Future WW Games

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gale is the embodiment of: ☝️🤓
 
baby boy. I cried when I finished his quest line for the first time, and meeting Neil was soooo nice 😭
YOU MET NEIL

I want to meet him so bad. I didn't know he was gonna be at C2E2 in Chicago this year or I would've went, but I keep up with that stuff more now and hoping I can meet him next year. He seems like such a genuine guy 😭
 
YOU MET NEIL

I want to meet him so bad. I didn't know he was gonna be at C2E2 in Chicago this year or I would've went, but I keep up with that stuff more now and hoping I can meet him next year. He seems like such a genuine guy 😭
he was such a sweetheart. I felt badly for him, he was so tired from traveling but still took time to talk to everyone and wasn't hurrying people along and just signing things. I got in line at 3PM and didn't get signed until 9PM, and he even had staff give us sticky notes with our spots in line so we could go see his panel too. Truly a wonderful human
 
Please add "Clem's SDN-themed mafia game" to the ready to go list

The theme is roles based on the denizens of SDN, lovingly hand crafted by me, an interloper who is surely the most qualified for this sort of thing.
Awww this is so sweet
 
Sign Ups
Speeding Home for the HoWWlidays - Sign Up
CWWem's HoWWiday MaWWfia

On Deck/Scheduled
1. Unknown Theme - @Clem J - UP NEXT
2. Basics of some sort - Dubz & KD & modlet Spurs - January
3. StardeWW 3 - kayDinashorts - May?
4. A Super Special Game with PRIZES Sponsored by SDN - Dubz & KD (hi KD I am volunteering you hehe) - June 2026

1. The WWast of Us - Dina & Zenge + kdubs - Ready to Run
2. MHA II - kd
3. Horizon Forbidden West - A WildZenge Production
4. The Adventures of 🅱️iggles and Foxjo - SDN hydra game on MU - shortwife (shorty & AM)
5. Puppets - Santy/Vis/KD (9 player minimum)
100. CASINO 2 - Be there or 🐝 🟥
7. Fruits WW - Lawpy, coffee?
8. kd's palate cleanser - kd - can run whenever
9. Melons and Lemons WW - Lawpy
10. Clem's SDN Mafia Game

1. Cookies WW - Alissa, AM, Doggo Labs (ideally 15-25 players needed)
2. Cheese WW - Lawpy
3. Chopped - vmh & kaydubs
4. Pizza Toppings WW - Lawpy
5. Mystery theme to be revealed when the game starts - Vishortsable (shorty & Vissy)
6. WWe Are the Crystal Gems - Steven Universe - alissa, alley, wonder, bigcats, meat - 19 players (22+ preferred)
7. The Thing - AM

Planned for 2026
1. Welcome to Night Vale - Dubz & modlet rae
2. The X-Files - Dubz & modlet apop

