MAFIA 90: Gunfight at the Pretty Good Corral

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dargorygel
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Re: MAFIA 90: Gunfight at the Pretty Good Corral

#101 Post by dargorygel » Fri Jun 21, 2024 8:48 pm

sweetandcool wrote:
Fri Jun 21, 2024 8:34 pm
Balki Bartokomous wrote:
Fri Jun 21, 2024 7:51 pm
brainbomb wrote:
Fri Jun 21, 2024 5:52 pm
A setup takes months for council to review. The gm is allowed to modify details up to game start.
Please sign up to play and have faith in darg. No gm on this site haa been involved in gming more games than darg. Have faith. The setup was reviewed for issues by the kouncil.

Also sign up so I can shoot you
I have faith in Darg. And yet, I still have comments that I am happy to share when I read a new set-up. *Shrug*

* Heart hands *
Yeah I thought we were being helpful.

We're excited about Darg's game! We just don't want it to be broken easily either (yes, Kouncil reviews it).

I think the setup was made with the assumption players would be trigger happy (which I think they will be). So even though some concern about Town pursuing optimal strategy by withholding shots and DKs is valid, it probably won't happen anyways.

Either way, Darg as GM is allowed to ignore any concerns, since Kouncil approved the setup. :D
I more than tolerate and endorse this line of conversation... each part. I might cry a little from all the love and camaraderie....

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Re: MAFIA 90: Gunfight at the Pretty Good Corral

#102 Post by ghug » Fri Jun 21, 2024 9:41 pm

I personally love when the setup gets picked apart pregame, because it makes my job easier and any picking apart during the game becomes less likely.

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Re: MAFIA 90: Gunfight at the Pretty Good Corral

#103 Post by DiplomacyandWarfare » Fri Jun 21, 2024 10:37 pm

sweetandcool wrote:
Fri Jun 21, 2024 8:34 pm
Balki Bartokomous wrote:
Fri Jun 21, 2024 7:51 pm
brainbomb wrote:
Fri Jun 21, 2024 5:52 pm
A setup takes months for council to review. The gm is allowed to modify details up to game start.
Please sign up to play and have faith in darg. No gm on this site haa been involved in gming more games than darg. Have faith. The setup was reviewed for issues by the kouncil.

Also sign up so I can shoot you
I have faith in Darg. And yet, I still have comments that I am happy to share when I read a new set-up. *Shrug*

* Heart hands *
Yeah I thought we were being helpful.

We're excited about Darg's game! We just don't want it to be broken easily either (yes, Kouncil reviews it).

I think the setup was made with the assumption players would be trigger happy (which I think they will be). So even though some concern about Town pursuing optimal strategy by withholding shots and DKs is valid, it probably won't happen anyways.

Either way, Darg as GM is allowed to ignore any concerns, since Kouncil approved the setup. :D
I am not trigger happy. Because you said, that, I'm going to vig you!
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Re: MAFIA 90: Gunfight at the Pretty Good Corral

#104 Post by brainbomb » Sat Jun 22, 2024 5:13 am

Ghug being on the kouncil means he can never claim he doesnt know the setup
What can I say? I'm survivin'
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Re: MAFIA 90: Gunfight at the Pretty Good Corral

#105 Post by damo666 » Sat Jun 22, 2024 7:44 am

brainbomb wrote:
Sat Jun 22, 2024 5:13 am
Ghug being on the kouncil means he can never claim he doesnt know the setup
This is not necessarily true. One can be a kouncil member and not be part of set up review. Non members may also partake and are encouraged to do so.

However, I suspect ghug does look at them all.

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Re: MAFIA 90: Gunfight at the Pretty Good Corral

#106 Post by ghug » Sat Jun 22, 2024 4:48 pm

brainbomb wrote:
Sat Jun 22, 2024 5:13 am
Ghug being on the kouncil means he can never claim he doesnt know the setup
This has changed my game for the worse, I think.

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Re: MAFIA 90: Gunfight at the Pretty Good Corral

#107 Post by dargorygel » Sat Jun 22, 2024 4:57 pm

ghug wrote:
Sat Jun 22, 2024 4:48 pm
brainbomb wrote:
Sat Jun 22, 2024 5:13 am
Ghug being on the kouncil means he can never claim he doesnt know the setup
This has changed my game for the worse, I think.
One was not aware that this possibility existed.

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Re: MAFIA 90: Gunfight at the Pretty Good Corral

#108 Post by Chaqa » Sat Jun 22, 2024 5:10 pm

Lasso me in and swing me up, I’m gonna bag me some cowboys!

