Alison wrote: ↑Mon Feb 01, 2021 2:01 am
In keeping with my theme of having mafia game names only 4 characters long, here is 1984 mafia. The town are the members of the Thought Police, hunting for a possible Traitor in their ranks. They must ascertain whether or not the supposed Traitor exists, and if so, weed them out, without falling prey to rampant paranoia and suspicion destroying them from within.
- The deadline will be 48 hours for a day phase and 24 hours for a night phase. The thread will be fully open for discussion at night, but obviously you can't vote for people during that phase. Deadlines will always end at exactly 8PM EST. Since all phases are in multiples of 24 hours, that means that 8PM EST is the only time you need to remember. That is when voting closes, when day starts, and your deadline to submit your night actions. Please voice your concerns in the thread if you'd like to change this time.
- The setup is completely open, and is as follows.
Out of the 11 players in the game, 10 will be members of the Thought Police. The last one has a 50% chance of being a Traitor or a member of the Thought Police. (Whether or not a Traitor exists is decided at rand, much like a Matrix game deciding its setup.) On Day 1 and Day 2, play proceeds as normal, with the caveat that the Thought Police can't sleep - they have to choose someone to exe. If there is a tie, the Traitor (or myself if there is no Traitor) will decide who in the tie dies. If nobody makes a vote, the Traitor (or myself if there is no Traitor) will decide who dies. During the night, the Traitor will get a nightkill, but if there is no Traitor, I will decide the nightkill. I will make decisions to mimic a Traitor's as closely as possible - shooting consensus town, choosing the slightly townier player to die in a tie, etc.
On Day 3, players have the option to sleep. If sleep is voted for, then the Traitor (if there is one) automatically wins, and all Thought Police automatically lose, as the Traitor massacres them all in their sleep. But if there is no Traitor, then everyone wins, as they live on happily ever after. If sleep is not voted for, and there is no Traitor, then everyone loses, as the Thought Police fragments under mutual suspicion and paranoia. If sleep is not voted for and the Traitor is not exed, then the Thought Police have 1 more day to find the Traitor. If they don't vote out the Traitor by Day 4, the Traitor automatically wins.
To sum up: the job of the Thought Police is to figure out if there is a Traitor. If there isn't, they have to sleep on Day 3. If there is, they have to catch the Traitor by Day 4. The Traitor (if there is one) has to convince the Thought Police to sleep on Day 3 or evade the chopping block for 4 days.