a mechanic to not completely eliminate people but still move the game along. Of course there needs to be a counterbalance like affording similar opportunities to badguys so the fully living can't have everything handed to them in terms of deduction.
I think it would be interesting to have death threads that have something more to them than just helping out the village or something. I'm thinking about making it a game of who gets revived or that there is a separate evil faction in the afterlife that the other dead guys have to root out.
I wish to sign up to run a full Phalla, but it looks like it might be a while before it would be played. How long do you guys figure it'll be until we get to the games at the bottom of the list? I also wouldn't mind having a co-GM. PM me if you're interested and wish to learn more.
I wish to sign up to run a full Phalla, but it looks like it might be a while before it would be played. How long do you guys figure it'll be until we get to the games at the bottom of the list? I also wouldn't mind having a co-GM. PM me if you're interested and wish to learn more.
7-10 days per Megaphalla is about a good estimate, and there's usually a negligible amount of days where they're not running. So, unfortunately, the list is approximately a year or so long
I wish to sign up to run a full Phalla, but it looks like it might be a while before it would be played. How long do you guys figure it'll be until we get to the games at the bottom of the list? I also wouldn't mind having a co-GM. PM me if you're interested and wish to learn more.
On average, full games last roughly 10 days max and you can start sign ups for the next game with permission from the current game's moderator. I'd say we run 3-4 games a month on average and probably 10% of the people signed up will have to drop back spots or lose interest/time to run a game.
How many people are still interested in running minis? I find that I enjoy running them more than the big games (Although I don't mind co-hosting). I want to know if I should start finalizing ideas to run more of them or if I have time.
How many people are still interested in running minis? I find that I enjoy running them more than the big games (Although I don't mind co-hosting). I want to know if I should start finalizing ideas to run more of them or if I have time.
I am definitely, I loved running ST:V and I already have another one almost completely written up and ready to go, I just haven't since I know other people also want to do these sorts of things.
So, in essence, *raises hand*
Rend on
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cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
edited November 2007
I have one in mind, but I won't be utilizing it for a long time. So yeah, they're fun, but I enjoy the chaos of the huge ones more.
cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
edited November 2007
Well, for what it's worth, I'll likely be starting my signups within a day or so... and they'll probably run over the weekend, so if you want to get yours underway during say, mid-week, that's cool by me.
I'm working on re-tooling my game to work as a mini, but it probably won't be ready until a little after the new year because I'm swamped with stuff to do until then.
C'mon Zot, can't you wait until you run your game before signing up for another? Otherwise I'd have already put my name up there again while waiting to run my first...
It's going to be interesting working in the plot of the movie. I also think a lot of the narrations are going to take a while to write, if I want them to be halfway decent and in the proper style.
Everyone always underestimates how difficult narration is. And how little motivation you have after tabulating all the results.
I will take this opportunity to post in the new Master Phalla thread that I am a narrator for hire; it's the aspect I enjoy most. So if anyone needs help I am more than willing!
Writing a narration is quite difficult indeed. For me it helped to have a few ideas listed of what I should write about if such-and-such happened and to try and connect the narrations to each other, so that a small story is created. I really liked the narrations in Caves of Phalla, because there was a lot of information in them and I didn't have to read the rest of the thread.
So, every post of mine in this thread from now on will likely contain spoilers for the movie Lucky Number Slevin. This spoiler contains both spoilers and potential mechanics.
I'm thinking of doing a three faction brawl, "darkies" v "skullcaps" with "cops" thrown in for spice. Slevin and Goodkat being a "neutral" party with the goal to kill X people who are especially crooked (a few from each faction). Mob leaders would be worth double to Slevin/Goodkat.
I'm also definitely considering a gambling bit, where everyone can gamble and use their winnings to buy cop intelligence (seerings, maybe a guard or an extra kill). Effectiveness of each would be proportionate to the number of cops left standing.
I'm also debating tossing the following:
a caveat should either Slevin or Goodkat die, that they'd also want revenge for their fallen partner.
some form of obfuscation of death as one time abilities for the heavy hitters (mob bosses/head detective/Slevin and Goodkat)
Does anyone have the balancing info. Like if I have X numbers of total players I should have Y number of good specials and Z number of baddies?
There are some basic numbers for the very basic Mafia game, but other than that, it's more a guesstimate at best.
The first questions I think someone should have about their game are:
1) How many players am I expecting to have? (Helps figure out how many and what kinds of roles you want in the game)
2) How many days (max) do I want the game to go? (Helps you figure out, with the above, how many kills need to be present, on average, every day if you plan the usual outnumber the other faction or eliminate all bad guy victory)
From there, you can go with everything else. How many factions do you want? What kinds of abilities or specials/bad guys?
