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DEFCON Mafia [Scrapped] If you try to steal you will die!

PostPosted: Wed Dec 15, 2010 2:16 pm
by Campin_Killer
For those of you who are wondering, I've done this in real life and did it on a brief stay on mafiascum.net(which for the record I do not like)

[DEFCON Mafia]
"Everybody dies."



show: Backstory


show: Mechanics


Players:
1. /
2. theherkman
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.

Re: DEFCON Mafia [0/12]

PostPosted: Wed Dec 15, 2010 4:07 pm
by aage
Do I know you?

Re: DEFCON Mafia [0/12]

PostPosted: Wed Dec 15, 2010 4:22 pm
by edocsil
No you don't. I just played Classic game with him today, and he was new here. His mafia setup sounds quite interesting however.

CK, I would suggest playing a game here before hosting one, otherwise people might not show up to play this one.

Re: DEFCON Mafia [0/12]

PostPosted: Wed Dec 15, 2010 4:43 pm
by Campin_Killer
Hmmm, that does sound like good advice...

Re: DEFCON Mafia [0/12]

PostPosted: Wed Dec 15, 2010 5:19 pm
by aage
The setup itself isn't bad. I have a question though. You're talking about xx% chance... will you be throwing 20-sided dices to determine that, or will e.g. 5% of all communications (no more no less) get into the hands of the eavesdropper? This is a crucial difference...

Re: DEFCON Mafia [0/12]

PostPosted: Wed Dec 15, 2010 5:37 pm
by Victor Sullivan
edocsil wrote:No you don't. I just played Classic game with him today, and he was new here. His mafia setup sounds quite interesting however.

CK, I would suggest playing a game here before hosting one, otherwise people might not show up to play this one.

Hmm... I have had a good mafia game in my pocket for awhile, but wanted to wait a bit so I don't have too much on my hands, but I could start it now so you can play a mafia first, Campin Karl- I mean, Killer.

Re: DEFCON Mafia [0/12]

PostPosted: Wed Dec 15, 2010 6:30 pm
by Campin_Killer
I'd rather run it because the mechanics are a bit weird and I ran it on mafiascum

Re: DEFCON Mafia [0/12]

PostPosted: Wed Dec 15, 2010 6:58 pm
by /
I'd like to join please, it definitely sounds like you already have everything together, no need to learn the ropes.

Re: DEFCON Mafia [0/12]

PostPosted: Wed Dec 15, 2010 9:01 pm
by Mr. Squirrel
From the sheer complexity of this and work you put into it, it sounds like you would make a good mod. However its waaaay too complicated for my tastes. Good luck though. Hopefully I can play one of yours some other day.

Re: DEFCON Mafia [0/12]

PostPosted: Wed Dec 15, 2010 9:56 pm
by Victor Sullivan
Campin_Killer wrote:I'd rather run it because the mechanics are a bit weird and I ran it on mafiascum

I meant a different mafia - one I've created. There's no way I'd be able to run this.

Re: DEFCON Mafia [1/12]

PostPosted: Wed Dec 15, 2010 10:55 pm
by Campin_Killer
Oh.
Wow 4 character minimum in a post? Happy now cuz this is more

Re: DEFCON Mafia [1/12]

PostPosted: Sat Dec 25, 2010 8:28 pm
by /
Come on guys, who signs up for conquer club without severe megalomania?

Re: DEFCON Mafia [1/12]

PostPosted: Sat Dec 25, 2010 9:02 pm
by Campin_Killer
Step right up! Step right up! You get nukes, troops, manpower, and millions of dollars in funding for the one low cost of ZERO dollars. In fact, if you are not satisfied, I'll refund the ENTIRE amount of your zero dollars!

Re: DEFCON Mafia [0/12]

PostPosted: Sat Dec 25, 2010 9:12 pm
by Campin_Killer
aage wrote:The setup itself isn't bad. I have a question though. You're talking about xx% chance... will you be throwing 20-sided dices to determine that, or will e.g. 5% of all communications (no more no less) get into the hands of the eavesdropper? This is a crucial difference...


I intend to be as random as possible about it. I won't be throwing dice, I will use random.org

Re: DEFCON Mafia [1/12]

PostPosted: Sat Dec 25, 2010 9:57 pm
by theherkman
This is crazy shite... IN

Re: DEFCON Mafia [2/12]

PostPosted: Sun Dec 26, 2010 3:12 pm
by Campin_Killer
Due to the extreme lack of willingness to play, I'm scrapping this for now.

Re: DEFCON Mafia [0/12]

PostPosted: Mon Dec 27, 2010 8:53 am
by Streaker
Campin_Killer wrote:
aage wrote:The setup itself isn't bad. I have a question though. You're talking about xx% chance... will you be throwing 20-sided dices to determine that, or will e.g. 5% of all communications (no more no less) get into the hands of the eavesdropper? This is a crucial difference...


I intend to be as random as possible about it. I won't be throwing dice, I will use random.org




:lol: :lol: :lol:

You should consider rolling them 20-sided dice yourself :-$

Re: DEFCON Mafia [0/12]

PostPosted: Mon Dec 27, 2010 12:13 pm
by Haggis_McMutton
Streaker wrote:
Campin_Killer wrote:
aage wrote:The setup itself isn't bad. I have a question though. You're talking about xx% chance... will you be throwing 20-sided dices to determine that, or will e.g. 5% of all communications (no more no less) get into the hands of the eavesdropper? This is a crucial difference...


I intend to be as random as possible about it. I won't be throwing dice, I will use random.org




:lol: :lol: :lol:

You should consider rolling them 20-sided dice yourself :-$


Yeah, everyone knows that random.org is a conspiracy funded by the lizardmen ... DUH

Re: DEFCON Mafia [0/12]

PostPosted: Tue Dec 28, 2010 1:51 am
by Streaker
Haggis_McMutton wrote:
Streaker wrote:
Campin_Killer wrote:
aage wrote:The setup itself isn't bad. I have a question though. You're talking about xx% chance... will you be throwing 20-sided dices to determine that, or will e.g. 5% of all communications (no more no less) get into the hands of the eavesdropper? This is a crucial difference...


I intend to be as random as possible about it. I won't be throwing dice, I will use random.org




:lol: :lol: :lol:

You should consider rolling them 20-sided dice yourself :-$


Yeah, everyone knows that random.org is a conspiracy funded by the lizardmen ... DUH



LIAR!!

It's actually funded by the Crabpeople.