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Finally... => Forum Games and Roleplaying => Mafia => Topic started by: Mephansteras on April 29, 2009, 09:02:58 pm

Title: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on April 29, 2009, 09:02:58 pm
This is the thread to discuss the rules for the Paranormal Mafia Game.

Feel free to post here with questions, suggestions, and complaints about the mechanics used in the game. It's an evolving process, and I like to hear what my players would like to see in the game.


List of Completed Games
Game 1 (http://www.bay12forums.com/smf/index.php?topic=31763.0)
Game 2 (http://www.bay12forums.com/smf/index.php?topic=32093.0)
Game 3 (http://www.bay12forums.com/smf/index.php?topic=34021.0)
Game 4 (http://www.bay12forums.com/smf/index.php?topic=35576.0)
Game 5 (http://www.bay12forums.com/smf/index.php?topic=36305.0)
Game 6 (http://www.bay12forums.com/smf/index.php?topic=37226.0)
Game 7 (http://www.bay12forums.com/smf/index.php?topic=39156.0)
Game 8 (http://www.bay12forums.com/smf/index.php?topic=40179.0)
Game 9 (http://www.bay12forums.com/smf/index.php?topic=40671.0)
Game 10 (http://www.bay12forums.com/smf/index.php?topic=42373.0)
Game 11 (http://www.bay12forums.com/smf/index.php?topic=43945.0)
Game 12 (http://www.bay12forums.com/smf/index.php?topic=45614.0)
Game 13 (http://www.bay12forums.com/smf/index.php?topic=48208.0)
Game 14 (http://www.bay12forums.com/smf/index.php?topic=49689.0)
Game 15 (http://www.bay12forums.com/smf/index.php?topic=54074.0)
Game 16 (http://www.bay12forums.com/smf/index.php?topic=57352.0)
Game 17 (http://www.bay12forums.com/smf/index.php?topic=69553.0)
Bastard Paranormal (http://www.bay12forums.com/smf/index.php?topic=72923.0)
Game 18 (http://www.bay12forums.com/smf/index.php?topic=77045.0)
Game 19 (http://www.bay12forums.com/smf/index.php?topic=87352.0)
Game 20 (http://www.bay12forums.com/smf/index.php?topic=97189.0)
Bastard Paranormal 2 (http://www.bay12forums.com/smf/index.php?topic=101298.0)
Game 21 (http://www.bay12forums.com/smf/index.php?topic=113368.0)
Game 22 (http://www.bay12forums.com/smf/index.php?topic=119678.0)
Game 23 (http://www.bay12forums.com/smf/index.php?topic=133676.0)
Game 24 (http://www.bay12forums.com/smf/index.php?topic=147607.0)
Game 25 (http://www.bay12forums.com/smf/index.php?topic=162468.msg7337137#msg7337137)
Game 26 (http://www.bay12forums.com/smf/index.php?topic=177426.0)
Bastard Paranormal 3 (http://www.bay12forums.com/smf/index.php?topic=177519.0)
Title: Re: Paranormal Mafia Game - Rules discussion
Post by: Mephansteras on April 29, 2009, 09:04:10 pm
Here are the current rules:

Here is the (current) list of possible roles:
Spoiler (click to show/hide)

Definitions:
    Doppelganger: These foul creatures kill and eat humans, taking on all of their memories and abilities. Once they have a form, most doppelgangers cannot change again. They are a flawed species, and possess and uncontrollable blood lust forcing them to kill and eat humans each night. Their goal is to destroy all of the humans in the town and make their way out into the larger world.
    Night Kill: Any kill that happens during the Night Phase. The Doppelgangers each get 1 Night Kill as a group, in addition to any allowed by Roles.
    Morningkill: A morning kill happens between the night and day phase, and cannot be prevented by abilities that prevent night kills (Such as the Guardian). A Morning Kill will always look like it recently happened.
    Abduction: When a player abducts another player, two things happen. First, the abducted player is role-blocked for the night. Second, that player is removed from play for that night (and possibly the game). While removed, they cannot be the target of any other night action and cannot vote or be lynched during the day. Exceptions: The Paranoid War Vet and Sentry Gun are not role-blocked by an abduction, and will kill the player attempting the abduction. Abducted players are not role-flipped until their abductor leaves the game.



I've written a perl script to pick roles and whatnot randomly. It has some rules that it follows, but it should make for a nice amount of randomness to the set-up. Note that while I'll generally just go with whatever it spits out, I may make modifications to the set-up in order to make a more interesting game or to test out a specific feature. Also note that I will intentionally mess or not mess with stuff just to screw up anyone depending on the Gambler's Fallacy.

Note that the script NO LONGER restricts most roles to only one or two per side. Being able to use meta-game deduction to determine that someone must be town/scum breaks the game, so I've removed the aspects of the game that allow that.

