TwilightBard: Honestly? I don't see the Parody. I see a game that's more of a Weekend Murder Mystery LARP then anything that can resemble a Mafia game. It doesn't feel even like a parody, it just seems like something else completely.
There are "lynchings", night scenes, voting, etc.........for starters.
With the term parody I meant a loose parody. It has elements of a mafia game but is also more accessible for newcomers and easier on the restrictions to make it a bit more fun to play.
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Vitek: Yeah, can someone playing confirm? I skimmed it a bit and saw nothing resembling mafia at all. Does it have lynches, votes, day and night phases, abilities, discussion or anything?
I am not saying the game is bad or anything it just doesn't look like mafia.
The game has votes but they are permanent once cast so I have asked people not to toss them around willy nilly, also players must wait until the day is officially over for any lynch scene to occur(usually due to having to wait for a player to find the right items to instigate a mass exodus to the next series of "rooms" on the map) instead of the day going to the lynch scene when enough votes have been cast.
There is also a night scene, and players have randomly chosen items(picked at the beginning of the game or found as they go) which they can use to perform some abilities in-game(like picking certain locks and the like.). More uses for some of their items will come into play as the day goes on and/or we go into Day three.
Vitek: It has? That's what I was asking.
I really only skimmed it and saw you are playing it as turn-based game so I thought it's completely different.
It is semi turn based. I originally intended players to talk to each other more in character as they played(and they do to a degree if you read into it more) so that the game could flow at least conversation wise while I was away. Actions have to be done by me(the GM) and I determine their outcomes to some degree while leaving some details vague sometimes(like weapon used against baddies/etc, and which areas they search) to allow the players some degree of autonomy.
As they play, they will begin to suspect each other more and more I think(like the scene where one player finds a gun and another player thinks them suspicious for it.), and the pacing/turns will get interesting.
Also I was going to allow the votes to kill a player off every game "day" but with so few players and so many rooms to go through I cut it back to one "lynch" scene(actually a disabling scene in that the player is disabled from gameplay but not killed perse) every two game "days". Also one player asking to leave the game, while ok, didn't help things pacing wise.
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JoeSapphire: You think it should use more themes of mafia?
It has voting and lynches. It might have nightkills but we don't know.
It might have bad guys but we're not sure how it's going. There are no roles I don't think. It's possible we've been assigned secret roles but I think our roles are developing as the game goes along.
Well you could consider the death of Nickel to be a nightkill of a sort, as it wasn't cuased by votes but rather story/irl issues of that player.
As for bad guys.....if you remember the logbook the players found on Day 1, some patients were listed as having been dosed with the same nodules/"pills" that the creatures seem to be attracted to, and we all saw how it affected them when one ate one. Who knows what it would do to a human body both physically and mentally? Some players might be ticking time bombs and not know it yet.