Legacy List
1. WWheel of Time - Pippy, Mad Jack, LadyOtheFarm
2. BroadWWay- PSV + Cdo & vmh
3. ?WW? - kaydubs & dubz
4. WWelcome To WWonderland - Mel, Kaydubs, +/- PBC
5. Parks and WWRecreation - Stagg + Double Dubz
6. Coffee and Tea WW - Koffee? + Lawpy + Karabou
7. SpongeBob WW - Lawpy + jbooze + Karabou + alissa
8. Dead Like Me WW- Ms Pro
9. SDN Pets WW - Sporty, Lawpy
10. Chess WW - MsP
11. Ice Cream 2.0 WW - Lawpy
12. life in technicolor - Pippy & vmh
13. Mocktails and Fruit Drinks WW - Lawpy, shorty <-- excuse me what, when did I agree to this?
14. Bob's Burgers WW - Dina + April
15. Pigeons WW - Lawpy and mayos
16. Bioshock Infinite - Dubz
17. Scooby Doo, WWhere Are You? - shelty & Dubz
18. Dungeons & DWWagons - True, Dubz, stoat, KD (15+ players)
19. EveWWything is OP - dubz, shorty, and babymod matt
1. LotR Redux (The Hobbit?) - Dubz, cubs
2. It's AlWWays Sunny on SDN - Genny + Stagg
3. BoJack Horseman - Zenge/Dubz
4. Casino Royale - Pippy + a responsible adult
5. Death Note - WZ
7. They Claimed WWhat - Pippy
8. Psych - Dubz
9. Supernatural WW part 6 though infinity - Dubz
10. Pride and Prejudice - Karabou, PBC, & Pippy
11. Vetties vs Hooman Med - Dubz and Haxx
12. LaWW and Order: SVU - ski, vmh, & pippy
13. Final Fantasy XIWW - Pip, Mel, +/- kdubs?
14. SWWeeney Todd - Dubz, jboo
15. Undertale WW - AM + Mel
16. The Handmaid's Tale - dubz
17. The Force AWWakens - Pippy, SAR, {insert your username here}
18. WWelcome to the WWorld of Tomorroww (Futurama WW) - Stagg
19. WWho WWatches the WWatchmen? - Dubz
20. Avengers WW - SAR & Kaydubs
21. RedWWall - Dubz & SAR
22. Tomb Raider - Sporty, PippyPony, Crayola227
23. Undetermined Theme with a Fun Twist- SAR & Dubz
24. Silicon Valley - Pippy
25. Hip-Hop 101: School is Now in Session - MC Pipperoni & DJ Cheezit
26. :naughty: Top secret - Sporty, dubz, MJ
27. Sporty's Dreams, but a game of WW - Sport Sport
28. Moana WW - Paws and supervision?
29. The Spanish Inquisition (Inquisitor based setup) - FTF
30. Elementary! (Sherlock Holmes Speed Game) - Pippy & AM
31. RuPaul’s Drag Race - SAR, kaydubs, alissa
32. Everyone is Mafia Mafia - AM & FTF
34. Norse Mythology - Wonder
35. Sherlocked - kaydubs + Cyndia
36. Open Hunting Season/Vig - kaydubs + SAR + vmh
37. Milk WW - AM + kaydubs + Lawpy
38. Grease! (Basics) - Pippy, Ms Procrastinator?
39. The Lupine University WolfHowls (A Cappella WW) -- Pippy and whoever crushes it @ try-outs
40. The Dark Tower - Dubz, Zenge
41. Magic School Bus - Dubz
42. WWonder WWoman - Dubz
43. ShadoWW MMagic - Sporty and Dubz
44. Best in ShoWW - Finn
45. Turn Around - AM and kdubs
46. You - Dubz
47. Schitt's Creek - superWildcat (shorty, Dubz, and alley; sometime after New Year's)
48. Bad WWolf: Doctor Who Part 3 - Dibby Dubz
49. RWBY - A WildZenge Production w/babymod Wonder
50. LabyWWinth - Mayo and kaydubs
51. Circus - TME and dubz
52. ForeshadoWWing - Cubs & shorty
53. CraWWfish Boil - Cubs (&Dubz?)
54. Fish BoWWl - Dubz/April
55. The Name of the Wind - Dubz
56. The Americans - Pip
57. Knives Out/Glass Onion - Dubz & whomstever
58. Five Nights at Werewolves (FNAF) - vampy & katie(?)
59. WWG3: Baldur's Gate 3 - vampy & soup
 
he was such a sweetheart. I felt badly for him, he was so tired from traveling but still took time to talk to everyone and wasn't hurrying people along and just signing things. I got in line at 3PM and didn't get signed until 9PM, and he even had staff give us sticky notes with our spots in line so we could go see his panel too. Truly a wonderful human
6 hours is crazy. I remember watching a stream where he was exhausted and I felt bad too. I get it tho bc once the BG3 work dies down it's gonna be hard to find opportunities like this again.

I really hope he's gonna be in the new Divinity game!!! Larian said it's going to be their most expansive and deep rpg yet and will have even more content than BG3 so I'm excited AF. BG3 already has thousands of hours of material in it I can't imagine an even bigger game 🤯
 
my partner and i made accounts on club penguin journey and i found a mafia group on there so i am spending my wednesday night playing maf on club penguin hahaha
 
KD and I have done stranger things and will do additional ones (my memory is currently failing me on which seasons we've done).
2 I think. Also, who’s to say we can’t keep reimagining it, right?
 
