Darkest Dungeon Mafia: Daybreak (Endgame)

For your simulated organized crime needs.

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LaserGuy
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Darkest Dungeon Mafia: Daybreak (Endgame)

Postby LaserGuy » Fri Mar 23, 2018 8:41 pm UTC

Image

Darkest Dungeon Mafia


There is a place, beneath those ancient ruins, in the moor, that calls out to the boldest among them... "We are the Flame!", they cry, "And Darkness fears us!" They descend, spurred on by fantasies of riches and redemption to lay bare whatever blasphemous abnormality may slumber restlessly in that unholy abyss... But Darkness is insidious. Terror and Madness can find cracks in the sturdiest of honors, the most resolute of minds... And below, in that limitless chasm of Chaos, they will realize the truth of it. "We are not the Flame!", they will cry out, "We are but moths and we are DOOMED!" And their screams will echo amidst the pitiless cyclopean stones... Of the Darkest Dungeon..


Mod: LaserGuy
Speed: Dayless. Night phases will last 48 hours. Slightly longer on weekends.
Bastardry: Hopefully minimal.

Game Specific Rules:

  • This setup is Dayless. This means that there is no lynch or voting phase.
  • Each player will have a private quicktopic available to them. You may use this to make notes or post thoughts, converse with partners if you have them, and issue night action/messaging instructions. There are no restrictions on what you can post in your private QT. Please do not chat in the main thread unless you are explicitly told to by the mod.
  • Only living players may post in quicktopics.
  • You cannot ruin the game for other players.
  • You must play to achieve your win condition.
  • The game will begin with Night Zero. During this night, players may send messages, but may not use any other powers.
  • Nights will last for 48 hours. Please post at least once in your Quicktopic during this period to let me know you are still in the game. If you do not post at least once during this period (and have not given me prior warning of an absence), then the night will be extended while I look for a replacement.

Messaging

  • Players are given a word allowance for sending messages to other players. Not all players are given the same allowance or may have other restrictions on their messaging abilities. When sending a message:
  • Indicate in your private topic the (1) recipient(s) of the message, (2) the text of the message, and (3) whether you would like to sign with your name or your rolename. If you have enough words to send the message(s), then it will be sent to the player(s) requested, by the mod, at the end of the night phase.
  • Please do not send messages directly to other players via PM. All messages must be sent via the mod.
  • Player names always count as one word
  • Messages exceeding the word count will be truncated at the maximum allowed number of words
  • Please do not attempt to circumvent the word count by mashing words together or using other “creative” means. Messages that I feel are deliberately attempting to do this will not be sent, and the player in violation will lose all messaging privileges for that night phase.
  • Common abbreviations (“can’t” instead of “cannot”) or common mafia terms (“conftown” instead of “confirmed Town”) are allowed. If you aren’t sure, please ask.
  • You may not use encryption systems in order to communicate privately or circumvent these rules.
  • Note that there may be abilities that interact with messages that may prevent them from being sent or received, redirected, or have other effects.

Setup Info:

  • This setup is experimental. I make no guarantees of balance. I will try to be as forthcoming as possible with rules and interactions.
  • The setup is extremely loosely inspired by Dayless Mafia IV, here.
  • This game consists of exactly 7 Town and 2 Mafia.
  • All players have some sort of power role.
  • There are no alignment changing roles.
  • There are no hidden mechanics to any role, but some abilities may be modified if you become afflicted. You will be informed of any such changes when they occur.

Sample Town role PM
Spoiler:
Image


You the Musketeer of the Hamlet. You are a vanilla Town.

Abilities:

You have no special abilities or powers.

Messaging: You have a 100 word allowance (usernames of fellow players always count as one word) for sending messages to other players. Messages can be to as many players as you please, but their total word count may never exceed 100. These messages will be signed with either your name, or “Musketeer
Private Quicktopic: You may make notes or post instructions to the mod in your private QT here.

You are Town and win when all threats to Town have been eliminated.


Sample Mafia role PM
Spoiler:
Image

You are Bone Rabble of the Ruins Mafia. You are a mafia goon.

Abilities:

You are vanilla and have no special powers or abilities.

Private Chat: You have private chat with your partner XXX.You may communicate as much as you wish in this quicktopic.
Messaging: You have a 100 word allowance (usernames of fellow players always count as one word) for sending messages to other players. Messages can be to as many players as you please, but their total word count may never exceed 100. These messages will be signed with either your name, or “The Ancestor”, your safe claim.
Factional Kill: Each night one of you or XXX may use the factional kill. This may be used in addition to another ability.

You are mafia and win when you are a majority of the players or nothing can prevent this from occurring.

Note that mafia win if they compose half of the players, same as a normal game.
Mafia will also win if they eliminate all of Town’s killing roles, even if they do not have a majority, as Town cannot prevent them from reaching majority in this situation.

Affliction:

  • Afflictions are a special mechanic of this setup. Certain actions or abilities put you under extreme stress, which will result in you becoming afflicted. Each player can be affected by a unique affliction that will have some detrimental effect on their abilities.
  • Each player has a unique affliction associated with their particular role. Do not assume that the effects of your own affliction are representative of those of any other player.
  • The effects of your affliction are not included in your role PM, but you will be notified when it happens and what effects it will have.
  • Certain players may have the capacity to remove afflictions. Some players may have immunity to afflictions.

Example affliction
Spoiler:
Image

You have been afflicted! You are Selfish.

While under this affliction, all messages you send will include both your name and your rolename.