YEEEHAAAAWW

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Re: MAFIA 90: Gunfight at the Pretty Good Corral

#109 Post by kingofthepirates » Sat Jun 22, 2024 7:11 pm

If I end up dying, I hope the flavor text includes the phrase "you have yee'd your last haw". Love that meme. If not, I will be mildly saddened that I did not go out with a bang.
As astra per amorem

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Re: MAFIA 90: Gunfight at the Pretty Good Corral

#110 Post by dargorygel » Sat Jun 22, 2024 7:16 pm

0. GM dargorygel
00. GM bonatogether
01. brainbomb
02. FlaviusAetius
03. Jamiet99uk
04. sweetandcool
05. DiplomacyAndwarfare
06. lfischl
07. President Eden
08. KingofthePirates
09. Balki
10. DemonRHK
11. Hamilton Brian
12. Worcej
13. ghug
14. damo666
15. Foodcoats
16. Rdrivera2005
17. bunnygo
18. Vecna
19. chaqa
20.
21.
22.
23.
24.
25.

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Re: MAFIA 90: Gunfight at the Pretty Good Corral

#111 Post by dargorygel » Sat Jun 22, 2024 7:17 pm

kingofthepirates wrote:
Sat Jun 22, 2024 7:11 pm
If I end up dying, I hope the flavor text includes the phrase "you have yee'd your last haw". Love that meme. If not, I will be mildly saddened that I did not go out with a bang.
MAYBE you will read, "You have hawed your last yee..." But I make no promises.

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Re: MAFIA 90: Gunfight at the Pretty Good Corral

#112 Post by brainbomb » Sat Jun 22, 2024 8:39 pm

Gunboat mafia here we go
The scum this game is gonna be chaqa, jamie and flavius and sure lets throw in worcej as a scum back to back
What can I say? I'm survivin'
Crawling out these sheets to see another day

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Re: MAFIA 90: Gunfight at the Pretty Good Corral

#113 Post by BunnyGo » Sat Jun 22, 2024 8:46 pm

brainbomb wrote:
Sat Jun 22, 2024 8:39 pm
Gunslinger mafia here we go
The scum this game is gonna be chaqa, jamie and flavius and sure lets throw in worcej as a scum back to back
FYP
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Re: MAFIA 90: Gunfight at the Pretty Good Corral

#114 Post by JustAGuyNamedWill » Sun Jun 23, 2024 4:05 pm

kingofthepirates wrote:
Sat Jun 22, 2024 7:11 pm
If I end up dying, I hope the flavor text includes the phrase "you have yee'd your last haw". Love that meme. If not, I will be mildly saddened that I did not go out with a bang.
IMG_1344.png

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Re: MAFIA 90: Gunfight at the Pretty Good Corral

#115 Post by DiplomacyandWarfare » Sun Jun 23, 2024 5:30 pm

JustAGuyNamedWill wrote:
Sun Jun 23, 2024 4:05 pm
kingofthepirates wrote:
Sat Jun 22, 2024 7:11 pm
If I end up dying, I hope the flavor text includes the phrase "you have yee'd your last haw". Love that meme. If not, I will be mildly saddened that I did not go out with a bang.
IMG_1344.png
Darg, I would like to use the mispelled PR ability on kotp.
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Re: MAFIA 90: Gunfight at the Pretty Good Corral

#116 Post by kingofthepirates » Sun Jun 23, 2024 11:31 pm

JustAGuyNamedWill wrote:
Sun Jun 23, 2024 4:05 pm
kingofthepirates wrote:
Sat Jun 22, 2024 7:11 pm
If I end up dying, I hope the flavor text includes the phrase "you have yee'd your last haw". Love that meme. If not, I will be mildly saddened that I did not go out with a bang.
IMG_1344.png
Thank you, my life is complete
As astra per amorem

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Re: MAFIA 90: Gunfight at the Pretty Good Corral

#117 Post by Fluminator » Mon Jun 24, 2024 2:55 am

i'm unable to play this one, but it looks fun and I hope for the best.

Also I updated my profile pic finally.

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Re: MAFIA 90: Gunfight at the Pretty Good Corral

#118 Post by brainbomb » Mon Jun 24, 2024 9:05 pm

With that av you need to play and get scanned by a cop n1
What can I say? I'm survivin'
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Re: MAFIA 90: Gunfight at the Pretty Good Corral

#119 Post by dargorygel » Mon Jun 24, 2024 10:43 pm

Ok… here we go!

First, thank you for all the input. Yes, I have been involved in lots of games from the Kouncil and GM side, but this is the first one I’ve built from the start onward. Your comments have been helpful, even if I did not end up taking the position you espouse.

Second, my goal in creating the Gunfight was twofold… first, I REALLY enjoyed my Desperado play of years ago, and wanted to see it happen again. I waited and waited and waited for someone else to include the PR, but it IS weird, difficult, and very swingy. So no one else did. Therefore I started thinking about how to do it. Second, many of us have yearned for a game with a lot of vigilantes. But such a concept is necessarily experimental, and difficult to balance, counter, and make use of. THIS is my effort. If, in the end, it is not as balanced as I hope, I DO MORESO hope that it is fun. If it does not work, we will not do it again.

