This project started a while ago, as we have a huge influx of new players recently, and the old hands are trying to sell the game to as many as possible (see D'reks interview in the Hall of Fame for an example).
Now, I'm not the best player around, but hey, I have time, so decided to start the topic off.
Comments and additions always welcome (PM me), but to prevent the thread from becoming another series of joke/vendetta/remembrance posts, I'll keep it locked.
The plan is to include the following in the 101:
- Beginners Guide
- Glossary of terms
- Glossary of Roles
- Faction games versus Ordinary Games
- JA's article on how to play RI
- Strategy Tips
- A Quick and Dirty Modding Guide
- Game Design: does and don'ts
Let's begin at the beginning:
The beginner’s guide: the fundamental basics.
Who the fuck are you to write a guide?
Hi, I’m Tapper. I’m far from the best player you’ll encounter on these boards, but I am a bit of a veteran now (although not in the eyes of those who played the game before I signed up for my first game).
I also design and run quite a few games on this board, some rather straightforward, some fiendishly complicated, and apparently, people think the majority of them all are balanced and fun to play. Or they are just too polite to tell me to fuck off and get a new hobby that doesn’t mess with their time.
What is Mafia?
Every mafia player will answer this question differently. Ask them anyway. They will tell you about town and scum, about voting, about killers and guards and finders and lying and trying to stay alive.
For me, those are all parts of the game, but if I had to capture what is for me the essence of the game in one sentence it would be this:
Mafia is a game of information.
The goal of the game is to eliminate the other side(s) (remember that, please), but few, if any, know who else is on their side, or who is opposing them.
As such, gathering information is key. With forum mafia being a text based game that forbids by its rules any contact between gamers regarding the game that has not been pre-ordained by the arbiter of the game, the only way to gather information is by analysing what others say, and by trying to get them to reveal information while keeping your own cards close to your chest, for your own safety. Getting above average attention is usually bad.
As a rule of thumb to what gets attention:
Those who seem to know more than others usually get unwanted attention.
Those who seem to want to know too much usually get unwanted attention.
Those who seem to want to avoid attention, also get unwanted attention.
Finally, those who do not do anything to get unwanted attention, get unwanted attention for being too perfect.
Usually, ‘unwanted attention’ culminates in being removed from the game.
The trick is to find a middle road between them all, but: that is only if you want to survive.
One of the most awesome things about Mafia is the sacrificial part. Sometimes, acquiring, gathering or sharing a tiny bit of (mis)information is worth being removed from the game for.
You win or lose as a team, and only in the rarest of circumstances is it so that you are the entire team.
How do I play Mafia?
Essentially, you need a bunch of people who can all communicate with each other, ideally with some cross-over time, and someone willing to manage it all. In our case, we play it on a forum, which means that being available at the same time is not necessary, and even those with fairly little time can play the game.
What are the requirements?
Time. Patience. Some brains would be nice.
You must also be able to shrug it off when people compare your intelligence unfavourably to what they just deposited into a toilet bowl, but it helps knowing that this is never personal.
What are the time requirements?
Having an hour each game phase is far more productive than having one entire day and then no time at all for four days. Having some time to read up and post each 24 or 36 hours is a base requirement in Malazan Mafia.
Can I just jump in?
Yes and no. You’ll never learn the game without playing it.
However, the learning curve is steep and once you’re in a game, no-one can help you, not even the arbiter (from here on: mod), because it means giving information. And information, as you saw above, is a scarce resource. The mod is forbidden from doing so, other players will be surprisingly taciturn, fearing you are an old hand playing the wide-eyed newcomer.
What are the most common pitfalls for a new player?
The more unusual the game, the more level the playing field, but also the more confusion there will be for a new player: veterans will find their feet a lot faster.
In basic games, new players tend to place too much emphasis on certainty of innocence or guilt and consider minimizing the amount of casualties a town priority. This is generally characterized by an unwillingness to vote someone or considering a no-lynch a better option than the lynch of a town player. This is nowhere more pronounced than on day 1, when people are often voted out for the most ridiculous reasons by veterans and rookies are hesitant to vote or even prefer a no-lynch.
The truth of the matter is that right until the end-game, both teams benefit from reducing the amount of players left in the game for a multitude of reasons.
Therefore, if you want to stay around and avoid the pitfalls, do NOT hesitate to vote for someone even if you are unsure if that person is scum. Under no circumstances should you vote for night in the opening phase of a standard game. A vote for night can be a good stalling tactic later on in the game, and can certainly be of tactical value to the town faction. If you feel voting for night might benefit the game, suggest it without actually doing it.
If it is the correct play, people will agree with you. Voting for night is often the result of a consensus reached on thread before the first vote is made.
So how should I prepare?
A good middle way is reading a few games, trying to understand why players say certain things. Even then, it will seem incomprehensible at times and you will not grasp why people get excited, why reasonable suggestions are ignored and outrageous claims taken at face value.
Only once you play the game, you’ll learn to appreciate just how much your own judgment is biased and how people maneuver to get what they want in seemingly illogical ways. You may appreciate it, but you will still step into every single pitfall out there and get tricked by everyone a great many times.
The most common blind spot is players concentrating on staying in the game (‘alive’) , while it usually is stated explicitly that players can be removed from the game (‘killed’) and still win, if their faction achieves its goal.
When you get down to it, this is really, really simple. People believe they have some insight to add to the game that others can’t bring to the table. Hence, it is always more important for them to survive, then for others.
There is also a weird pecking order in mafia. One of the main mechanics of a game is that a player will be removed from the game if within a given amount of time (the day phase, usually between 24 and 48 hours long, most often 32 or 36) a consensus is reached between the majority of the players on who this player should be. We call this the lynch.
The intention behind lynching someone is, of course, to hopefully remove a player from the other faction from the game, thereby furthering your own chances at victory while diminishing theirs.
However, since this is usually a complete guess, many other factors play a role in determining the lynch:
• the player’s behaviour so far in the game;
• the player’s activity;
• the player’s way of handling other players;
• the player’s suggestions up until now;
• the player’s attitude on previous lynches;
• the player’s attempts to steer other players.
Some are more persuasive at suggesting who should be removed than others are. Being persuasive does not equate being right, of course. On the other hand, being right does add weight to ones suggestions, so one spark of genius followed by a series of misses can still do more harm than good in the long run.
Also, no-one really likes being told what to do and why, and everyone fears they are being misled, especially if that leader of the pack gets it wrong a few times – people will think he is doing it deliberately because he is on the other side, and after a miss or two they will string the leader up and crown a new leader of the pack.
Such players are also a great target for that other main game mechanic: the night kill.
Once a lynch has happened, or once the given amount of time for the day phase has run out, the day phase is ended. Like in the real world, day is followed by night.
The night phase is when most of the underhanded, stealthy stuff happens. Usually, the night phase is dominated by the faction that starts out with the smallest number (usually called scum). One of their regular powers is to remove one player of their choice from the game.
The choice of who to remove is based on many factors:
• How close did the player come to uncovering a scum player?
• How persuasive is the player in leading the pack during the day phase?
• How much attention does the player get, can he be lynched or not?
• How big is the chance he is secretly on our side?
• How much chaos will this player’s removal from the game cause?
• Who would benefit most from this player’s removal?
As you can see, there are a great many factors, and therefore second guessing the reason why a player was removed from the game by a night kill is difficult and usually quickly nipped in the bud. This does not mean it is not worthy of consideration, just that building a theory of who killed this person is difficult to construct and even harder to prove, and why it is usually called WIFOM to speculate on.
This post has been edited by Tapper: 31 May 2011 - 04:37 PM