Players
  1. Sabrar
  2. wam
  3. Madge (no day 1?! I gotta play this one!)
  4. Vicarin (time to hate the communication limitations)
  5. Zenii
  6. SirGabriel (finally, a game where I'll have time to read the whole thread)
  7. jimbobmacdoodle
  8. somitomi
  9. heuristically_alone
Last edited by LaserGuy on Fri Apr 06, 2018 5:59 pm UTC, edited 8 times in total.

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LaserGuy
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Re: Darkest Dungeon Mafia (Night 0)

Postby LaserGuy » Fri Mar 23, 2018 8:45 pm UTC

Role PMs are out... Please confirm in your QT receipt of your role PM.

It is night zero. During this phase, you are allowed to use your messaging ability only. You may not use any other powers.

Night zero will end at 9:00 am Pacific Time on Monday, March 26 (see here). If all players are in agreement, I can end the night early.

During this phase, you ask questions about the rules in thread. After N0, please use your QT to ask questions.

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Sabrar
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Re: Darkest Dungeon Mafia (Night 0)

Postby Sabrar » Fri Mar 23, 2018 9:00 pm UTC

If the same message is sent to multiple players does the number of words count only once towards the allowance or is it multiplied by the number of recipients?

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LaserGuy
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Re: Darkest Dungeon Mafia (Night 0)

Postby LaserGuy » Fri Mar 23, 2018 9:03 pm UTC

It is multiplied by the number of recipients.

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Sabrar
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Re: Darkest Dungeon Mafia (Night 0)

Postby Sabrar » Fri Mar 23, 2018 9:26 pm UTC

Could you include a player-list in the OP?

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LaserGuy
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Re: Darkest Dungeon Mafia (Night 0)

Postby LaserGuy » Fri Mar 23, 2018 9:29 pm UTC

Done. Thanks.

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Re: Darkest Dungeon Mafia (Night 0)

Postby LaserGuy » Sat Mar 24, 2018 4:42 am UTC

Please note:

You can only target players, not roles or role names. Messages sent signed only with a role name cannot be tracked back to the player who sent them unless they tell you who they are.

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Sabrar
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Re: Darkest Dungeon Mafia (Night 0)

Postby Sabrar » Sat Mar 24, 2018 10:50 am UTC

Is it allowed to use quotation marks and/or bold/underlined/italics text to signal emphasis/intent if done in moderation?

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jimbobmacdoodle
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Re: Darkest Dungeon Mafia (Night 0)

Postby jimbobmacdoodle » Sat Mar 24, 2018 12:28 pm UTC

Does the signature at the end of the message count as a word?
BlitzGirl the Primordial
matthewglen wrote:Cueball looks concerned.

Image

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LaserGuy
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Re: Darkest Dungeon Mafia (Night 0)

Postby LaserGuy » Sat Mar 24, 2018 3:14 pm UTC

Sabrar wrote:Is it allowed to use quotation marks and/or bold/underlined/italics text to signal emphasis/intent if done in moderation?


I would prefer you avoid the use of bold as I am using that to indicate mod confirmed text. Other formatting is fine.


jimbob wrote:Does the signature at the end of the message count as a word?


No

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wam
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Re: Darkest Dungeon Mafia (Night 0)

Postby wam » Sat Mar 24, 2018 4:39 pm UTC

LaserGuy wrote:Please note:

You can only target players, not roles or role names. Messages sent signed only with a role name cannot be tracked back to the player who sent them unless they tell you who they are.


Does this mean if you get a message signed with a role name you can't reply. I.e if you get a message from musketeer you can't send a message to musketeer?
Come join us playing mafia signup here

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LaserGuy
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Re: Darkest Dungeon Mafia (Night 0)

Postby LaserGuy » Sat Mar 24, 2018 5:32 pm UTC

wam wrote:
LaserGuy wrote:Please note:

You can only target players, not roles or role names. Messages sent signed only with a role name cannot be tracked back to the player who sent them unless they tell you who they are.


Does this mean if you get a message signed with a role name you can't reply. I.e if you get a message from musketeer you can't send a message to musketeer?


Yes, that's correct.

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Re: Darkest Dungeon Mafia (Night 0)

Postby LaserGuy » Mon Mar 26, 2018 4:12 pm UTC

N0 has ended. Processing night results.

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Re: Darkest Dungeon Mafia: Into the Ruins (Night 1)

Postby LaserGuy » Mon Mar 26, 2018 5:01 pm UTC

Ruin has come to our family.
You remember our venerable house, opulent and imperial.
Gazing proudly from its stoic perch above the moor.
I lived all my years in that ancient, rumor shadowed manor. Fattened by decadence and luxury.
And yet, I began to tire of conventional extravagance.
Singular, unsettling tales suggested the mansion itself was a gateway to some fabulous and unnamable power.
With relic and ritual, I bent every effort towards the excavation and recovery of those long buried secrets, exhausting what remained of our family fortune on swarthy workmen and sturdy shovels.
At last, in the salt-soaked crags beneath the lowest foundations we unearthed that damnable portal and antediluvian evil.
Our every step unsettled the ancient earth but we were in a realm of death and madness!
In the end, I alone fled laughing and wailing through those blackened arcades of antiquity. Until consciousness failed me.

You remember our venerable house, opulent and imperial.
It is a festering abomination! I beg you, return home, claim your birthright and deliver our family from the ravenous clutching shadows of the Darkest Dungeon.