For example, say you want 60 players in a game that spans no more than 10 days, you'd want to look at an average of maybe 5-6 kills a night?
Maybe you want there to be a 15% bad guy population. That's 9 bad guys. Give them 2 kills a night which leaves 3-4 kills in the hands of the village. So the village has a lot of chances to kill bad guys. Look at making sure those kills still exist somehow each night. Maybe have two death votes or the top 2 die etc.
As far as specials go, I've heard that for every good special, it probably evens out 1 bad guy. So if you figure 9 bad guys and by normal odds the village has a decent chance in beating out a 10 or so % bad guy population with a vote kill and a vigilante kill each night, maybe add as many specials as you add bad guys. The 10-15% assumes the presence of a guardian, seer and vigilante.
Really, it all depends on how much you let the village know. Hide the roles and you put more odds on the bad guys. Give role information out at the start and you favor the village more. Etc.
Posts
I was going to have a seriously injured/crippled state in my game where the player could still talk with the living but would no longer count for win conditions. It seems like games could use that sort of a mechanic to not completely eliminate people but still move the game along. Of course there needs to be a counterbalance like affording similar opportunities to badguys so the fully living can't have everything handed to them in terms of deduction.
A phalla in a phalla, so to say.
7-10 days per Megaphalla is about a good estimate, and there's usually a negligible amount of days where they're not running. So, unfortunately, the list is approximately a year or so long
[edit] Little bit less than a year
On average, full games last roughly 10 days max and you can start sign ups for the next game with permission from the current game's moderator. I'd say we run 3-4 games a month on average and probably 10% of the people signed up will have to drop back spots or lose interest/time to run a game.
I am definitely, I loved running ST:V and I already have another one almost completely written up and ready to go, I just haven't since I know other people also want to do these sorts of things.
So, in essence, *raises hand*
I wish to sign up for a full phalla.
I won't be around for whatever tomorrow's results are, so it wouldn't be well into Sunday morning that I get them going in the latter case.
I'm pretty sure we had signups start on the final day of a previous phalla. Espcially since there is like what, 6 people left?
3DS: 2852-6809-9411
Acceptable by me? Sure. By CF rules and regulations? Iunno. There is the fact that there's only a single mini going on right now, so, maybe?
Well, at a cursory glance, it doesn't seem to be against the rules per se... it's mostly your okay I wanted.
And strangely enough, both yours and the mini are in its final day.
That's really good timing and how mini phallas should work out. :P
3DS: 2852-6809-9411
but
Grundlterror
Dibs on the Mule.
Steam
I will take this opportunity to post in the new Master Phalla thread that I am a narrator for hire; it's the aspect I enjoy most. So if anyone needs help I am more than willing!
My game is coming up and I'm kinda nervous :P
I'm also definitely considering a gambling bit, where everyone can gamble and use their winnings to buy cop intelligence (seerings, maybe a guard or an extra kill). Effectiveness of each would be proportionate to the number of cops left standing.
I'm also debating tossing the following:
a caveat should either Slevin or Goodkat die, that they'd also want revenge for their fallen partner.
some form of obfuscation of death as one time abilities for the heavy hitters (mob bosses/head detective/Slevin and Goodkat)
There are some basic numbers for the very basic Mafia game, but other than that, it's more a guesstimate at best.
The first questions I think someone should have about their game are:
1) How many players am I expecting to have? (Helps figure out how many and what kinds of roles you want in the game)
2) How many days (max) do I want the game to go? (Helps you figure out, with the above, how many kills need to be present, on average, every day if you plan the usual outnumber the other faction or eliminate all bad guy victory)
From there, you can go with everything else. How many factions do you want? What kinds of abilities or specials/bad guys?
For example, say you want 60 players in a game that spans no more than 10 days, you'd want to look at an average of maybe 5-6 kills a night?
Maybe you want there to be a 15% bad guy population. That's 9 bad guys. Give them 2 kills a night which leaves 3-4 kills in the hands of the village. So the village has a lot of chances to kill bad guys. Look at making sure those kills still exist somehow each night. Maybe have two death votes or the top 2 die etc.
As far as specials go, I've heard that for every good special, it probably evens out 1 bad guy. So if you figure 9 bad guys and by normal odds the village has a decent chance in beating out a 10 or so % bad guy population with a vote kill and a vigilante kill each night, maybe add as many specials as you add bad guys. The 10-15% assumes the presence of a guardian, seer and vigilante.
Really, it all depends on how much you let the village know. Hide the roles and you put more odds on the bad guys. Give role information out at the start and you favor the village more. Etc.