This is a dedicated thread for users to bounce around and brainstorm on ideas for new roles, items, game mechanics or anything else to improve and build upon our beloved Mafia game.
Back in 2015 Sims made a thread asking if anyone had any ideas for roles since Lucid was looking to make some new ones (found here: https://epicmafia.com/topic/71173?page=1) That thread's dead now, but it's always good to try to bring the community together and come up with new stuff for the game.
Some of you might know my reputation for designing new roles and my passion for Mafia. EpicMafia is a pretty cool website and can always use some new stuff to spice up and remix the usual game formula, and I know a few of you have ideas of your own.
NOTE: If you're here to complain about Sandbox moderation or the site mods, please don't.
Combinist is an annoying name, perhaps calling it something like Frankenstein or Moreau would be more apt and less frustrating to type.
deletedover 8 years
Combinist
Each night, combines two people into one person, which combines their usernames, and they can both speak out of the same user.
Their roles are combined. E.g if doc and cop are combined they have an investigation meeting and doctor meeting (the "doc" half picks doc meeting and "cop" half picks cop half)
Can combine maf and town however obviously the town won't know if their "other half" is mafia..
Can combine thirds as well
Combinist can clump groups of people into 3-4+ people.
If combinist dies, he loses.
If combinist is in the game at the end, he recieves a score.
Would be amazing for sandbox setups
deletedover 8 years
Vampire
Each night, sucks someones blood
They are converted into a vampire, with a 50% chance to be revealed to town
Once per life, each vampire can turn into a bat and hide during the night (and not be killed)
Vampires die instantly if they bleed
Sided with third party
deletedover 8 years
Moonstone
Each night, watches the moon
Recieves a report of what stage the moon is in
Every visit, the stage of the moon goes up 1
Unless there are 3 visits in which stage of moon goes down 1
If gunned, stage of moon goes down 1
If it gets to full moon, turns into a werewolf which never reveals itself
If it gets to no moon, turns into a vampire
If crystalled, there is an eclipse and the moonstone becomes naked the next night
If moonstone dies before full moon, no moon or eclipse, a moonstone will be given to the last player that visited him. The moonstone must be passed around each night, and it will alert you who held the moonstone last. You can not pass to someone who has already held the moonstone.
If the moonstone is given to a werewolf, they are converted into a moonstone
Sided with third party, attends werewolf meetings at night.
Werewolf can not win if moonstone dies, hence they need the moonstone to be converted into a moonstone to win.
If vampire is given a moonstone, they are converted into a werewolf
* Each night, chooses someone to eat. * Dies if they fail to eat their target twice in a row. * Doesn't eat their target if someone else kills the target. * Wins if survives.
Lucid I'd like to propose that you add new roles in waves, every 3-4 months. Adding a new role everyday makes it difficult to keep track of what is going on in a sandbox game.
At night can pick a player, the next day the chosen player's vote weight is zero and the Delegate's vote weight goes up by one (usually making the Delegate's vote weight 2), returning to normal after the day is over. If the player the Delegate has visited dies whilst the Delegate's effect is on them, the bonus to the Delegate's vote weight becomes permanent, allowing the next visit to increase his vote weight to 3, etc etc. I think siding the Delegate with the mafia would be most interesting but I'm open to other ideas/suggestions regarding the role.
Don't give him a vest. Otherwise the typical King Mafia setup can't be recreated and if you want to make setups with multiple Presidents it'll just be annoying.
any conversion attempts on the president make him super paranoid and turn him into an autocrat.
I think you're joking, but in case you're not: that wouldn't work because the town would automatically know who the autocrat is since there's suddenly an autocrat where there was once none.
deletedover 8 years
any conversion attempts on the president make him super paranoid and turn him into an autocrat.
No point in making it immune to conversion because there's no point in playing President in a conversion setup.
Having multiple presidents in a setup would be a mistake too, so I'd either make it so that you can only add one in the first place or if you want to grant people the freedom, make it that if any president dies the town loses.
to make the role distinct from civilian you could make it so that if any president dies the game ends, whereas over half of the civvies have to die for the game to end
I'd say a conversion just removes the possibility of winning by killing the President but won't end the game. If there's multiple Presidents, the game should randomly pick one as "acting president" and the rest are "vice presidents" or in the "line of succession." The game will just put a new president as "acting" if that one dies. I don't really see many setups using multiple presidents, but it could lead to some interesting possibilities that I haven't thought of. I guess it's sort of a variant on Civilian that way.
but if there are multiple presidents for whatever reason i don't think there should be much difference, just having the 2 system messages and both need to die for town to lose