Seekers came from afar, answering the summons of promises of gold, adventure, or redemption. In the shadow of the ominous manor, a haggard but wealthy benefactor showed you the letter from his ancestor whose excavations had left this place harrowed and cursed. With promises of fortune, he begged you to enter the ruins at the edge of the manor, and drive out the evil within. The nine of you left, a strange company, carrying arms and torches to drive back the darkness that seems to consume the place.

Deeper you explore, finding nothing but disturbing markings on the walls, and the occasional scattered bauble. As you reach the nexus of the Ruins, your torches suddenly flicker out and the inky darkness consumes you.

Frantically, you relight your torch. It seems strangely dim, as though the gloom is swallowing the light. Looking around, you realize that your companions have vanished. Somewhere, out in the dark, you hear a frightful cackling, and the rattle of bones....


Night 1 has begun.

Night 1 ends at Wednesday, March 28, at 10:00 Pacific Time am. Please submit any messages or night actions before then.


Flavor video is here if you want to get the full effect.

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Re: Darkest Dungeon Mafia: Into the Ruins (Night 1)

Postby LaserGuy » Wed Mar 28, 2018 5:04 pm UTC

N1 has ended. Processing results.

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Re: Darkest Dungeon Mafia: A Setback (Night 2)

Postby LaserGuy » Wed Mar 28, 2018 5:10 pm UTC

You attempt to retrace your steps, seeking egress, but the ancestral halls seem to conspire to keep you in. The turns look much the same; the corridors seem to end abruptly in yawning pits or unassailable walls.

You take refuge in a small alcove, hoping to relight your failing torch. In the flickering light, you spy a large coffer across the room. Finally, a taste of the promised treasure.

The rusty hinges groan as you pry the box open with your dagger. You stare in horror. One of your companions lies dead in the box, clutching a pile of letters in her hand. As before, the letters appear to be addressed to you.


Madge has been killed in the Night. She was Hellion, aligned with Town

Madge role PM:
Spoiler:
Image

“Barbaric rage and unrelenting savagery make for a powerful ally”


You are Hellion of the Hamlet. You are a Town non-consecutive vigilante.

Abilities:

Wicked Hack: Target a player to be killed in the night.
Exhaustion: After using a killing power, you are exhausted and are unable to perform a kill the following night.
Adrenaline Rush: If you successfully kill a member of the mafia, you will not be exhausted and may perform your next kill immediately.
Messaging: You also have a 30 word allowance (usernames of fellow players always count as one word) for sending a message to another player. Your message may only be sent to one player each night. These messages will be signed with either your name, or “Hellion”
Private Quicktopic: You may make notes or post instructions to the mod in your private QT.

You are Town and win when all threats to Town have been eliminated.


Do not ruminate on this fleeting failure - the campaign is long, and victory will come


N2 begins. Deadline is Saturday, March 31 at 10:00 pm PST, see here.

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Re: Darkest Dungeon Mafia: A Setback (Night 2)

Postby LaserGuy » Sun Apr 01, 2018 4:59 am UTC

N2 has ended. Results in a bit

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Re: Darkest Dungeon Mafia: A Singular Strike! (Night 3)

Postby LaserGuy » Sun Apr 01, 2018 5:55 am UTC

Rounding the corner, you come face-to-face with a horrific fiend. It looks a skeleton, clad in some ancient raiment, carrying a chalice of some foul-smelling swell in one hand, and a bloody knife in the other. The fiend sees you and cackles in terrible glee, advancing upon you. You turn to flee, but find that the passage from whence you came appears to have been swallowed in the steely darkness. You turn back to the advancing fiend, brandishing your weapon desperately.

A glimmer flickers across your vision, your torchlight catching a glimpse of hardened steel thrown with uncanny accuracy. The skeletal figure staggers, and you see a dagger protruding from its skull. The beast shudders, then collapses to the ground. Without hesitation, you advance and drive your boot into the cursed thing's skull. You look for your benefactor and spy SirGabriel, the Grave Robber, on a causeway overlooking you. She waves her dagger at you, pointing to an adjoining stairwell to join her. As you start to move, a figure detaches itself from the shadows next to her. Before you have time to shout warning, it is upon her.

You race up the stairwell, but when you arrive, you only find her grisly remains.


Zenii has been killed in the Night. He was Bone Courtier of the Ruins Mafia.

Zenii role PM:
Spoiler:
Image


You are Bone Courtier of the Ruins Mafia. You are a mafia afflictor.

Abilities:

Tempting Goblet: Each night, you may target a player. If that player is not afflicted, they become afflicted.
Affliction Immunity: You are immune to the effects of affliction, but will receive notification if you ought to have received an affliction.
Private Chat: You have private chat with your partner --redacted--.You may communicate as much as you wish in this quicktopic.
Messaging: You have a 100 word allowance (usernames of fellow players always count as one word) for sending messages to other players. Messages can be to as many players as you please, but their total word count may never exceed 100. These messages will be signed with either your name, or “Highwayman”, your safe claim.
Factional Kill: Each night one of you or --redacted-- may use the factional kill. This may be used in addition to another ability.

You are Mafia and win when you are a majority of the players or nothing can prevent this from occurring.

SirGabriel has been killed in the Night. He was Grave Robber, aligned with Town.

SirGabriel role PM:
Spoiler:
Image

“To those with the keen eye, gold gleams like a dagger's point.”


You are Grave Robber of the Hamlet. You are a Town mason follower.