Not all roles are guaranteed. In fact, it's quite possible to have a game with nothing but normal doppelgangers and humans.


General Rules:
 
Spoiler (click to show/hide)

  Feel free to ask for clarification on any rule.
 

Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on April 29, 2009, 09:05:15 pm
Accepted Changes:


Proposed Changes:


Modified Role:
Exterminator - The Exterminator will always start the game with a Mind Shield.

New Tech:
  Mind Shield - One Slot. Alien or Mad Scientist.
      The Mind Shield gives the user a Mind Shield. Should the user already possess a Natural Mind Shield, it will be upgraded to an Advanced Mind Shield. An advanced mind shield provides the same protection as a normal mind shield, but has the added benefit of always appearing to work to the one using psychic powers against the user. Telepaths will always receive a 'Survive' result, Psychic Wardens will not know their power is blocked, and so on.
 



Removed Roles
Depricated Role list:
Spoiler (click to show/hide)

 




Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on April 29, 2009, 09:05:32 pm
Proposed new roles: Not going in this time, but may show up in later games

New Doppelganger roles

New Human Roles

Mindknife: This player can kill through one of two methods each night. Creating Heart-Stopping Nightmares will kill any player who is not taking an action that they PMed to Meph that night. Inducing Mind-Rending Hallucinations will kill any player who is taking an action that they PMed to Meph. Amnesia victims are weak to Nightmares. This player may be Townie or Dopp, but to get the kill must guess correctly whether their target is going to be active that night.

New Alien/3rd party Roles

New Cult Roles
Charismatic Cultist: A persuasive sort who really knows how to talk people into thinking the way he does, the Charismatic Cultist can convert a player over to the cult once per game. That player's win condition is changed to 'Cult Wins', and any other win conditions that they may have are discarded.
Possessed Cultist: No longer truly human, the possessed cultist's mind has been taken over by a cosmic horror. It pretends to be human, but the warped energies surrounding it will drive any Psychic character insane for a day should they attempt to use their power on the Possessed Cultist. That character will be Stunned, and cannot post in the thread or PM anyone for the next day and night phase. To all appearances they will have been abducted. They return to normal the following day.

Multi-race roles

Psi-hunter: This player will learn on the first night how many Psychic characters the game contains. He shows up as Human or Alien/Kill/Psychic Slayer, for Race/Goal/Role. His win condition is the death of every psychic character. He can choose two players every night and will be told if at least one of them is psychic. He can execute a standard, non-psionic nightkill, and is only able to nightkill once for every psychic player who exists at the start of the game (meaning he has to trick a lynch of a psychic if he messes up a nightkill). Once he has killed all psychic roles, he impedes no win condition other than the Alien Exterminator's. Can be Human or Alien.

Child: One of the remaining people in the town is a just a child. People find lynching a child very difficult to do, even if they know the child is a doppelganger. Therefore, the Child takes 1 extra vote to Lynch, and is not lynched on a tie (even including the extra vote requirement). However, the Child's Role is known to everyone at the start of the game. There can only be one Child per game. [human][dopp]
     As an example, if the Child has 3 votes and someone else has 2, the Child is not lynched (the tally counts as 2 v 2 instead). Since that would be a tie, the Child is not lynched and the other person is instead.

Illusionist: The Illusionist is a trickster Psychic who uses his abilities to confuse people. Each night he may choose to create an Illusion at a player's house. He can use this illusion to show any given player performing an action at that location. That player whose house is chosen and any players interacting with that location will experience some amount of the illusion, as if it were an actual event. The illusion cannot actually effect the real world, so it will not cause or prevent night kills/abductions or similar events. [human][dopp]

Spook: Due to his frightening appearance or presence, players attempting non-kill actions will be scared off and have their actions fail. Killers, however, are strong-willed enough to go through with the kill. [human][dopp][cult]


Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: webadict on April 29, 2009, 11:17:54 pm
I think that if one Alien wins, all Aliens should win, in order to give Aliens some chance. They have barely any as it is.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on April 29, 2009, 11:26:04 pm
Considering that they usually have conflicting goals, that's not a good option.

I am open to suggestions for how to give the various aliens a better shot at winning. Well...I guess the survivor is fine. Panda proved that the first game. :P


Hmmm...how about this:

The Agent Seeker gets 2 Role-detection night actions a game, and the Dopp Hunter gets 2 Race-detection actions a game. That should help them out quite a bit (assuming they don't die on the first turn...)
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: webadict on April 29, 2009, 11:30:08 pm
Well, the only problem is that they can just get night-killed and lose, as opposed to the Town, which can win while being dead. It's just not fair for the Aliens.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on April 29, 2009, 11:32:01 pm
Yes, but at least for the two Seeker types they can also flat out WIN partway through the game. Town can't do that, nor can the dopps.

