This game setup is based on each player not being aware of their own alignment.
Night Phase:
Every player is required to send in a NK target every night, where no kill is not a valid target.
If the player's alignment is mafia, their NK target will be counted as a vote towards deciding the NK, and the person with the majority of votes on them will be killed. In the case of a tie, no one will die.
One player (or two/more if a lot of players), decided by rng every night, will actually protect the player that they send in as the NK target instead. They will not be told that they were the doctor that night.
Additionally, every player may attempt to contact another player every night. (May change to every other night, or allow this for only a number of rnged players every night - but if rnged, they will be told when they are able to do that.) If they and the person they attempted to contact are both mafia, they will be revealed to each other and will continue to operate as standard mafia (may talk to each other via pms and plan nk etc., however they still need to each send in nk targets).
Day Phase:
Standard day phase with players voting in thread. No vote /no lynch is accepted. In the case of a tie, the lynch will be left to rng between the two tied players.
Other:
You are allowed to publicly claim who your NK target last night was.
Players are also allowed to plan their NK targets in-thread if they so desire, but are naturally under no obligation to actually follow-up with their previously claimed target.
Outside of the mechanism, all players are vanilla /have no abilities.
Notes:
I haven't decided on the ratio for this. Thinking standard 1:3 might be okay, but not sure.
I'll probably dress this up in some sort of a theme if there's actually interest to play this, but for now I'm posting just the raw base.
Alternative:
A heavier version, where players have abilities, but they don't know what they are. The players send in their ability targets, and try to figure out what they are through rollover /potential feedback results etc. Some abilities would have specific target requirements, and would fail if not met (e.g. self-targeting abilities). There would probably be a bus driver as well. Idk yet about passives, cause that's a bit evil. Potentially more wacky roles.
It sounds chaotic, so idk if it'd actually work - and in either case, I'd rather run the barebones version first.
Comments /critique would be appreciated!
Night Phase:
Every player is required to send in a NK target every night, where no kill is not a valid target.
If the player's alignment is mafia, their NK target will be counted as a vote towards deciding the NK, and the person with the majority of votes on them will be killed. In the case of a tie, no one will die.
One player (or two/more if a lot of players), decided by rng every night, will actually protect the player that they send in as the NK target instead. They will not be told that they were the doctor that night.
Additionally, every player may attempt to contact another player every night. (May change to every other night, or allow this for only a number of rnged players every night - but if rnged, they will be told when they are able to do that.) If they and the person they attempted to contact are both mafia, they will be revealed to each other and will continue to operate as standard mafia (may talk to each other via pms and plan nk etc., however they still need to each send in nk targets).
Day Phase:
Standard day phase with players voting in thread. No vote /no lynch is accepted. In the case of a tie, the lynch will be left to rng between the two tied players.
Other:
You are allowed to publicly claim who your NK target last night was.
Players are also allowed to plan their NK targets in-thread if they so desire, but are naturally under no obligation to actually follow-up with their previously claimed target.
Outside of the mechanism, all players are vanilla /have no abilities.
Notes:
I haven't decided on the ratio for this. Thinking standard 1:3 might be okay, but not sure.
I'll probably dress this up in some sort of a theme if there's actually interest to play this, but for now I'm posting just the raw base.
Alternative:
A heavier version, where players have abilities, but they don't know what they are. The players send in their ability targets, and try to figure out what they are through rollover /potential feedback results etc. Some abilities would have specific target requirements, and would fail if not met (e.g. self-targeting abilities). There would probably be a bus driver as well. Idk yet about passives, cause that's a bit evil. Potentially more wacky roles.
It sounds chaotic, so idk if it'd actually work - and in either case, I'd rather run the barebones version first.
Comments /critique would be appreciated!