Abilities:

Night moves: Target a player. You will learn what type of action that they performed in the night, but not the target. You will get a result of “Killing”, “Investigative”, “Protective”, “Disruptive”, “Support”, “Other”, or “No result”. Sending or receiving messages is not included.
Mason Chat: You have private chat with your partner --redacted--, who is confirmed Town.You may communicate as much as you wish in this quicktopic.
Messaging: You have a 30 word allowance (usernames of fellow players always count as one word) for sending a message to another player. Your message may only be sent to one player each night. These messages will be signed with either your name, or “Grave Robber”.
Factional Kill: You and --redacted-- have access to a one-shot factional kill. You may not use this in conjunction with other abilities.

You are Town and win when all threats to Town have been eliminated.

A victory - perhaps a turning point.


It is Night 3. Individual night results to follow momentarily.

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Re: Darkest Dungeon Mafia: A Singular Strike! (Night 3)

Postby LaserGuy » Sun Apr 01, 2018 6:19 am UTC

Night 3 has begun. Deadline is Tuesday, April 3 at 11 am Pacific time.

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Re: Darkest Dungeon Mafia: A Singular Strike! (Night 3)

Postby LaserGuy » Mon Apr 02, 2018 8:31 pm UTC

An extension of 24 hours was requested and granted. Deadline in now Wednesday April 4 at 11 am Pacific time. If all players have finished before then, please let me know in your QT and I will end the night early.

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Re: Darkest Dungeon Mafia: A Singular Strike! (Night 3)

Postby LaserGuy » Wed Apr 04, 2018 5:07 pm UTC

Night 3 has ended. Processing results.

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Re: Darkest Dungeon Mafia: Momentary Abatement (Night 4)

Postby LaserGuy » Wed Apr 04, 2018 5:21 pm UTC

Furtive, cautious, you search for a way out. The din of battle has died down, and perhaps the enemy has faltered. Your torch flickers upon a threshold of a crumbled tower. You approach, and, peering in, observe a heavy coffer of polished cherry wood. The rusty lock is no match for your dagger. The box spills open, yielding coins of gold and silver, trinkets, and precious heirlooms. Treasure at last! Quickly you begin to fill your pack, pleased by this momentary respite.

No one has died

Terrors may indeed stalk these shadows, but yonder – a glint of gold.


It is Night 4. Individual results to follow momentarily.

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Re: Darkest Dungeon Mafia: A Singular Strike! (Night 3)

Postby LaserGuy » Wed Apr 04, 2018 5:45 pm UTC

It is Night 4. Deadline will be April 6 at 10:00 am Pacific time (see here). Night can end early if all players agree in their QT.

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Re: Darkest Dungeon Mafia: Momentary Abatement (Night 4)

Postby LaserGuy » Fri Apr 06, 2018 5:19 pm UTC

Night 4 has ended. Processing results.

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Re: Darkest Dungeon Mafia: Daybreak (Endgame)

Postby LaserGuy » Fri Apr 06, 2018 5:45 pm UTC

As you emerge from the alcove, you stumble into a group of your companions. Disheveled and bloody, they give word of a great skeletal warrior that stalks the tenebrous halls, striking without mercy, carrying a standard of disturbing implications. Of treasure, there has been precious little. The ragged band advances together, buoyed by the strength of numbers.

As you enter a grand antechamber, you are suddenly confronted by the monstrosity. Half again the height of a man, armored in black plate, it advances upon you under the standard of some anteluvian horror. You begin to beat a hasty retreat, when, abruptly, the haggard man dressed in chains and sackcloth gives a resounding howl, and, before your eyes, transforms into a savage mongrel that sets upon the skeletal champion. Drawing your weapons, you charge.

The battle is blessedly brief. The fiend is driven back under claw and steel and sanctifying power. A final tremendous blow topples the thing, where it shatters into black dust.

You feel warmth on your face, and are surprised to see that the darkness that settled over the Ruins has been driven back, and the morning sun shines its sleepy visage on you. The Ruins have been purified, though not without cost. Perhaps the accursed manor can be redeemed after all.


More bones returned to rest. Devils remanded to their abyss.


somitomi has been killed in the night. He was Bone Bearer, aligned with the Ruins Mafia.

Role PM:
Spoiler:
Image


You are Bone Bearer of the Ruins Mafia. You are a mafia jack-of-all-trades.

Abilities:

Unholy Rally: Target a player. If they are targeted by a killing action in the night, then the kill will be blocked. The player using the killing power will be informed the kill was blocked, but not by whom. This is a one shot ability.
Wicked Surge: Target a player. Any non-messaging actions that they take that night will be roleblocked. The targeted player will be informed they were roleblocked, but not by whom. This is a one shot ability.
Hide in the Ranks: Target a player. If that player is a mason, you will receive a result of “Mason”; otherwise, you will receive a result of “Not mason” or “No result”.
Silence in the Crypts: All messages sent this night phase will be completely anonymous.This is a one shot ability. Players will be publicly informed of this effect, but not who used it.

Private Chat: You have private chat with your partner Zenii.You may communicate as much as you wish in this quicktopic.
Messaging: You have a 100 word allowance (usernames of fellow players always count as one word) for sending messages to other players. Messages can be to as many players as you please, but their total word count may never exceed 100. These messages will be signed with either your name, or “Plague Doctor”, your safe claim.
Factional Kill: Each night one of you or XXX may use the factional kill. This may be used in addition to another ability.

You are mafia and win when you are a majority of the players or nothing can prevent this from occurring.


