Quantum Mafia Feedback

Apr 13, 2005 20:36


This only applies to people who play Quantum Mafia.

Quantum Mafia Feedback!

Certain dissidents have voiced concerns over the game balance of quantum mafia. Needless to say, those with such moribund temerity have been ruthlessly expunged.

Seriously though, I don't want there to be one obvious winning ( Read more... )

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Comments 45

sithjawa April 14 2005, 03:41:13 UTC
I think "point up" would be overly powerful in quantum mafia

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ziqueenmab April 14 2005, 03:47:07 UTC
No real feedback here; just wanted to point out that in the original pencil-and-paper game, you can't assign yourself to be Mafia (or anything else, for that matter). What you do has fairly little effect on your own game, unless you're the deciding vote in a lynching.

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iluvsheep April 14 2005, 03:50:38 UTC
Hmm. That's interesting. Hadn't remembered that bit. I could remove each person from their own sub-game. That would certainly fix the "yourself as mafia is too powerful" problem.

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tortoise April 14 2005, 14:09:37 UTC
It also allows games to diverge on the first day, even if there isn't a ghost...

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joefredbob April 14 2005, 18:11:53 UTC
Removing each person from their own game would make it purely observational, and, in my opinion, remove most, if not all, of the interest in it.

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conorfrog April 17 2005, 07:22:29 UTC
I wonder if it's possible to add an automailer to notify a player who's the last to make a decision?

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iluvsheep April 18 2005, 03:30:10 UTC
It is certainly possible. Heck, it might even be easy. However, I suspect that I would need to learn a bit about mail before I could implement it.

Next bit of free time that I get, I'll look into it.

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tortoise April 22 2005, 18:46:55 UTC
Empirically, it looks like ghost-mafia are extremely broken; five of them have existed, of which three have been assigned by winning players.

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iluvsheep April 25 2005, 10:51:29 UTC
I agree. Although, I think the problem extends beyond just that of ghost-mafia. Ghost plus any of a number of other positions also seems to be too powerful. I think it might be just too powerful to start with someone dead. This is why all the games that I have started have had no ghosts.

However, do you think there should be a rule that disallows ghost-mafia pairs? If so, are there any other pairings of jobs that are broken?

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tortoise April 25 2005, 15:01:32 UTC
If there's no ghost and everyone is playing in their own game, then the first turn in every game is identical, which I find aesthetically displeasing.

I would prefer having the ghost be disallowed from holding any other position. It's obviously to your benefit to have a ghost-mafia-medic (though empirically the benefit of having a dead medic doesn't seem that large); for the other two positions, the advantage is less clear, but it seems weird to me to allow people to hold positions that entirely cancel each other out (for the same reason, it might make sense to disallow necro-priests).

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squirrelloid April 30 2005, 07:09:13 UTC
Curse me and making games late at night: could you amend the short description text from 'Cal has' to 'Cal hasn't' (implemented excluding self from own game...) to the game Old Skool? That way it might actually make sense.

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iluvsheep May 2 2005, 05:15:20 UTC
Duly edited.

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