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Yep! I'd generally recommend having an experienced mod help with or at least look over your game design and depending on how much you end up helping with other games before now and then and how comfortable you feel, it's usually a good idea to have one on the game running mod squad as well for assistance with making mid-game decisions.

I'm happy to help out, I won't volunteer @kaydubs but I know she's helped in these situations in the past as well.
I volunteer, I like consulting or being as active as people like.

@soupshark @vampyrica @katiemcat
 
I am also always happy to consult on game design. In my active days I was a reasonably accomplished game designer, not to hype myself up too much or anything, but it's something I'm good at and have spent a lot of thought on.
 
You know this game was pretty close to basics considering none of our actions worked 😂
The next time you have a PR actually work, you're going to be like WHOA!
 
You know this game was pretty close to basics considering none of our actions worked 😂
Fair tbh. Maybe I'll let @GoSpursGo put in some of the less basic mechanics he'd been contemplating.
 
Would this be a good game to play or do you think i’ve graded from noob class since i’ve been in a few games at this point?
You are noob until you play noob game and then the next noob game happens.

Source: am noob who played a noob game and is still a noob.
 
Would this be a good game to play or do you think i’ve graded from noob class since i’ve been in a few games at this point?
Basics games are just mechanically straightforward, there's no need to be noob vs not for them!

The champs season I played was as basic as it gets (NO PRs)!
 
I could run another game if nobody wants to but more than happy to defer if someone does
 
next game when pls
As dubZ said the game should start late January! Give people a breather 🙂
Fair tbh. Maybe I'll let @GoSpursGo put in some of the less basic mechanics he'd been contemplating.
Based on his ideas in my game and in the supernatural game I cannot wait to see what the first spurs designed game looks like
lol as much as I would adore going wild with mechanics, I also know a good number of them got rejected as tinker and holiday items for good balance reasons 😅 I probably should get my first experience in a relatively basic game so I get a good sense of what makes a game balanced, though if @WildZoo and @kaydubs want to give some pointers on how to add complexity without breaking the game maybe we can sneak a few treats into the build 🙂

Would this be a good game to play or do you think i’ve graded from noob class since i’ve been in a few games at this point?
It would be a great game to play!!! I’m glad you’re enjoying yourself!
 
Yeah there's nothing else scheduled until the Basics (or Basics-ish?) game which will start 1/26 or thereabouts, so @Animal Midwife and @Clem J can decide amongst themselves who wants to run a thing between now and then!
 
I can run a game if no one else has anything. Y'all are going to love the basics game though. Absolutely no tinfoils for as far as your eye can see.

I could run another game if nobody wants to but more than happy to defer if someone does
One of y’all go for it! if starting in next week or two I’ll try to play again
 
When you're the one designing the game you can create the balance!
To elaborate on this a bit

Basic balance is pretty easy--you just count how many miskills town can make before losing and base number of scum on that. Good rule of thumb is that 3 or 4 miskills should lose the game (for these purposes assume a successful NK every night). So in an 11 player game that's 2 or 3 mafia (9v2>7v2>5v2>3v2>Loss = 4 miskills to lose...8v3>6v3>4v3>Loss = 3 miskills to lose). 2 miskills losing as a base is a really tight margin and should be reserved for sites with an exceptionally strong town meta--so not SDN, in other words.

So that's your basic starting point, then you start doing roles--mostly you balance roles against each other rather than against town:mafia ratio, but you can compensate a bit with one more or one fewer mafia. Roles are a lot more feel-based for balance, but a few good things to keep in mind:

Cop, watcher, and jailer roles (or functionally similar) tend to be the strongest ones and require careful implementation and/or some kind of gating (i.e., limited number of shots, or some other modfier (like a parity cop for example). Vig should be considered when determining town:scum ratio because it's an additional source of death, but it will statistically hit town more often than scum--that doesn't make it bad for town, but it is relevant for balancing purposes.

Roles that remove a player's agency completely tend to not be that fun in practice--stuff that messes with votes, for example, is very very finicky and can be frustrating and demoralizing for the players involved. Same with stuff that removes the ability to talk (post restrictions are different but still have to be careful with them). They're not a hard line inherently bad, but they're much harder to make work effectively.