The mafia has been defeated. Congratulations to heuristically_alone, jimbobmacdoodle, Madge, Sabrar, SirGabriel, Vicarin, and wam who have won for Town.

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Re: Darkest Dungeon Mafia: Momentary Daybreak (Endgame)

Postby LaserGuy » Fri Apr 06, 2018 5:49 pm UTC

Thanks for playing everyone! I hope you enjoyed it.

Here are player QTs:
Zenii/somitomi Mafia: https://www.quicktopic.com/52/H/bXfns9jDadKT
Sabrar: https://www.quicktopic.com/52/H/aG6aLxMLCKh
wam: https://www.quicktopic.com/52/H/DiiF948Mbxe
heury: https://www.quicktopic.com/52/H/9dnK5iF3vPM
Madge: https://www.quicktopic.com/52/H/CUiSuvQ8cyV9Q
SirG/Vicarin mason: https://www.quicktopic.com/52/H/xYgtg5KJLU3v
jimbob: https://www.quicktopic.com/52/H/NxfyDxgrqXD

Remaining role PMs:
wam
Spoiler:
Image

“A sister of battle. Pious and unrelenting.”


You are Vestal of the Hamlet. You are a Town doctor.

Abilities:

Divine Grace: Target a player. If they are targeted by a killing action in the night, then the kill will be blocked. You will be informed if you successfully block a kill, but not who was performing the kill.
Messaging: You have a 100 word allowance (usernames of fellow players always count as one word) for sending messages to other players. Messages can be to as many players as you please, but their total word count may never exceed 100. These messages will be signed with either your name, or “Vestal
Private Quicktopic: You may make notes or post instructions to the mod in your private QT here.

You are Town and win when all threats to Town have been eliminated.


Sabrar:
Spoiler:
Image

He will be laughing still... at the end.”


You are Jester of the Hamlet. You are a Town affliction doctor.

Abilities:

Inspiring Cry: If target is afflicted, remove affliction from target. May self-target.
Turn Back Time: Remove all afflictions from all players. This is a one-time use ability.
Every Rose Has Its Thorn: Target two players. The first player will be checked as either “Mafia” or “Not Mafia”, the result of which will be sent to the second player (not to you). This is a one-shot ability.
Town Crier: You may send one public message of 8 words or less that will be broadcast to all players. Unlike regular messages, this will be broadcast immediately (well, as soon as I can get to it). It will always be signed “Town Crier”. This is a one-shot ability.
Messaging: You have a 100 word allowance (usernames of fellow players always count as one word) for sending messages to other players. Messages can be to as many players as you please, but their total word count may never exceed 100. These messages will be signed with either your name, or “Jester”
Private Quicktopic: You may make notes or post instructions to the mod in your private QT here.

You are Town and win when all threats to Town have been eliminated.


heury:
Spoiler:
Image

“She searches where others will not go... and sees what others will not see"


You are Antiquarian of the Hamlet. You are a Town hider.

Abilities:

Protect Me!: Target a player. If that player appears as Town, you will hide behind them. While you are hiding, you may not be targeted by any actions; however, if the player you are hiding behind is killed, you are killed as well. If the player that you hide behind appears as mafia, you are killed immediately.
Messaging: You have a 100 word allowance (usernames of fellow players always count as one word) for sending messages to other players. Messages can be to as many players as you please as long as you are not hiding, but their total word count may never exceed 100. These messages will be signed with either your name, or “Antiquarian”. If you choose to hide behind a player, you may only send messages to that player during the night.

Private Quicktopic: You may make notes or post instructions to the mod in your private QT here.

You are Town and win when all threats to Town have been eliminated.


Vicarin:
Spoiler:
“A lawman and his faithful beast. A bond forged by battle and bloodshed”


You are Houndmaster of the Hamlet. You are a Town mason watcher.

Abilities:

Guard Dog: Target a player. You will be notified of any visitors to your target during the night. If they are targeted by a killing action, then your hound will sacrifice itself to save them; your target will not die, but you will lose this ability in subsequent nights and will not be informed of who visited. You are allowed to self target.
Mason Chat: You have private chat with your partner SirGabriel, who is confirmed Town. You may communicate as much as you wish in this quicktopic.
Messaging: You also have a 30 word allowance (usernames of fellow players always count as one word) for sending a message to another player. Your message may only be sent to one player each night. These messages will be signed with either your name, or “Houndmaster”.
Factional Kill: You and SirGabriel have access to a one-shot factional kill. You may not use this in conjunction with other abilities.

You are Town and win when all threats to Town have been eliminated.


jimbobmacdoodle:
Spoiler:
Image

“Tortured and reclusive... this man is more dangerous than he seems…”

You are Abomination of the Hamlet. You are a Town transforming watcher/vigilante.

Abilities:

Transform: Each night, you may choose to be in either Human Form or Beast Form. Depending on which form you are in, you will have access to different abilities and attributes.
Private Quicktopic: You may make notes or post instructions to the mod in your private QT here.

Human Form Abilities:

Manacles: Target a player. They will be placed in jail for the duration of the night. While in jail, they will be protected from killing actions and will not be able to perform other actions (except messaging). All players will be publicly informed of who was put in jail, but not who put them there.
Messaging:You have a 100 word allowance (usernames of fellow players always count as one word) for sending messages to other players. Messages can be to as many players as you please as long as you are not hiding, but their total word count may never exceed 100. These messages will be signed with either your name, or “Abomination”.

