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Over in an ongoing game thread, I posted the following.
Quote : Originally Posted by Girathon
Got a PM instead of a post in the thread like I wanted. The point I was trying to make was, in the rules of Mafia, the basic Town victory condition is eliminate all threats to the town and the basic Mafia win condition is to eliminate all threats to the mafia and reach a majority. Nowhere does it say you need to be Alice to win. That is something we often forget here on the Realms. If you have a target painted on you, that is all the more reason to lead the town to a mafia lynch. Death doesnt matter if we get the mafia. We win together or die alone. I'd like to see a little less self interest and a little more cooperation.
I know I'm far from the best mafia player out there, but I followed the championship games as best I could. Those games were littered with lists of players "reads". It was scummy not to post them. It requires a different mindset than the selfish style I think the Realms has kind of grown into. But the people in those Championship games were nominated as the best from across the internet. I'm willing to give their teqniques a try.
This ended up sparking a discussion on mafia win conditions on the realms. Many games here often differ from the standard rules in that you have to be alive to win. I felt this discussion deserves it's own thread, that anyone can post in, as I have increasingly seen differing opinions on it.
What do you view as winning? Are you in favor of the Realms almost universal but never stated 'house rule'? What do you view the advantages to be?
Of course, everyone is a winner if they had fun, but I think this will be an interesting discussion.
Yea, that depends on the rules of the game. I agree it makes more sense from a cooperative gameplay mechanics standpoint, if you really want to encourage strong teamwork and sacrifice, to have the rules state that either the whole town wins or the whole mafia wins. Of course, some might prefer the cooperative/competitive tension of having to be alive at the end of the game to win.
On the other hand, from a thematic standpoint, if you're into the role-playing element, it doesn't make a lot of sense for the players that have died to win. Sort of a Pyrrhic victory.
Quote : Originally Posted by Immortal_Raven
A big part of playing mafia is the team mentality as well. I may not make it until the end of a game, but if my side wins, I share a measure of that victory, especially if I did my part to lynch or catch a scummer (or if I jumped on the grenade to help my scum team win).
Quote : Originally Posted by rorschachparadox
Hahah, Alice.
I think that may be one of the larger difference between the themed games and the non-theme games. In vanilla, there isn't that role-playing to consider ones role unique.
I hadn't considered that for this game until this discussion, fwiw.
I can feel the "team effort" when I'm on a mafia. There, I see where my actions directly impact people and their chances to win. As town, unless I'm a doctor or a vig, I don't get that same attitude, and not that I'm less engaged, but I'm definitely less "go team", largely because I don't know who my team is.
Here, it's a different beast. Sure you still don't know you're team, but you're a component of your team, not a character.
Quote : Originally Posted by adamical
Just because it's vanilla doesn't mean you don't have a role. Honestly, the vanilla games make way more sense than most of the themed games we play. You're an innocent villager, scared to death about an invisible criminal threat that has infiltrated your town, and you're willing to hang people to death to try to survive.
Or you're a member of the mafia, a secret criminal organization with a death grip on the goings-on in this village. You've pushed the townsfolk too far and now they're hunting you down with torches and pitchforks. You've got to play it cool or you're a goner. It's kill or be killed.
Thematically, it makes absolutely no sense for a villager who dies or a mafioso who dies to consider their faction surviving in the end a "victory." You're dead. You don't even know what happens after you die.
Quote : Originally Posted by rorschachparadox
What about the afterlife?
/Prince
Quote : Originally Posted by Girathon
That doesn't change the win conditions though. I don't think I have ever been in a game where as town or mafia, my role or the rules said I needed to be alive when my side won to win. As far as I can tell, it is a Realms 'house rule' of a sort because the site almost every rules post links to gives what I posted earlier as the victory conditions.
As far as gfish's game goes, I view the scale I gave as more useful than just first and last. Though I would make some changes to it since I posted it...
Quote : Originally Posted by adamical
Standard Operating Procedure in HCRealms mafia games has been for years that you only win when you're alive at the end (as mafia or town) unless you're given an alternative win condition (SK [who still has to be alive at the end], bodyguard, jester). You can call it a "house rule" if you want, but it's not like Heroclix where Wizkids makes the game and issues official rules. There are no "official" mafia rules. Every site plays differently.
If a mod wants to give out different win conditions, that's fine, I'm not opposed to it, but I feel like it's something that has to be clearly stated up front before the game, not after the game, because it changes how people play. I would argue that once you have died, you are "out of the game," and are no longer part of your faction, and cannot win. But honestly, it doesn't matter, because my goal as town is to make sure the town wins. And I'm happy with that. Given how this game is based on the twobytwo game where the entire faction wins, even the dead ones, I'm all right assuming that that win condition is in play, but I'd honestly prefer at this point for the mod to just step in and clarify. He has expressed a preference for not doing that in thread, however.
