Metro Madness [WIP]

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Metro Madness [WIP]

Postby LordofFail » Thu Jan 28, 2016 2:22 pm

So I had an idea for a game earlier. I'm not going to flesh out full flavour and stuff like that right now, at the moment I'm just putting forth the general ideas for player review.
This is still a heavy WIP. I'm just putting forward the bare bones of the ideas of the game. So some of the finer details such as minor changes to roles and such to fit the flavour of the game have not had much thought yet. If the idea has a positive reception then I will go further with the ideas presented to create a full pitch from it.

Premise of the game:
Open Game, 25 players.

Standard rules are in play.
Modkills: No modkills barring exceptional situation (such as a spot that needs a replacement and one hasnt been found in a long period of time or something like that).

Special rules:
The game will take place on a metro map.

This is the map (I may use a different map, but for now this is the one most likely to be used)

Spoiler: Image

Every player will start in a random location.
Yellow Line is reserved for Mafia members.


Days will be 120 hours.
Nights will be 48 hours.

Each night, a player may move up to 5 stations away. All movements must be locked in within 24 hours or they do not move at all.
If two or more players are on the same station, they may have a discussion (either by PM or quickchat) during the final 24 hours of night.
Mafia will only be able to discuss during the first 24 hours unless they are in the same station after their move. They may discuss with town members if they are in the same station as a town member.
This only applies if players are on the same exact station, not if they are going in the same direction or pass by.

Night Actions are not affected by what station a player is at.
So a Veteran going on alert does not kill anyone passing by their station. The station mechanic is purely for the conversation aspect of night.


Special Mafia Role:
Saboteur (Mafia Tactical, Unique role)

Saboteur can, 5 times per game, delay one color metro line. A delayed line takes two moves to go to an adjacent station. They can do this multiple times per night but using multiple charges (so delaying blue and orange lines on the same night uses 2 of the 5 uses). A delayed line is announced immediately and lasts one night phase.

The saboteur can also create construction on one site per night. If a site is under construction, no conversations can be had on that site. (this prevents all town members going to the same site to discuss)

A site under construction can still be accessed as normal but is under construction for the rest of the game.


Special rule for Jesters:
If a Jester is lynched, they commit suicide on the tracks and disable that color line for two night phases. It is possible that some players may get stuck for two night phases as a result of this. Jester can disable the Yellow Line (mafia only) should they desire.


Role List:

16 Town
Town Power
Town Investigative x2
Town Protective x2
Town Killing
Town Support x2
Random Town x3
Citizen x4
(Maximum TWO Citizens can roll from RT. All roles have equal weight in RT calculations)

5 Mafia
Mafia Head
Saboteur
Mafia Tactical
Random Mafia
Random Mafia
(Mafia Head roles CAN roll from Mafia Tactical. All roles have equal weight in RM calculations.)

4 Neutral
Neutral Evil
Neutral Killing
Neutral Killing
Random Neutral
(NK can roll in Random Neutral. All roles have equal weight in RN calculations.)

Roles in play:
Town Power: Mayor, Lawyer, Jailor, Retributionist
Town Investigative: Spy, Lookout, Investigator, Sheriff
Town Protective: Doctor, Bodyguard, Marshal
Town Killing: Veteran, Vigilante
Town Support: Medium, Escort, Transporter
Mafia Head: Godfather, Caporegime, Enforcer
Mafia Tactical: Saboteur, Mafioso, Blackmailer
Mafia Support: Agent, Consigliere, Consort
Mafia Deception: Framer, Prankster, Janitor, Disguiser
Neutral Benign: Phantom, Double (note that Amnesiac and Survivor are not in play)
Neutral Evil: Witch, Executioner, Jester, Bomber
Neutral Killing: Serial Killer, Arsonist, Stalker
Last edited by LordofFail on Thu Jan 28, 2016 2:49 pm, edited 3 times in total.
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Re: Metro Madness [WIP]

Postby Alzar » Thu Jan 28, 2016 2:24 pm

why is gamethrowing allowed
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Re: Metro Madness [WIP]

Postby TheCow » Thu Jan 28, 2016 2:28 pm

>posts rolecard in thread
>isn't modkilled
>mfw
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Re: Metro Madness [WIP]

Postby LordofFail » Thu Jan 28, 2016 2:30 pm

Alzar wrote:why is gamethrowing allowed


standard rules are in play. If you gamethrow, you get banned from FM for a few months.

TheCow wrote:>posts rolecard in thread
>isn't modkilled
>mfw
Spoiler: Image


If you post your rolecard in the thread you wont be modkilled, you but will be booted from the game and blacklisted for a few months.
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Re: Metro Madness [WIP]

Postby milte345 » Thu Jan 28, 2016 2:32 pm

The rolelist starts off in Lylo-1

Town immediately loses unless vig/vet kills scum.
Maybe it'd be nice to stop thinking...
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Spoiler: There would be an FM record here but I'm lazy
So instead have a Chen

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Re: Metro Madness [WIP]

Postby TheCow » Thu Jan 28, 2016 2:34 pm

>10 scum
>6 indeterminate slots
>mfw
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Re: Metro Madness [WIP]

Postby LordofFail » Thu Jan 28, 2016 2:40 pm

I said to comment on the overall ideas presented in the pitch, not the finer details. Role lists are easily changeable. I didnt bother making a super balanced role list because it will be changed before a final pitch is presented anyways.

I'll go and change the role list but I'm looking for comments on the ideas of the pitch as a whole, not nitpicking on other things.
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Re: Metro Madness [WIP]

Postby ladd » Thu Jan 28, 2016 2:46 pm

It may be interesting I guess, but what's the point of having a line only for mafia? They can talk during all the night anyway. Also I am not sure how I feel about mafia being able to roll two heads.

Actually I guess it could help if mafia people don't feel like talking to town or to move quicker on the map ( but that would not be the case in the map you posted in the OP), but overall I feel like it's pretty useless. Unless I am missing something about the mechanics.
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Re: Metro Madness [WIP]

Postby LordofFail » Thu Jan 28, 2016 2:50 pm

ladd wrote:It may be interesting I guess, but what's the point of having a line only for mafia? They can talk during all the night anyway. Also I am not sure how I feel about mafia being able to roll two heads.


Mafia now only have 24 hours to discuss. They can have the full 48 hours if they are all at the same station. thats why Yellow Line is only for Mafia, so they can have somewhere private for if they need the final 24 hours to discuss.
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Re: Metro Madness [WIP]

Postby ladd » Thu Jan 28, 2016 3:01 pm

I swear I read somewhere in the OP that mafia could discuss all 48 hours. Ok, then.
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Re: Metro Madness [WIP]

Postby LordofFail » Thu Jan 28, 2016 3:18 pm

ladd wrote:I swear I read somewhere in the OP that mafia could discuss all 48 hours. Ok, then.


You're not crazy, I just edited it. Its because at first I had night being 72 hours with 48 hours for scum discussion then the extra 24 for discussion by station but changed it because 72 hours is long af for a night phase.
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Re: Metro Madness [WIP]

Postby LordofFail » Sat Jan 30, 2016 5:13 pm

ive thought it over and this wont really work.

Please close this pitch and move it to closed pitches.
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