Beast Form Abilities:

Eldritch Blood: While in beast form, you are completely immune to any killing actions.
Eldritch Aspect: While in beast form, you will appear as mafia to any investigative abilities that target you (i.e. miller). In addition, anyone who targets you during the night will become afflicted.
Messaging: You will be unable to send or receive messages while you are in beast form.
Rage: Target a player to be killed in the night.

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LaserGuy
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Re: Darkest Dungeon Mafia: Momentary Daybreak (Endgame)

Postby LaserGuy » Fri Apr 06, 2018 5:56 pm UTC

Night action summary:

N1:
Zen afflicted jimbob and killed Madge
somitomi protected Zen
Sabrar cops Zen, result to somitomi
wam protects Zen
heury takes no action
jimbob jails heury
SirG follows Zen
Vic protect/watch on self
Madge takes no action

Madge is killed

N2:
somitomi used mason cop on SirGabriel
Zen afflicted heury and killed attempted to kill Vic (failed due to guard dog)
Sabrar uses public message
wam protects Sabrar
heury hides behind Sabrar
jimbob kills SirG
SirG kills Zen
Vic protect/watch on self

SirG is killed
Zen is killed

N3:
somitomi attempted to kill Vic (failed due to jail) and roleblocked Sabrar
Sabrar uses Every Rose, but blocked by somitomi
wam protects Sabrar
heury hides behind Sabrar
jimbob jails Vic
Vic takes no action

No deaths

N4:
somitomi mason cop Vic and kill jimbob (failed due to bulletproof)
Sabrar uses affliction cure on Vic (no effect)
wam protects Sabrar
heury hides behind Sabrar
jimbob kills somitomi
Vic takes no action

somitomi is killed

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LaserGuy
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Re: Darkest Dungeon Mafia: Momentary Daybreak (Endgame)

Postby LaserGuy » Fri Apr 06, 2018 5:58 pm UTC

Outgoing questions for players:
-Did you enjoy the format?
-Did you like your role? Too strong, too weak, too difficult to use, etc.
-Did you like the messaging system? Was it too slow/clunky?
-What do you think about the setup balance? Were there any roles that you felt were too strong/too weak, etc.?
-If I ran another dayless setup, would you play again?


My general thoughts on the game...

I think I probably gave Town a bit too much power overall, and a few specific players probably much too much. I was concerned that Town would really flounder from the lack of information available to them through messaging combined, possibly, with the effects of affliction that had mostly negative effects on people's messaging abilities, that Town would need to rely heavily on night results to get anywhere. I was quite surprised and impressed how efficiently Town was able to disseminate information and form largely correct reads of the game state so quickly. Town had a bit of luck too with the N1 results, but the choices there weren't complete guesswork.

As Zen pointed out in GoJoe, I think Mafia had trouble in N0 in particular because the bulk of Town immediately put out claims and started establishing lines of communication, whereas scum mostly didn't (exception being Zen finishing out wam's role, which was very well done). This kind of setup probably really needs scum to have complete role PMs so they can really immerse themselves in the game the same way Town was able to. Scum may have also been hurt a bit by the format here since they didn't know what types of information the townies would be sharing.

There were a few things that I probably should have thought through a bit better. I liked the idea of giving Town's vigilantes (and hider) some posting restrictions in order to slow down the flow of information, but didn't recognize the degree to which that information would let townies clear each other. I'm still on the fence about what the right thing to do with role names is. I liked that players would have the option of posting anonymously or not, but by-and-large this didn't have a big effect on play. Would allowing people to reply to rolename messages have helped? Might have been a better solution. Considering that scum had three out of four kills blocked, I think it's safe to say that I gave Town a little too much protective power.

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Sabrar
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Re: Darkest Dungeon Mafia: Daybreak (Endgame)

Postby Sabrar » Fri Apr 06, 2018 7:08 pm UTC

Yay for win! Thanks LaserGuy for modding!

-Did you enjoy the format?
Liked it when I didn't have the time for it, hated it when I was bored.

-Did you like your role? Too strong, too weak, too difficult to use, etc.
I was absolutely fine with it. Though using the cure-ability just seemed inferior to everything else.

-Did you like the messaging system? Was it too slow/clunky?
Liked it, though I was lucky to have 100 words. Definitely slow however this has to remain so otherwise Town gets information out too quickly.

-What do you think about the setup balance? Were there any roles that you felt were too strong/too weak, etc.?
Town was too strong, mainly with all the protective abilities (bulletproof/Jailer+Doc+Hider+self guard in a 9 payer game?)

-If I ran another dayless setup, would you play again?
Probably, though would prefer a standard game.

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somitomi
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Re: Darkest Dungeon Mafia: Daybreak (Endgame)

Postby somitomi » Fri Apr 06, 2018 8:47 pm UTC

Shoot, I had a feeling Jimbob was coming for me, but I couldn't do much about it. Good game town.

@Zen: told you the cop lie would be a dead giveaway... :P
—◯-◯

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somitomi
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Re: Darkest Dungeon Mafia: Momentary Daybreak (Endgame)

Postby somitomi » Fri Apr 06, 2018 9:21 pm UTC

LaserGuy wrote:-Did you enjoy the format?

Yes, I tremendously enjoyed not having to wade through two new pages every day :mrgreen:
-Did you like your role? Too strong, too weak, too difficult to use, etc.

I'm not fond of one-shot powers, but that's not the setup's fault. The mason finder ability wasn't too useful though, the masons themselves didn't seem too coy about it (and Zenii basically guessed the setup anyway).
-Did you like the messaging system? Was it too slow/clunky?