There are also mechanical issues to consider. For example, serial killers have a low chance of victory, but on average, you only expect 2 or 3 winners in any given mafia game, so being the serial killer is a disadvantage but not a huge one. In a game where dead townies or dead mafia win, the very likely outcome is that either 1/3 or >1/2 of the players will win, and being the serial killer becomes more of a raw deal. Obviously, that doesn't apply in this game, but you seem to be arguing for a more general redefinition of winning in Realms mafia, and there are a lot of things to be considered in that. I'm not saying it would be necessarily good or bad, but it would certainly be different.
Quote : Originally Posted by gfishfunk
Requiring the town to be alive at the end of the game makes the whole thing more enjoyable for me, actually, as town.
Quote : Originally Posted by adamical
Haha, I had a feeling you'd say that. I feel the same way for the most part, but I can definitely see certain setups where it would be more fun the other way. But again, I have no problem with a mod changing win conditions for their games, I just think it needs to be very clearly stated up front, because it is a variation from our HCR "house rules."
Quote : Originally Posted by Girathon
The problem is those house rules are never stated. Those should be stated up front because they haven't been in any game I've played. I just don't win for no decernable reason.
Quote : Originally Posted by rorschachparadox
I think they're accepted as fact even if unstated. The exception would need to be announced, but it's pretty clear that only survivors win.
Quote : Originally Posted by adamical
I mean, I think you're playing devil's advocate to an extent here. You may have been surprised on your first game, if you hadn't read any of the previous games on the forum or looked at the outcome thread in mafia general discussion, but after dozens of games played, I'm assuming you understand the mechanics.
And I think I could make a fair argument that this expectation of not winning once dead is communicated fairly. For example, bodyguards often have alternate win conditions that if they protect a town role successfully and die in the act, but the town goes on to win, they share in the victory. This clarification would not be necessary if all townies won by default when the town wins. Another example is the player lists on the first page, that list players by status, usually alive or dead. Even the Jurassic Park mafia that just finished listed players as either "Alive," "Victors," or "Extinct." These categories were all mutually exclusive. And of course, if a player was confused about the win condition, any mod would be more than happy to answer a question.
But with all of that said, it certainly wouldn't hurt for that rule to be stated more clearly upfront.
Quote : Originally Posted by sstralkowski
Why is the focus more on winning than having fun? Are we that competitive by nature?
Quote : Originally Posted by Girathon
This is the last I will say here. If we want to continue this, we can continue in General. But if you read the final post in JP, it just says Town Victory. Anyone who was town won.
As far as my vote? I wasn't going to vote for someone who was only at the bottom by default as someone who had not posted yet. My list has changed a bit since then. I will probably switch votes when I post my updated list later.
Quote : Originally Posted by Morpheousdr3am3r
If my focus was on winning I don't think I would have come back
Quote : Originally Posted by adamical
Different win conditions will lead to different gameplay strategies which will impact how much fun everyone is having.
I also really like talking about mafia game mechanics and we don't do it nearly enough.
Quote : Originally Posted by sstralkowski
It's cause you never call me anymore.
Quote : Originally Posted by gfishfunk
As far as winning: the most fun I get is when I play well. I don't like winning if I don't play well (and just stumble upon a win), and I enjoy losing when I play really well despite losing.
Transplanting posts from the vanilla game. I edited out parts about that game specifically and not this discussion.
Since I'm not in the Vanilla game, I'll just continue the discussion here since I am selfish and want to be a part of it:
Personally, I don't care about my win/lose tally. I count my "wins" as the memorable games where I had a lot of fun, while my "losses" are the ones where I am killed off too soon to make any difference.
K-Ness Final Fantasy game is definitely considered a win, since I managed to take out the two last Mafiosos. Sure, I died in the process and the game was technically a draw, but it was definitely a memorable game.
I'm also counting a certain ongoing game as a win even though I am already did because I did at least contribute. That doesn't happen very often to me, so, you know... memorable game. Not as memorable as FF perhaps, but still...
Quote : Originally Posted by colonialbob
I agree with adamical here, I think a lot of whether you want to say "town wins all together" or "you have to be alive to win" depends on what the game is going for. Some thematic games may favor the latter, but for the most part I think there's some measure of "victory" to be had when your faction wins, even when you did not live to the end. For example, I was glad mafia won Mal's Archer game, even though I was long dead.
However, I also agree with you that winning or losing is only part of the enjoyment I get from a game of mafia. In one long-running current game I'm in (whichever could it be), no matter what happens I'm counting it as a "win" because I've enjoyed the actual playing. And in the end, it's not like any of us are getting paid to play, win or lose, so what's the point if you don't enjoy the process? As the famous mafia player Shakespeare once wrote: the play's the thing.
He was talking about mafia, right? I wasn't paying that much attention in English class.
Quote : Originally Posted by Thawmus
I've definitely cherished some of my losses more than any of my wins. That's definitely a thing.
I've thought about the more cooperative "Everyone wins, regardless if they died or not", but two things:
1. We don't put too much importance on winning or losing, here. If the last member of a Mafia wins the game, the other dead members feel good about it. It doesn't matter too much.