Third, the questions and comments centered around dealing fairly with a “standoff.” That situation (that I hope does NOT occur) where town, vigs, and scum all desire to force the OTHER side to move first. It sort of fits with the Gunfight Theme. The camera focused on the eyes of the Good, the Bad, and the Ugly… each waiting for the OTHER to move first.

- The standard (as Kak and others reminded us) is that Mafia is ultimately responsible to stop a standoff from happening. With this setup’s mafia weaponry and situation, this did not seem workable.

- Simply giving the Mafia team a factional kill was one option. But it went against my desire to have MOST of the killing happen on the street, OR by gunfighters.

- A tie must be either simply prohibited, or made so costly that no one would choose to tie. I dislike draconian simplistic rules, when there is a strategi choice available. In the end, after a lot of advice and discussion, THIS is what I have decided:
- In Shootout at the Pretty Good Corral, these rules are in effect:
a) Scum will no longer have a NK role, but will simply have a factional NK. I deem my original idea to be an unnecessary complication.
c) Because of the Lawmen’s compulsion to root out ALL lawlessness, a tie is not an acceptable EoD state.
d) Therefore, The person whose vote CAUSES a tie at EoD will be riddled with bullets from angry citizens, who expect more decisiveness from their lawmen. THIS sounds more complicated than it is. DayVotes simply may NOT be tied. IF a tie occurs, SOMEONE is going to die. If you were the voter whose vote caused a tie to occur, you will be modkilled.

Fourth, some legitimate questions concerning the possibility of massclaiming arose. To guard against that, the method of selecting lawmen and gunmen has been adjusted.

In Role PM’s of Lawmen, all Lawmen (gun carriers) will FIRST BE TOLD THEY ARE Vanilla Town. But (depending on the number of players…) some of them will actually be Lawmen.

Each Lawmen will be assigned a DAY that their gun will be activated. They will be notified by GMs that they found a gun, and are actually a LAWMAN.

The Activation Day will be determined randomly in this way: The number of Lawmen will determine the sides on the die being rolled. Starting on D2 (no gun, other than the Desperado will be active on D1) the players will have an Activation Day Randomly Assigned. They might all be activated on D2… or some on D2, and some on D3… etc… (you can see the number of Lawmen in my earlier posts)

If, for example, there are four lawmen, their guns will be activated by a die roll in this manner. For each lawman, a four sided die will be electronically rolled. The resulting number will indicate WHICH Day that gun will begin to be able to be fired. Day 2, Day 3, Day 4, and Day 5.

Therefore, all four guns MIGHT be fireable on D2. Or they might be spread out unevenly. Or they might be spread out evenly.

In other words: Lawmen will be categorized on the GM’s list before the game begins… but players will only receive a VT notification on D1. On the Day they are able to fire, they will receive a notification of their gun’s activation. In other words, lawmen will believe they are likely townies until they receive gun notice.

Please Note:
a) Guns MAY be holstered.
b) Guns only fire during the day.

Finally, regarding Gun-carriers…let me restate there is NO scum night gunman. Instead, the scum team have a faction NK.

Investigative Sheriff
Many good questions arose around this role. And in the end, in an attempt to not OVER power, or UNDER power this role, the Investigative Sheriff will work in this manner:

BEFORE the random distribution of roles, the GMs will determine whether the Sheriff is NORMAL or TRICKY. (50% each)

IF the sheriff is Normal, the Investigative Sheriff may choose to visit a player (notifying the GM’s before the EoN). The Investigative Sheriff will receive word from the GM whether that player is TOWN or SCUM.

If the sheriff is TRICKY, there is a further 50% chance that for the Investigative Sheriff’s FIRST investigation, everything is fine… but thereafter the Investigative Sheriff will continue to receive the same result as the first investigation.
OR
There is a further %50 chance that the sheriff will simply receive the OPPOSITE result of the scan’s true result.

I will wait a day or two… for any good corrections (I ask that you send them privately at this point) and then I will CHANGE the original posting for this game to include these ideas (in a less wordy format) to avoid confusion.

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Re: MAFIA 90: Gunfight at the Pretty Good Corral

#120 Post by BunnyGo » Mon Jun 24, 2024 10:57 pm

Will Lawmen flip as VT or as Lawmen if they haven't been "activated" yet? Will they flip as "potential Lawman"?

When Lawmen flip, will their "day of activation" be known?

For "Tricky" Sheriff: what does the "further 50% chance..." mean? Does it mean "All nights return the opposite of a correct result"? Does it mean "The first night result is return incorrect and then all further nights match that one"? Perhaps an example of the 2 possible Tricky Sheriffs would help.
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Take a minute of your day to be nice to someone, you dumb son of a bitch -- Iron Sheik

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