Originally posted by Zopperoni
Main Idea
"Gangsters".
Main Idea
"Gangsters".

Gameplay
Gangsters will use the basic formula of Mafia, but will also be an experimental ground for the original Mafia game.
Gangsters will use the basic formula of Mafia, but will also be an experimental ground for the original Mafia game.
ISSUE 1) Player admission:
B) Free-for-all
If some newbie actually proves they're not as interested somebody could always replace them mid-game via the GM.
ISSUE 2) Storyline:
C) Flexible (GM's call)
ISSUE 3) Coordination with the Mafia game:
A) Run Gangsters "simultaneously" with Mafia
Though each game should start once it fills... so it may not be pure simultaneous...
ISSUE 4) Gangsters' identities:
B) Appointed gangsters DO NOT know of each other that they are the gangsters
Why change something like that for gangsters that isn't in Mafia? I've never been the mafia yet, but isn't part of the fun about being the mafia trying to also figure out who the other one is and killing them off?
Rules
- A player may not simultaneously play Mafia and Gangsters.
Agreed.
ISSUE 5) Turn structure:
A) Mafia-style (24 hours; flexible weekend)
Yes. If this is a sister/brother game to mafia we can't very well have new players get used to another system.
ISSUE 6) Killing style:
A) If there is only one Gangster, then s/he must leave some kind of clue as a signature
Ummm.... how about having the GM provide clues? Maybe the gangsters offering suggestions, but the GM would know how to better submit a clue in the context of the story.
ISSUE 7) Voting procedure:
A) Same as Mafia
Same as some other above reasons: stray too far from Mafia-style and when players migrate back and forth they have to remember too much change.
And thanks to Zopp for making the list.
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