2. Having everyone be self-involved is what makes this sort of game fun. It creates scummy behavior from townies, which adds to the game, not subtract.
A friend of mine introduced me to Saboteur. It's a fun little card game that I imagine everyone here would enjoy. There are a variable number of Saboteurs in each game, and as you play the game, they'll start hampering your efforts, as you try to get to the gold. The way he played it, it was purely cooperative for the non-Saboteurs. This seemed innocent enough, but it made the Saboteurs stick out like a sore thumb.
I bought the game myself, and read the rules. Hey, there's this rule that the first person to the gold gets first pick of the gold cards (they vary from 1-3 points each), and will get an extra card to boot! And the game is determined after 3 rounds, and who has the most points! So we played the game again, correctly, and it was 10x more fun. The Saboteurs didn't stick out so much, the back-stabbings came out of nowhere, and overall there was more laughing at the table.
One of the ways I always played Townie was that I wanted to stay alive, and thus, I needed to prove that I was worth keeping alive. At the same time, I also knew that the more I kept everyone else alive, and killed Mafia, the higher my chances of staying alive were. That kind of self-involved gameplay, I don't see any problems with.
As for sharing lists, I think that's just a playstyle, not dependent upon a rules change. Not sure if I'd use it, myself. I really liked leading people on and defending people I thought were 90% scum, and flipping it around once they got comfortable. List sharing would ruin that strategy.
Quote : Originally Posted by MSU
The win/lose discussion is fascinating from a Realms perspective...we are all gamers in some manner and come from an individual win perspective.
From the championship game - "winners" that moved on to the next round sometimes died during the game but were good enough while alive. I died on night 2 but "won" and moved into the "Wild Card" slot.
I love Vanilla!!!!!
Quote : Originally Posted by Immortal_Raven
Ooh, Saboteur. I have not played that in ages. Surprisingly fun as a drinking game though I'm a little hazy on the rules we came up with.
Hehe, it is a team effort and can be for both sides. But that's why a SK win can be extra satisfying, you are the last one standing. I agree some games I get more vested in than others mostly due to smart play and intuition. Frozen mafia, I was super stoked about that win because I played well. A couple other games I've won through sheer dumb luck though and they didn't feel as gratifying. Still another tally in the win column, but not as good. And one of my favorite games of all time was Fish versus Donuts. I didn't win, but damnit I played well.
Transplanting relevant posts from chit-chat.
Anyway, I love discussions like these about mechanics.
Add me to the list of people who count "wins" more by how much fun I had. And I always follow along even after I am dead, hoping my "side" wins.
I don't think my actual win record is that great-- I get killed a lot in the middle of games, after the obvious suspects. I hate dying right before the end (like in Character Actor Mafia). Especially if I have been super-active Town.
Man, I have definitely caught the bug again. I'm starting to want to run a game.
Personally, I don't know that it matters to me. I enjoy playing well. I remember some notable almost victories that didn't net me a victory, or didn't net my faction a victory, and I can't say that it impacts my perception of my teamwork.
Ultimately, I don't see the distinction unless one is not only tracking victories but also comparing victories.
Quote : Originally Posted by DemonRS
Justify to me why this thread is necessary and I'll keep it open..
Quote : Originally Posted by Girathon
It pissed me off all weekend rorschachparadox wasn't dead.
Personally, I don't know that it matters to me. I enjoy playing well. I remember some notable almost victories that didn't net me a victory, or didn't net my faction a victory, and I can't say that it impacts my perception of my teamwork.
Ultimately, I don't see the distinction unless one is not only tracking victories but also comparing victories.
The difference is if a player is playing to personally win rather than their team win, they may be more passive than they otherwise would be, as they do not want to draw attention to themselves. This hurts the team overall (Town especially), because the strength of the town lies in the day. If you aren't talking, you aren't helping anyone.
Have you ever noticed in games on the realms that people wait for info gatherer's and never take the initiative with a passive role? This not only hurts the info gatherers, but makes the town paralyzed if the info gatherers should happen to die. This is bad. Town has power without them.
That's true, but I don't think that's related to the victory conditions. Or even to affiliation, really.
We have a lot of people who tend to play passively, regardless of faction. And we have others that play one faction differently than another.
I think more vanilla games--or conversations about vanilla play--would be an active solution of one were looking to change that. Changing a victory condition to instill incentive seems the passive approach.
Quote : Originally Posted by DemonRS
Justify to me why this thread is necessary and I'll keep it open..
Quote : Originally Posted by Girathon
It pissed me off all weekend rorschachparadox wasn't dead.
I keep track of mafia wins just like I do my heroclix wins.
Meaning I don't because I play for fun and do not care how it ends for me, as long as all sides had a fair and good game. The win conditions matter for bragging rights if one wants and to differentiate one side from another in the game. Just my two cents.
Rokk_Krinn- "Telling the truth and sticking by it always looks clumsier because it's not a pre-planned malice."