Mafia 64 - SIGN UP LIST
Posted: Mon Jan 25, 2021 6:12 pm
Mafia 64 will be played using a GREATER IDEA setup.
Greater Idea Mafia is a semi-open setup, designed to be flexible and fun, if a little chaotic and pretty swingy.
This setup is intended for 21 players, and begins with a special, 12 hour "Role Allocation" phase, scheduled 13 hours before the normal start time.
Instead of a fixed set of roles, there is a virtual "deck" of 64 cards, each representing a potential role. The game is officially "semi-open" since all 64 cards in the deck are listed in the setup. Some roles are in the deck more than once. For example, in the deck I have currently drafted, there are nine "Vanilla Townie" cards, five "Goon" cards, two "Cop" cards, and so on.
The game can contain up to four alignments: Town, Mafia, Alien, and Independent. Not all four are guaranteed to be present, however, due to the Role Allocation mechanics which I will now explain.
At the beginning of the Role Allocation phase, the GM will use a random generator to "draw" two cards for each player. These are drawn completely randomly and are not linked in any way. A player could draw "Cop" and "Doctor", they could draw "Vanilla Town" twice, they could draw both "Mafia Strongman" and "Serial Killer", and so on.
Once you receive a PM with your two cards, you then have until the Role Allocation deadline to pick ONE of these roles, and discard the other.
The reason there is then a one-hour pause is because the GM then needs to do a few more things, specifically:
1. To ensure that the setup is not *completely* broken, the GM will first check that the following minimum parameters are met:
i) At least 11 players (i.e. more than 50%) are Town;
ii) At least 3 players are of anti-Town alignment.
(In the fairly unlikely event these minimum thresholds are not met, the whole thing unfortunately has to be re-rolled. However, this really is quite unlikely.)
2. Having ensured (1) is met, any roles with partners or QT access are then informed of the identity of their partners / given their QT links.
The game will then begin.
Greater Idea Mafia is a semi-open setup, designed to be flexible and fun, if a little chaotic and pretty swingy.
This setup is intended for 21 players, and begins with a special, 12 hour "Role Allocation" phase, scheduled 13 hours before the normal start time.
Instead of a fixed set of roles, there is a virtual "deck" of 64 cards, each representing a potential role. The game is officially "semi-open" since all 64 cards in the deck are listed in the setup. Some roles are in the deck more than once. For example, in the deck I have currently drafted, there are nine "Vanilla Townie" cards, five "Goon" cards, two "Cop" cards, and so on.
The game can contain up to four alignments: Town, Mafia, Alien, and Independent. Not all four are guaranteed to be present, however, due to the Role Allocation mechanics which I will now explain.
At the beginning of the Role Allocation phase, the GM will use a random generator to "draw" two cards for each player. These are drawn completely randomly and are not linked in any way. A player could draw "Cop" and "Doctor", they could draw "Vanilla Town" twice, they could draw both "Mafia Strongman" and "Serial Killer", and so on.
Once you receive a PM with your two cards, you then have until the Role Allocation deadline to pick ONE of these roles, and discard the other.
The reason there is then a one-hour pause is because the GM then needs to do a few more things, specifically:
1. To ensure that the setup is not *completely* broken, the GM will first check that the following minimum parameters are met:
i) At least 11 players (i.e. more than 50%) are Town;
ii) At least 3 players are of anti-Town alignment.
(In the fairly unlikely event these minimum thresholds are not met, the whole thing unfortunately has to be re-rolled. However, this really is quite unlikely.)
2. Having ensured (1) is met, any roles with partners or QT access are then informed of the identity of their partners / given their QT links.
The game will then begin.