One potentially useful way to design games is to think of mech as a puzzle--one of the best pieces of advice I've seen was a GM who said they design their mech as a puzzle for the mafia to figure out. I try to apply that same approach--mech is a puzzle for both alignments to figure out, and doing so should ideally give them an advantage without outright winning the game. Mech is an inherent part of the game, but it should ideally exist in concert with the vote rather than in opposition to it.

Hopefully some of that is helpful xD
 
To elaborate on this a bit

Basic balance is pretty easy--you just count how many miskills town can make before losing and base number of scum on that. Good rule of thumb is that 3 or 4 miskills should lose the game (for these purposes assume a successful NK every night). So in an 11 player game that's 2 or 3 mafia (9v2>7v2>5v2>3v2>Loss = 4 miskills to lose...8v3>6v3>4v3>Loss = 3 miskills to lose). 2 miskills losing as a base is a really tight margin and should be reserved for sites with an exceptionally strong town meta--so not SDN, in other words.

So that's your basic starting point, then you start doing roles--mostly you balance roles against each other rather than against town:mafia ratio, but you can compensate a bit with one more or one fewer mafia. Roles are a lot more feel-based for balance, but a few good things to keep in mind:

Cop, watcher, and jailer roles (or functionally similar) tend to be the strongest ones and require careful implementation and/or some kind of gating (i.e., limited number of shots, or some other modfier (like a parity cop for example). Vig should be considered when determining town:scum ratio because it's an additional source of death, but it will statistically hit town more often than scum--that doesn't make it bad for town, but it is relevant for balancing purposes.

Roles that remove a player's agency completely tend to not be that fun in practice--stuff that messes with votes, for example, is very very finicky and can be frustrating and demoralizing for the players involved. Same with stuff that removes the ability to talk (post restrictions are different but still have to be careful with them). They're not a hard line inherently bad, but they're much harder to make work effectively.

One potentially useful way to design games is to think of mech as a puzzle--one of the best pieces of advice I've seen was a GM who said they design their mech as a puzzle for the mafia to figure out. I try to apply that same approach--mech is a puzzle for both alignments to figure out, and doing so should ideally give them an advantage without outright winning the game. Mech is an inherent part of the game, but it should ideally exist in concert with the vote rather than in opposition to it.

Hopefully some of that is helpful xD
This is why Clem was the main game warden on MU rather than me. 😆
 
To elaborate on this a bit

Basic balance is pretty easy--you just count how many miskills town can make before losing and base number of scum on that. Good rule of thumb is that 3 or 4 miskills should lose the game (for these purposes assume a successful NK every night). So in an 11 player game that's 2 or 3 mafia (9v2>7v2>5v2>3v2>Loss = 4 miskills to lose...8v3>6v3>4v3>Loss = 3 miskills to lose). 2 miskills losing as a base is a really tight margin and should be reserved for sites with an exceptionally strong town meta--so not SDN, in other words.

So that's your basic starting point, then you start doing roles--mostly you balance roles against each other rather than against town:mafia ratio, but you can compensate a bit with one more or one fewer mafia. Roles are a lot more feel-based for balance, but a few good things to keep in mind:

Cop, watcher, and jailer roles (or functionally similar) tend to be the strongest ones and require careful implementation and/or some kind of gating (i.e., limited number of shots, or some other modfier (like a parity cop for example). Vig should be considered when determining town:scum ratio because it's an additional source of death, but it will statistically hit town more often than scum--that doesn't make it bad for town, but it is relevant for balancing purposes.

Roles that remove a player's agency completely tend to not be that fun in practice--stuff that messes with votes, for example, is very very finicky and can be frustrating and demoralizing for the players involved. Same with stuff that removes the ability to talk (post restrictions are different but still have to be careful with them). They're not a hard line inherently bad, but they're much harder to make work effectively.

One potentially useful way to design games is to think of mech as a puzzle--one of the best pieces of advice I've seen was a GM who said they design their mech as a puzzle for the mafia to figure out. I try to apply that same approach--mech is a puzzle for both alignments to figure out, and doing so should ideally give them an advantage without outright winning the game. Mech is an inherent part of the game, but it should ideally exist in concert with the vote rather than in opposition to it.

Hopefully some of that is helpful xD
Also a lot of the mech balancing just comes from trial and error and getting a feel for it, both in general and for the specific site you're running games on
 
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