Cultafia Interest Thread
Posted: Sun Sep 23, 2018 9:52 pm
Hi everyone,
I am interested in running a small game which would follow a heavily modified ruleset of the mafia game rules on this website. I've GMed numerous regular mafia games on this website and I did a cult-mafia-town regular numbered mafia game in the past, but it was so different that I don't think it would be appropriate to do another one again in the regular numbered mafia games here. As this is it's own variant and thing I would not want this to be counted as a mafia game for any kind of scoring. It's a unique side-variant of mafia.
I have asked Bo's permission which he granted to post this thread. Essentially, I am looking to GM a small 'Cultafia' game of around 10-12 people (maximum). It would be a small game. There would be no mafia faction.
There would be a 'Town' and 'Cult' faction only. This is how it would work.
48 hour day phases (same as the regular mafia games)
Each day the town votes on who they believe is 'cult' whoever is lynched is removed from the game and goes to the God QT.
24 hour night phases (same as the regular mafia games)
There would be no night kill or roleblock in this game. The night phase is for communication between the cult team and the mason team. The actual game thread will be closed during the night phase meaning no posts in the actual thread of the game.
Each night the Cult team attempts to recruit one person to join the cult and the Masons attempt to stop the Cult from recruiting.
Roles:
I have to work out the exact balance of the two sides, but I am thinking that there will be the following for a 12-10 player game.
2x Mason (Can speak in the Mason QT and town aligned)
6-8x Town (regular VT's)
2x Cultists (Can speak in the Cult QT and Cult aligned)
Interest:
It's a different kind of game. Similar, for sure, but a unique experience. So, if you are interested then post here. I am looking for around 10-12 people and potentially a Co-Gm. If no one is interested then no big loss. I am able to run this at any point though so if we get a quick signup we may be able to do it before the next mafia game even starts. If it is filled then I'll post the role mechanics for Masons and Cultists, but I am still fine-tuning them.
I am interested in running a small game which would follow a heavily modified ruleset of the mafia game rules on this website. I've GMed numerous regular mafia games on this website and I did a cult-mafia-town regular numbered mafia game in the past, but it was so different that I don't think it would be appropriate to do another one again in the regular numbered mafia games here. As this is it's own variant and thing I would not want this to be counted as a mafia game for any kind of scoring. It's a unique side-variant of mafia.
I have asked Bo's permission which he granted to post this thread. Essentially, I am looking to GM a small 'Cultafia' game of around 10-12 people (maximum). It would be a small game. There would be no mafia faction.
There would be a 'Town' and 'Cult' faction only. This is how it would work.
48 hour day phases (same as the regular mafia games)
Each day the town votes on who they believe is 'cult' whoever is lynched is removed from the game and goes to the God QT.
24 hour night phases (same as the regular mafia games)
There would be no night kill or roleblock in this game. The night phase is for communication between the cult team and the mason team. The actual game thread will be closed during the night phase meaning no posts in the actual thread of the game.
Each night the Cult team attempts to recruit one person to join the cult and the Masons attempt to stop the Cult from recruiting.
Roles:
I have to work out the exact balance of the two sides, but I am thinking that there will be the following for a 12-10 player game.
2x Mason (Can speak in the Mason QT and town aligned)
6-8x Town (regular VT's)
2x Cultists (Can speak in the Cult QT and Cult aligned)
Interest:
It's a different kind of game. Similar, for sure, but a unique experience. So, if you are interested then post here. I am looking for around 10-12 people and potentially a Co-Gm. If no one is interested then no big loss. I am able to run this at any point though so if we get a quick signup we may be able to do it before the next mafia game even starts. If it is filled then I'll post the role mechanics for Masons and Cultists, but I am still fine-tuning them.