Exterminator got some new toys to play with, so we'll see how that goes. I'm inclined to think the survivor is fine, unless they turn up dead a whole bunch of games.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Pandarsenic on April 30, 2009, 03:22:23 am
Roleblocks take priority over War Veteran responses, right? That seems like the natural way for things to go.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Archangel on April 30, 2009, 04:18:53 am
The proposed changes sound fine so far, but I think there should be a human only investigative role and maybe, to make it balanced, a doppleganger only one too. Also, I think the kook should be removed because he's too much of a threat to the dopp seeker.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Pandarsenic on April 30, 2009, 04:40:59 am
Maybe the kook should only appear as a Dopp to human investigations?
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on April 30, 2009, 10:24:04 am
That works for me.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Servant Corps on April 30, 2009, 10:31:41 am
How about this? Give win conditions for Aliens if they die.

For example, the Dopp Seeker wants to ensure that there are still Dopps around so the Aliens can study them. If the Dopp Seeker dies, his goal is to ensure the Dopps win, so that an Alien can dispatch a new squad to capture a Dopp.

If the Agent Seeker dies, he wants to ensure that the Dopps dies, so that the FBI Agents would be able to swarm into town. The Agent Seeker's friends will then enter into the town and contact the FBI Agent.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on April 30, 2009, 10:33:52 am
Hmmm, that could work. Although it does create an interesting situation where the Dopp Hunter is both pro and anti-dopp at the same time. Not that I object to that fact, of course.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: webadict on April 30, 2009, 11:23:51 am
Well, he's only anti-Dopp while alive, but he wants them to win afterward. Plus, he'd at least have a chance to win while dead.

The Exterminator though, is another story. Nobody wants him to win, and if he dies, he loses. He has the smallest chance to win, even with his survival of a night kill. Once he's found out, he's gonna get lynched, because he's not helpful to either side.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Servant Corps on April 30, 2009, 11:31:01 am
webadict: I think he is referring to what would happen if the Dopp Seeker is in a situation where there are 2 Dopps, 2 Townies, and 1 Dopp Seeker. The Dopp Seeker can go and try to capture one Dopp...but he could decide to vote with the Dopps, allowing the Dopps to take over and kill everyone. Since the Dopps won, the Dopp Seeker's friends can come down and grab a Dopp, so the Dopp Seeker would win too.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 01, 2009, 07:46:29 pm
Some potential new roles I've been thinking about:

New Doppelganger roles
Advanced Doppelganger: An experimental advanced version of the doppelganger. Once per game the advanced doppelganger can Consume and Replace the target for that night. In game terms, the player who was the doppelganger is now out of the game (although he still wins with the dopps), and the player targeted by the advanced dopp becomes a doppelganger. This new form of doppelganger is unstable, however, and cannot have any other abilities. Any abilities possessed by the Consumed character are lost, including Mind Shield. The advanced doppelganger shows up as a normal doppelganger would to all investigative roles. Aliens cannot be Consumed, but the once-per-game limit on the ability is not used up if the Adv. Dopp tries to consume them.

Controlled Doppelganger: Unlike the normal doppelgangers, this one is actually responding to the Alien control waves. Since the rest of the batch is bad, they need to be destroyed. Therefore, this doppelganger works with an Exterminator Alien to help clean up the failed experiment and all evidence of it. He still has access to the Dopp chat, and acts in most ways as a normal doppelganger. However, the Controlled Doppelganger is actually on the same side as the Exterminator, and wins if he does. They are in contact with one another, and will have their own chat channel.

  If examined by a Doppelganger Detective, their Controlled nature will be revealed. The Doppelgangers may use their night kill to remove a suspected Controlled Dopp if they wish. In case of a tie, the Controlled Dopp will lose.


New Human Roles
  The Cult of the Great Old Ones are a group of Psychics attempting to summon their Dark Gods to this earth. To do so, they need human sacrifices. With the latest events, they figure doppelgangers and aliens should work just as well. Maybe even better. Each night they get a Night kill, just like the Dopps. They are an anti-town faction, and win when all other groups are dead. This includes Doppelgangers and Aliens. Unlike the other groups, they'll happily kill the Survivor Alien at the end of the game. They can use his blood, too. Although the Survivor will win in a tie if there are three groups left (he'll run away and the others fight it out).

Cult Leader: The Cult leader is an upstanding citizen of the town by day, and a cruel heartless fanatic by night. The cult leader will show up as 'No Role' to a Detective. Only a Telepath can determine his desire to 'Kill' each night.

Cultist: Cultists act like normal humans, except they are evil and have 'Kill' as a goal by default. Their Role is listed as 'Cultist', if they have no other profession. If they do have another profession, it must be a Psychic role, and a Detective will then both roles. I.e. a 'Telepath Cultist'. This should make up for the fact that the Agent will not be able to distinguish them from any other human.