I foudn it a little confusing because the messages received after the day weren't replies to messages I sent before that day phase. Having to wait for an entire night to get a response was a bit frustrating.
-What do you think about the setup balance? Were there any roles that you felt were too strong/too weak, etc.

I don't know. Sore loser says town was obviously so overpowered, but then all these vigilantes could've backfired. This could've ended with a win for me if Jimbob went through with killing Vicarin for example.
-If I ran another dayless setup, would you play again?

Yup.
Last edited by somitomi on Fri Apr 06, 2018 9:48 pm UTC, edited 1 time in total.
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LaserGuy
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Re: Darkest Dungeon Mafia: Momentary Daybreak (Endgame)

Postby LaserGuy » Fri Apr 06, 2018 9:47 pm UTC

somitomi wrote:
LaserGuy wrote:
-Did you like your role? Too strong, too weak, too difficult to use, etc.

I'm not fond of one-shot powers, but that's not the setup's fault. The mason finder ability wasn't too useful though, the masons themselves weren't too coy about it (and Zenii basically guessed the setup anyway).


In retrospect, you would have been much better served by a one-shot gunsmith (detects killing roles) rather than a mason finder. Might not have made a difference in this particular instance of the game, but on the whole I think it would have been much more of an asset.

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Madge
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Re: Darkest Dungeon Mafia: Momentary Daybreak (Endgame)

Postby Madge » Fri Apr 06, 2018 11:54 pm UTC

Thanks for modding LaserGuy!!

-Did you enjoy the format?
I enjoyed the format, but I think it was too slow, I think we need 24 hour deadlines and strict for this to work because otherwise there's too much nothing happening. I would really, really love to play again though!

-Did you like your role? Too strong, too weak, too difficult to use, etc.
Having a killing role, for me, was going to be a huge challenge. I didn't get enough time with it to be able to work out how I felt about it. On the face of it though it seemed balanced fine.

-Did you like the messaging system? Was it too slow/clunky?
The QT system was fine.

-What do you think about the setup balance? Were there any roles that you felt were too strong/too weak, etc.?
No comment.

-If I ran another dayless setup, would you play again?
Yes for sure

I didn't get to play long enough to work out what I wanted to do, or how I wanted to play my role. So unfortunately I can't say more than that.

Just thought of a compromise between the 48 hour days and 24 hour days I'm advocating for:
Have a 24 hour Day, 24 hour Night. You can send messages at the end of Day and at the end of Night, but you can only send actions at the end of Night (and you can keep the same number of total words to reduce bandwith if you want). So you get 48 hours to choose your action, same as this game, but a new round of messages is sent every 24h.
I'm writing a supernatural romance novel, it updates the first weekend of every month. You can find it here.

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SirGabriel
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Re: Darkest Dungeon Mafia: Momentary Daybreak (Endgame)

Postby SirGabriel » Sat Apr 07, 2018 12:08 am UTC

-Did you enjoy the format?
Yes.

-Did you like your role? Too strong, too weak, too difficult to use, etc.
I think the messaging restriction was a bit too restrictive. Also the one-shot kill power seemed pretty weak, especially given our limited messaging and not-particularly-useful investigative abilities - maybe consider making any one-shot kill unblockable in the future.

-Did you like the messaging system? Was it too slow/clunky?
It was pretty slow, but that seems like a necessary part of the nightless setup. I just don't like restricting certain players to a single message per night.

-What do you think about the setup balance? Were there any roles that you felt were too strong/too weak, etc.?
I thought the masons were a little weak, and there were too many protective abilities (I count 5 - jailkeeper, guard dog, doctor, bulletproof, and scum one-shot doctor).

-If I ran another dayless setup, would you play again?
Yes.

Madge wrote:I think it was too slow, I think we need 24 hour deadlines and strict for this to work because otherwise there's too much nothing happening.

I disagree. I realize most players spent a lot of time waiting, but the mafia and the masons need time to chat.

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Vicarin
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Re: Darkest Dungeon Mafia: Daybreak (Endgame)

Postby Vicarin » Sat Apr 07, 2018 12:09 am UTC

LaserGuy wrote:-Did you enjoy the format?

I found it pretty interesting to do, hard to get around the information restrictions fast enough to get the scum.
-Did you like your role? Too strong, too weak, too difficult to use, etc.

Loved it, loads of power as part of the mason pair, though I think using the dog on myself each night was by far the safest play I could do.
-Did you like the messaging system? Was it too slow/clunky?

For people with 30 words to 1 person only, definitely clunky :D But that's part of the balance.
-What do you think about the setup balance? Were there any roles that you felt were too strong/too weak, etc.

I think that it's going to be very difficult to balance in general just because of how scum just need to find who the vigilantes are and murder them, and how swingy it can be as a result. If jimbob had died N1 and somitomi's protection hadn't been used, then the game would have almost been over right there.

As I mentioned in the QT thread, I was expecting at 4 distinct kills, probably with more one-shots, just because of this issue. Maybe just make everyone a 1 shot vig? :lol:

-If I ran another dayless setup, would you play again?

Sure, was fun.

Specific thoughts after reading all the threads:

- Definitely helped a lot that scum did a lot of messaging with their names N0, made it easier to clear people based on probably communication restrictions.

- Sabrar: I wanted to slap you and say "You dolt!" after that town crier message going after people who hadn't messaged much, despite the only flip we had showing a messaging restriction! And then it turns out you'd been messaged by Madge too claiming that restriction? Argh.

