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so if you wanted to run a 16 person mafia game, how many of each role should there about be? (mafia, town, neutral?) sorry, trying to run my first game, and am trying to flesh out some roles tonight =/ if someone also wouldn't mind helping me out with the balancing of roles and what not as well, it would be greatly appreciated...
In a game with likely only 4 mafia, you'll not be able to get allt he typical mafia powers into the mix so I suggest maybe making one or two of them able to do one of two powers each night. For example, mafia henchman #1 can either RB or misdirect. Henchman #2 can either doctor or track, etc. Be sure to give the don an active power like reflecting or double voting if he does not make the hit.
ok, thanks i think i basically got everything, been working with Darq on balancing things out...just need players =/ is there some trick to getting players to join your game? or is it just like hit or miss?
Hmmmmm, dunno, i think if you ran a first good game and people liked it a load more will sign up for the sequel, but as for your first game just try and make the topic material very interesting/commercial, doesn't hurt to tell people its your first mafia game either so they will take pity and sign up lol
With their superpowers they unite!!!
Do doo do doo doo do do dooite!
They got the badguys on the run!
They never stop til the job is done!
And when the world is losing all controooooooooool!!
TEEN TITANS GO!!!!!!!!!!
Yes, still need 6 players to get things going, help me out kids, will be fun i promise!
ok, thanks i think i basically got everything, been working with Darq on balancing things out...just need players =/ is there some trick to getting players to join your game? or is it just like hit or miss?
Not really sure. I know I usually sign up for games of new mods just to help them fill it. Course, I've been cutting way back on my games recently in anticipation of my new work obligations. I know topic helps a lot as goodman noted. I tend to think that having a good mod as a mentor helps as well, but that's not a proven theory.
how descriptive do you get in write-ups? i'm a very descriptive writer (not for ummm characters, but other things)
Have fun with the write-ups, but the number one mistake a n00b mod can make is making everyone a flavor cop from the write-ups. If a Tracker tracks a Mafia RB'ing someone, it shouldn't appear in the write-up as "A perfect little angel spots a horrible monster pinning someone down". If the person is not an info gatherer, you shouldn't allow them to guess who mafia is from a write-up.
Sometimes you can throw some flavor text of your own in on stuff that doesn't really happen, to really confuse people. PaxZRake does a really good job of this in his games, he could give you some pointers.
"Why would the possibility of me being wrong ever stop me from doing something?"
Sometimes you can throw some flavor text of your own in on stuff that doesn't really happen, to really confuse people. PaxZRake does a really good job of this in his games, he could give you some pointers.
Aw, I'm loved
A large part of my write up style comes from my love of playing as Mafia or Serial Killer. I think the worst thing that can happen to me in those roles is when it comes down to end game, everyone else can point to their character in the writeups and I'm left claiming some random who hasn't at all shown in the write up, it's hopeless.
The only people who make my write ups are killers and their victims. If it's a mafia hit person or serial killer I'll open up and even use their names in the write up, I don't see much point in hiding whom the enemy is.
The last few games I've ran I decided to play around with NPCs (Non-Player Characters) to enhance write ups without giving anyone a distinct advantage. I rather liked the effect it had on my creative process for the write up. My favorite bits being Arkillo foaming at the mouth hoping everyone he kills is Kilowog (even though Kilowog wasn't in the game) and Big Words falling in love with Natasha Irons on a night without any kills(neither of which were in the game, but both played an important part in the overall story).
I also really reccomend giving an active player a "Writer" role. I find that its effect on the game is really worthwhile.
That being said, I think CharlesX probably writes my favorite write ups, they're long as all hell, but totally worth the read.
To add to what both Darq and Pax said, I will purposely put things in there that could have more than one meaning. The SK (Bananas in Pajamas) in Monkey Mafia was described as both Silken stalkers and having sharp tyeeth and red eyes. People took it to mean that the vampire was not eradicated when in fact it was completrely gone on night 2. You want the story to progress but at the same time allow wiggle room for the baddies. It is fun to put both very significant hints and completely useless ones into the write-ups. It keep people guessing as to which are which.
As a side note, don't hesitate to make some roles dumb and or useless. It makes people think twice about disregarding a flawed roleclaim, true or false. It also gives the baddies even more wiggle room as their claims need not be airtight. See Guinan in Star Trek, Tardy in Random, Chicken Boo in Kids' Show, etc. Those kinds of roles leave people scratching their heads at the end of the game and wondering if I'm on crack, but I love them.
i think i have some of those :D it should be fun, i hope...just having issues getting players, seems it isn't a subject people are too into, just thought it'd be an easy fun theme to do for a first game