I'm not thinking of adding these roles any time soon. We still have a lot of balancing to do with the current set-up. But I wanted to get them down somewhere before I forgot about them.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: JoshuaFH on May 01, 2009, 07:59:30 pm
There's lots of roles already, do ya think that might be too many? Some trimming might be necessary.

Either that, or a very large player base to compensate, so things don't get too complicated.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 01, 2009, 08:07:27 pm
Yeah, these would probably be added in sometime later. Probably if we had a game with a very large player-base.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 06, 2009, 05:25:27 pm
I've integrated the changes into the main list for next time. The new roles will still wait, of course.

Any other thoughts so far?
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Beacon80 on May 06, 2009, 07:05:08 pm
I'd vote against the Cult of the Great Old Ones.  I mean, you're effectively adding in another team of dopps, and I think that reduces the townies chances too much.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 06, 2009, 07:10:21 pm
Actually, that makes it harder on BOTH teams, since the ratio of anti-town to pro-town has to stay the same.

So, if the cult made it in to a 16 player game you'd have 2 dopps, 2 cultists, and the rest a mix of humans/aliens. Since the dopps and cultists have to fight each other and the town, and have their numbers half of what they would be, they're both worse off.

Also, I could have Cultists instead of Dopps in a game, which could be interesting. That'd mix up which power roles are best for the town.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Beacon80 on May 06, 2009, 07:47:42 pm
That would make things difficult to calculate, though.  I mean, in a normal game, the agent is probably the most useful town role out there.  But if he's going up against cultists, his abilities are almost worthless (all he could find are aliens)
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 06, 2009, 07:49:52 pm
True. Hmm, I'd have to add another two columns to my sheet, I think, so each role would have 3 different weights.

Dopps vs Town, Cult vs Town, Dopps vs Cult vs Town

With that in place the script would just use the appropriate weight for the game. It'd be a little more difficult to code and balance, but hardly impossible.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 07, 2009, 01:48:20 pm
New rule: If the Disciple of Truth uses his power on a Mind Shield it is blocked by not used up. The Disciple can simply choose to use their power on another player.


Thought:

To help out the aliens a bit more, I was thinking of doing two things involving the scanner that the Exterminator can take.
   Here is its current definition: one-time-use Scanner (which would work once as a combination of the Agent and Detective, showing both Race and Role)

The first change would be to provide one of these to the Agent Seeker and Dopp Hunter aliens to improve their chances of winning.
The second change would be to expand the power of the Scanner a bit.
     Proposed definition: one-time-use Scanner (which would work once as a combination of the Agent and Detective, showing both Race and Role). Will always return the true result, regardless of role abilities

This would help them avoid problems with Doppelganger Agents and the Kook. It would also allow the Dopp Hunter to find the Doppelganger Leader. Of course, since it's a one-shot item they have to choose wisely on whether or not to use it. Especially if they're worried that the dopps might kill them if they wait a night to make sure their target is who they think they are.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Pandarsenic on May 07, 2009, 08:13:25 pm
Hmm, I rather like that.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Org on May 07, 2009, 08:15:40 pm
I want in this round. You forgot me last time...
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 07, 2009, 08:23:34 pm
Sorry Org, I'll make sure you're in the list for the next round!
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: webadict on May 08, 2009, 01:15:57 am
Okay, now list what abilities Mind Shields block.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Archangel on May 08, 2009, 02:31:17 am
Have I suggested you make it possible for there to be two bodyguards? If I hadn't before, I have now.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 08, 2009, 04:04:19 pm
Okay, now list what abilities Mind Shields block.

Ok, I've added that in. For the record, it's Telepath, Warlock, Disciple of Truth, and Psychic Warden.

Bodyguard would probably be ok to have two of, but I'll leave it at one per side for now to be consistent. Might change that later if we decide we need more town roles.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 08, 2009, 05:23:55 pm
What do people think of making the Warlock's curse unable to be prevented by a Protector? It would help stop the problem of the dopps having a Protector and therefore perfectly able to kill whomever without worrying about Warlocks or Paranoid War Vets.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Servant Corps on May 08, 2009, 06:29:44 pm
I just re-reading the role lists. I want to make it clear...Can the FBI Agent be a Dopp?
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 08, 2009, 06:31:18 pm
I just re-reading the role lists. I want to make it clear...Can the FBI Agent be a Dopp?

Yes, there can be a Dopp Agent. Not horribly useful for them, but still possible. Note that there can be one of any role per side so nothing stops there from being two Agents in the game. One human, one dopp.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Pandarsenic on May 08, 2009, 06:42:55 pm
What do people think of making the Warlock's curse unable to be prevented by a Protector? It would help stop the problem of the dopps having a Protector and therefore perfectly able to kill whomever without worrying about Warlocks or Paranoid War Vets.
Agreed. Also, Protector gets a lot more weight in the formula as a Dopp than as a human, right? I mean, a Doppelganger Protector never accidentally guards a Paranoid War Vet or someone from the other team.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 08, 2009, 06:47:25 pm
What do people think of making the Warlock's curse unable to be prevented by a Protector? It would help stop the problem of the dopps having a Protector and therefore perfectly able to kill whomever without worrying about Warlocks or Paranoid War Vets.
Agreed. Also, Protector gets a lot more weight in the formula as a Dopp than as a human, right? I mean, a Doppelganger Protector never accidentally guards a Paranoid War Vet or someone from the other team.