Also, I find it funny reading your QT that you made comments like "why on earth would you self-watch" and "Who's Abomination?" after I mentioned Abomination in my message.

- Me and SirGabriel were pretty lucky to massively screw up scum by being in the unique position of having information gathering and also a kill to back it up.

- Zenii: Yeah, was somewhat considering vigging you N1, but as we only had a 1-shot couldn't risk it N1.

- Thanks to SirGabriel for putting up with my ramblings in the QT thread :D

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Re: Darkest Dungeon Mafia: Daybreak (Endgame)

Postby Vicarin » Sat Apr 07, 2018 12:22 am UTC

Oh yeah, LaserGuy, what were the other afflictions you had planned for people?

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Zenii
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Re: Darkest Dungeon Mafia: Daybreak (Endgame)

Postby Zenii » Sat Apr 07, 2018 2:49 am UTC

LaserGuy wrote:Outgoing questions for players:
-Did you enjoy the format?

I really, really liked it. I wasn't sure what to expect at all and thought I'd not enjoy it much, but that was definitely to the contrary. I also much prefer to be town in Mafia, but I think this format makes being mafia more fun, and I'd prefer it when playing again.
-Did you like your role? Too strong, too weak, too difficult to use, etc.
It was a little difficult not knowing what the afflictions would do. I was afraid to afflict people without knowing what the consequence would be. For example, I didn't want to unknowingly turn a protective role into a killing role or incidentally clear someone for obviously having been afflicted. And an in-game example of an unexpected consequence: I thought that afflicting jim might turn beastJim into human, but I didn't anticipate the reverse.
-Did you like the messaging system? Was it too slow/clunky?
I wish there was a way to split the quick topics into two, with messages/actions on one side and discussion/journal thoughts on the other. I can't think of an alternative platform with this feature though.
-What do you think about the setup balance? Were there any roles that you felt were too strong/too weak, etc.?
I think the RB/jail was too strong as well as the Watch/Guard. And maybe jester should just have either the 1-shot multi-heal or the mult-shot single-heal.
-If I ran another dayless setup, would you play again?

Yus.

somitomi wrote:@Zen: told you the cop lie would be a dead giveaway... :P

Indeed you did. I hope one day we will team again and avenge our past selves.

_______________________________________________________

So, I have a 7-player game, four of them actually, if anyone is up for one.

1. The Princess & the Painter. Another variation of this format
2. The Seven Deadly Zens. An exploration of my ego.
3. Mini BiM (Bad Idea Mafia). Everyone gets a day vig.
4. Reincarnation Mafia. Every time you die, you're assigned a new role.

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LaserGuy
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Re: Darkest Dungeon Mafia: Daybreak (Endgame)

Postby LaserGuy » Sat Apr 07, 2018 3:04 am UTC

Vicarin wrote:As I mentioned in the QT thread, I was expecting at 4 distinct kills, probably with more one-shots, just because of this issue. Maybe just make everyone a 1 shot vig? :lol:


I was actually thinking that I would do something like this next time around.

Oh yeah, LaserGuy, what were the other afflictions you had planned for people?


Bone Bearer:
Clattering Bones: If you are afflicted, unholy rally, wicked surge, and silence will reveal that they were from the Bone Bearer (Bone Bearer could only become afflicted by targeting jimbob while transformed)

Jester:
Paranoid: While under this affliction, all messages you send and receive will be anonymous.

Vestal:
Hopeless: While under this affliction, your message allowance is reduced to 25 words.

Antiquarian:
Fearful: While under this affliction, you may not hide behind a player unless you have hidden behind them previously.

Hellion:
Masochistic: While under this affliction, you cannot be protected by another player if you are targeted by a killing action.

Grave Robber:
Selfish: While under this affliction, only you may use your factional killing power.

Hound Master:
Abusive: While under this affliction, you will not receive watcher results from “Guard Dog” (but will still protect from kills).

Abomination:
Irrational: While under this affliction, you automatically transform each night.

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Zenii
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Re: Darkest Dungeon Mafia: Daybreak (Endgame)

Postby Zenii » Sat Apr 07, 2018 3:13 am UTC

Pretty cool. I feel like you can run a number of variations with this flavor. :)

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Vicarin
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Re: Darkest Dungeon Mafia: Daybreak (Endgame)

Postby Vicarin » Sat Apr 07, 2018 4:02 am UTC

Throwing more ideas out there, maybe you could also do some sort of hidden voting thing where everyone who's town can choose to vote for someone at night, and if all town vote for the same person (without knowing other people's votes), then that person dies. Just something to stop the lousy endgame situation of scum winning with a ton of town left just because they sniped all the vig roles.

In retrospect, I should have guessed that we might have had someone that could be come immune to nightkills almost permanently when I double checked that scum immediately won by reaching 50% of the remaining people...

Impressive how strong jimbob was in terms of killing and disabling while also almost dooming town due to communication restrictions (him not hearing somitomi's cop claim was so terrible for town). I definitely wasn't expecting him to have the jailing because of how powerful that would make him :D

Antiquarian and Hellion seemed to be the hardest roles to get much done with, the former because trying to cop someone with your power invariably kills you (and is also slightly ambiguous with the amount of protection going around) and isn't terribly great otherwise, and the latter because of the communication restriction making aiming the kill difficult while also not having any way to protect yourself (me and SirGabriel had effectively 3 lives to work with and jimbob got to jail or be NK immune).


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