Correct. A dopp protector is worth -6 while a town protector is worth only 4. (Negative is against the town's power, positive if for the town)

Actually, let me just post the current weights for people to comment on:

nametypefactionmaxweightpsychicgoal
Mind Shieldabilitytown111
Mind Shieldabilitydopp1-21
Mind Shieldabilityalien111
Townspersonroletown10000survive
Agentroletown140find
Detectiveroletown130find
Telepathroletown131find
Protectorroletown140protect
Paranoid War Vetroletown110kill
Bodyguardroletown110protect
Mad Scientistroletown120survive
Mediumroletown111survive
Ghostroletown111survive
Disciple Of Truthroletown131find
Warlockroletown121survive
Wardenroletown131protect
Aggressive Vetroletown130kill
Reporterroletown120find
Doppelgangerroledopp100-10kill
Agentroledopp1-30find
Detectiveroledopp1-60find
Telepathroledopp1-51find
Protectorroledopp1-60protect
Bodyguardroledopp1-40protect
Mad Scientistroledopp1-40survive
Wardenroledopp1-41protect
Reporterroledopp1-40find
Leaderroledopp1-40kill
Exterminatorrolealien1-10kill
Agent Seekerrolealien110find
Doppelgagner Hunterrolealien110find
Survivorrolealien100survive
Kookroletown1-10survive

(The alien mind shield power is actually just whatever the alien's power is. So a survivor has 0 effect, Exterminator and additional -1, etc)
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 08, 2009, 07:34:09 pm
I think from now on I'll make sure that the Dead Chat knows if there is a Medium or not. While it was very useful for me to see what a Medium would have gained last time, the fake Medium deception really ticked some people off.

So, no more of that.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: JoshuaFH on May 08, 2009, 07:36:51 pm
Looking over my actions, I can see where I went wrong. I forgot to force Frelock and Alexhans to roleclaim when I proclaimed mass roleclaim. I should have gotten suspicious when they didn't.

I'll gladly take responsibility for this loss, I got too cocky.

EDIT: HEY WAIT! This isn't the mafia thread! Man it's hot! I can barely think.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 08, 2009, 07:41:03 pm
Speaking of the Dead Chat...what do people think about the handles? I'm kind of thinking that it's fairly useless, since it'd be very tricky for a dead dopp to do much harm over there. Plus, the two dead dopps this time didn't even bother trying.

Also, I'm not sure if the handles carry over from thread to thread. If they do, that'll make it very hard for me to keep up with finding interesting handles for each person each game.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Pandarsenic on May 08, 2009, 07:50:18 pm
SUGGESTION:

Classify certain kills (i.e. the Curse) as a Morningkill - it occurs before day but after night, meaning Protector and such are no good against it.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 08, 2009, 07:51:08 pm
SUGGESTION:

Classify certain kills (i.e. the Curse) as a Morningkill - it occurs before day but after night, meaning Protector and such are no good against it.

I like that idea!
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Servant Corps on May 08, 2009, 07:55:33 pm
Speaking of the Dead Chat...what do people think about the handles? I'm kind of thinking that it's fairly useless, since it'd be very tricky for a dead dopp to do much harm over there. Plus, the two dead dopps this time didn't even bother trying.

Also, I'm not sure if the handles carry over from thread to thread. If they do, that'll make it very hard for me to keep up with finding interesting handles for each person each game.

If it is going to be hard for Dopps to try and mislead the town, maybe it might be better to just get rid of the regular handles. I also consider having dead Dopps stay on the Dopp channel, so the dead Dopps can still help the live Dopps out.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: webadict on May 08, 2009, 11:23:06 pm
Speaking of the Dead Chat...what do people think about the handles? I'm kind of thinking that it's fairly useless, since it'd be very tricky for a dead dopp to do much harm over there. Plus, the two dead dopps this time didn't even bother trying.

Also, I'm not sure if the handles carry over from thread to thread. If they do, that'll make it very hard for me to keep up with finding interesting handles for each person each game.


If it is going to be hard for Dopps to try and mislead the town, maybe it might be better to just get rid of the regular handles. I also consider having dead Dopps stay on the Dopp channel, so the dead Dopps can still help the live Dopps out.
I dislike this idea. It'll give dead Dopps the ability to learn the Medium's identification, or other things only the dead know.

And the Dopps can, but, like I said, there was no Medium. So it's not nearly as fun. And it made the townies mad.

Meph, I think some of those numbers are off. A protector should be a 3, Dopp Agent -2, Dopp Mind shield should be -3 or -4, Psychic Warden should be 2, ghost should be 2 (at least), Agent Seeker should be 0, Dopp Reporter should be -3, Disciple of Truth should be 2, Telepath should be 4...

These are just from what I'm thinking, so it's just a suggestion. The Ghost is clearly underestimated and the Agent Seeker is kind of anti-Town, in a way (Though more neutral).

SUGGESTION:

Classify certain kills (i.e. the Curse) as a Morningkill - it occurs before day but after night, meaning Protector and such are no good against it.

I like that idea!
Second.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Pandarsenic on May 08, 2009, 11:31:16 pm
Right, this should go here:

Quote
Could be interesting. Post whatever you come up with over in the rules suggestion thread. Won't be in for this round, of course, but maybe the next.

Killer who is Psychic: This player can kill through one of two methods each night. Creating Heart-Stopping Nightmares will kill any player who is not taking an action that they PMed to Meph that nigh. Inducing Mind-Rending Hallucinations will kill any player who is taking an action that they PMed to Meph. Amnesia victims are weak to Nightmares. This player may be Townie or Dopp, but to get the kill must guess correctly whether their target is going to be active that night.

Killer of Psychics: This player will learn on the first night how many Psychic characters the game contains. He shows up as Human or Alien/Kill/Psychic Slayer, for Race/Goal/Role. His win condition is the death of every psychic character. He can choose two players every night and will be told if at least one of them is psychic. He can execute a standard, non-psionic nightkill, and is only able to nightkill once for every psychic player who exists at the start of the game (meaning he has to trick a lynch of a psychic if he messes up a nightkill). Once he has killed all psychic roles, he impedes no win condition other than the Alien Exterminator's.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Zai on May 08, 2009, 11:36:10 pm
Brought over from the Round 3 topic as I realized this would fit better in this one:

I think that Dopps need a little less powers, or less chance of getting them. The town needs at least one more investigative role than the Dopps do, and definitely need a Protector if the Dopps have one. For sure. Psychic Wardens are good, but not as great as you'd like. They can be both beneficial and terrible, depending on their luck.

Also, less powers in general.

Yeah. The Warden needs to be paired with an investigative role to be anything but frustrating. Or perhaps simply describe what the targets are doing (holding a gun, sleeping, studying/researching, etc.) in the night results PM or maybe even combine it with an investigative role (probably telepath), so that when the Warden blocks somebody, they at least have some clue as to whether or not they chose the right people to block and whether or not they should block them again.

And eh...talking after death is a pretty big advantage. Take the first M&M Mafia for example. I died and our reviver had already been killed, so I had no chance of coming back alive. However, since I was the Cop and Pandar was my Enabler (effectively my partner; kind of like the typical "Lovers" role but when one person is dead, the other is merely useless except as a regular townie, as compared to dying the next day with the regular Lovers role), Josh allowed me to continue talking to Pandar via PM. I then proceeded to pretty much mastermind the town's recovery plan (I think I spent more time analyzing the game after I had died than when I was alive, actually). And though we still lost anyway, from that experience, I can say that it's a pretty big advantage to have talking dead people that don't have that unknown-trust-level that is so important to Mafia games present.

The leader of the Dopps (not even necessarily the one who has the leader role; the one who takes the lead as mastermind for the Dopps (typically webadict or Josh)) may die, but then if allowed to continue to talk to the other Dopps, the dead Dopp could continue to mastermind the Dopp operation, proceeding as if barely anything had happened. This is compared to the town's Medium role. The Medium first has to connect with the town base and they have to trust him, and vice versa, along with trusting the dead people (big deal in Mafia games, this one especially) to really be useful. This would take at least 2 turns, probably more if the Medium is really unlucky. The dead Dopps however would just continue to talk to each other, with no "time penalty" that the town's Medium would experience.

In short, Dopps should not be able to talk to each other after death (though dead Dopps should still be allowed in the dead chat). =)
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: webadict on May 08, 2009, 11:45:19 pm
My point exactly. This is why the Ghost character is incredibly useful. They belong to the Dead chat AND can post in thread. Therefore, they are a Medium that cannot die. And they can organize the Town's power roles. I believe that the Ghost is incredibly overpowered, given the right circumstances.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Archangel on May 08, 2009, 11:47:54 pm
It'd be cool to have a Medium-Ghost. As in a Medium who will become a ghost when he dies.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 08, 2009, 11:57:07 pm
That would be a problem, I think. But, no, the Ghost specifically does not have access to the Dead Chat.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Archangel on May 09, 2009, 12:00:45 am
What would be a problem? What I said or what Webadict said?
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: webadict on May 09, 2009, 12:03:58 am
That would be a problem, I think. But, no, the Ghost specifically does not have access to the Dead Chat.
Oh. Okay then. But, he's still trustable by the Town, regardless. If I were Ghost, I would lynch myself first Night, find all the Power Roles, and win the game. It'd be pretty simple, actually, since you cannot die.

And there's not really a way to balance that either.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 09, 2009, 12:08:14 am
The Ghost having access to both chat, while being unkillable.

A Medium-Ghost would be interesting, but maybe overpowered.

@webadict: But what's to stop the dopps from infiltrating his group? He can't die, yeah, but he also can't do anything to find the truth.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Servant Corps on May 09, 2009, 12:09:06 am
You can't kill yourself. A Ghost has no other power role. Meaning you have no killing role. Ergo, you can't kill yourself.

The Ghost will have to try and get someone else to murder him, either the Town or the Mafia. And to get the town to murder him, he has to somehow pose to be scummy enough to get lynched, wasting a lynch. And the Mafia is too wise to randomly kill people.

And the Ghost can't vote.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: webadict on May 09, 2009, 12:11:22 am
The Ghost having access to both chat, while being unkillable.

A Medium-Ghost would be interesting, but maybe overpowered.

@webadict: But what's to stop the dopps from infiltrating his group? He can't die, yeah, but he also can't do anything to find the truth.
True. But it's still tough on them. That's why I think he should have a higher score rating.

You can't kill yourself. A Ghost has no other power role. Meaning you have no killing role. Ergo, you can't kill yourself.

The Ghost will have to try and get someone else to murder him, either the Town or the Mafia. And to get the town to murder him, he has to somehow pose to be scummy enough to get lynched, wasting a lynch. And the Mafia is too wise to randomly kill people.

And the Ghost can't vote.
He can vote when he's alive. And I'll just be as scummy as possible. It's easy to get yourself lynched. I proved it in the last game: Do something stupid. And then try to make yourself look not stupid. Brilliant combo.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 09, 2009, 12:13:52 am
Fair enough. Perhaps I should bump it up to 2.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 11, 2009, 12:01:39 pm
I've included a few things into the current rules set.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Pandarsenic on May 11, 2009, 02:37:05 pm
Any opinions on my Psychic-related roles?
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 11, 2009, 02:40:24 pm
I think they have good potential. I've added them to the 'Potential roles' section.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Pandarsenic on May 11, 2009, 05:29:18 pm
Right, this should go here:

Quote
Could be interesting. Post whatever you come up with over in the rules suggestion thread. Won't be in for this round, of course, but maybe the next.

Killer who is Psychic: This player can kill through one of two methods each night. Creating Heart-Stopping Nightmares will kill any player who is not taking an action that they PMed to Meph that nigh. Inducing Mind-Rending Hallucinations will kill any player who is taking an action that they PMed to Meph. Amnesia victims are weak to Nightmares. This player may be Townie or Dopp, but to get the kill must guess correctly whether their target is going to be active that night.

Killer of Psychics: This player will learn on the first night how many Psychic characters the game contains. He shows up as Human or Alien/Kill/Psychic Slayer, for Race/Goal/Role. His win condition is the death of every psychic character. He can choose two players every night and will be told if at least one of them is psychic. He can execute a standard, non-psionic nightkill, and is only able to nightkill once for every psychic player who exists at the start of the game (meaning he has to trick a lynch of a psychic if he messes up a nightkill). Once he has killed all psychic roles, he impedes no win condition other than the Alien Exterminator's.

Further things:

First, obviously the Psychic-Slayer can only nightkill once per night; I also think it's pretty clear he must choose between nightkilling and investigating. I also suggest that he be able to identify anyone who uses a psychic power on him and that he be immune to the Warlock's kill, since he HAS to knock out the Warlock and forcing him to kill the 'Lock last is just cruel.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 11, 2009, 05:38:55 pm
Yeah. Maybe he should automatically have a Mind Shield. It would make some sense, after all.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Pandarsenic on May 11, 2009, 06:36:32 pm
Giving him mind shield would be a bit excessive, I think. I was thinking he has to get the Amnesiamancer lynched if he gets blocked a lot or something.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 11, 2009, 06:41:02 pm
Amnesiamancer? I don't think you mentioned that role...
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: JoshuaFH on May 11, 2009, 06:47:28 pm
Amnesiamancer? I don't think you mentioned that role...

That's a role from MY mafia is why.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Pandarsenic on May 11, 2009, 07:12:13 pm
Er...

Fine, Psychic Warden or whatever the thing that psionically roleblocks in here is.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 11, 2009, 07:13:35 pm
Ah, got it.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 13, 2009, 12:53:17 pm
A couple of other roles I dreamt up this morning.


Child: One of the remaining people in the town is a just a child. People find lynching a child very difficult to do, even if they know the child is a doppelganger. Therefore, the Child takes 1 extra vote to Lynch, and is not lynched on a tie (even including the extra vote requirement). However, the Child's Role is known to everyone at the start of the game. There can only be one Child per game. [human][dopp]
     As an example, if the Child has 3 votes and someone else has 2, the Child is not lynched (the tally counts as 2 v 2 instead). Since that would be a tie, the Child is not lynched and the other person is instead.

Illusionist: The Illusionist is the opposite of the Disciple of Truth. Once per game, during the day, the Illusionist can mimic the Disciple of Truth's power. However, instead of revealing the Truth the Illusionist picks what Race and Role to display. [human][dopp]

Enchanter: The Enchanter uses his Psychic abilities to make people weight his vote more than others. His votes count double. If at any point there are more Mind Shields then regular players, this power will not work. [human][dopp]

Watcher: The Watcher is adept at noticing things going on around them, and takes note of what everyone is doing. The Watcher will be told which players are sending messages to other players during the day. However, the Watcher does not know who those messages are sent to or what they contain. This ability does not work at night. [human][dopp]
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: JoshuaFH on May 13, 2009, 05:19:57 pm
I have a feeling these new roles have been made to combat me and WA personally.

Question, is the child role like the mind shield role, in that a player can have it ontop of their regular role?
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 13, 2009, 05:27:16 pm
Hehe. Not specifically you two, but to avoid game-breaking situations in general.

And, no, the Child has no other role.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: webadict on May 13, 2009, 06:12:00 pm
I think the whole game is meant to pit you, me, and Pandarsenic against each other. That's how I see it anyway. We just have other forces that influence the battle, and we're all unsure of what side we're all on.

Also, Watcher is a bad role. It'll be incredibly easy for Dopps to find Town bases and for Townies to find Dopps. Basically:

Town:
Oh, first Day, four people seem to be talking to each other.

Doppelganger:
Oh, look at those three talking. Bye bye, Town base.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 13, 2009, 06:15:12 pm
Sure. So the dopps talk to random people to counter that. And the townies talk to random people to counter that. There are counters to it. I'm sure you guys would find all the ways to counter or exploit it. :P
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: webadict on May 13, 2009, 06:40:49 pm
Except for then the Dopps are sending out 5 messages to random people, some of which overlap with the other three doing this. Or they could never talk during the Day.

It'd be excruciatingly painful for the Dopps. The Town base would be fine, though.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 13, 2009, 06:42:26 pm
Hmmm. True. Shame, I kind of liked that role.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: webadict on May 13, 2009, 06:47:29 pm
Hmmm. True. Shame, I kind of liked that role.
Plus, do you know how much work that would take?
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: JoshuaFH on May 13, 2009, 06:50:33 pm
I think the watcher is a cool role also, REALLY increases the paranoia level of the game. I can imagine being a dopp, and trying to communicate a complicated idea to the other dopps in the thread in such a way as to avoid alarming the town so that I don't have to PM the dopps and incriminate myself via watcher ipso facto.

I'd endorse the idea of the watcher, totally.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 13, 2009, 06:52:20 pm
I came up with it while thinking about what would actually be going on in that town hall. People texting each other, passing notes, that sort of thing. You couldn't tell WHAT was being said, but you'd know something was up, if you paid enough attention.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Pandarsenic on May 13, 2009, 06:54:09 pm
Except, y'know, we're using Quicktopic anyway, right?
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: webadict on May 13, 2009, 06:54:53 pm
Except, y'know, we're using Quicktopic anyway, right?
Only the Dopps and the Dead do.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Pandarsenic on May 13, 2009, 06:55:46 pm
Except, y'know, we're using Quicktopic anyway, right?
Only the Dopps and the Dead do.
Then what good is a townie Watcher? He can't find Dopps.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: JoshuaFH on May 13, 2009, 06:56:05 pm
It would just have to be tweaked to avoid a work overload.

Something like: You only tell the watcher once when some body is communicating to another, and not each time it happens, so that you don't overload people's PM boxes.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 13, 2009, 07:00:22 pm
Yeah, I was just thinking of telling the Watcher once or twice a day who had communicated (via PM or Quicktopic) since the last update.

Hmm...the Watcher role adds in the possibility of allowing the Telepath to communicate with someone without anyone knowing, which would make the Telepath a bit cooler.

Other thought, not related to those roles. The Reporter is kind of gimped right now, since a few roles don't even go anywhere at night. So I was thinking of letting the Reporter choose to either follow someone, or stake out a house and see who goes there that night. It'd make them more versatile and a bit more useful, I think, without really being overpowered.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: JoshuaFH on May 13, 2009, 07:05:01 pm
How about, for the telepath, a day ability like:

One (or more) time per day, you can give Meph a message and a name, and that person will receive a "psychic message" which is told to the player, but they aren't told who gave it to them and the watcher can't see who sent it?
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 13, 2009, 07:10:17 pm
I like it. That adds to the paranoia aspect.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: webadict on May 13, 2009, 08:08:54 pm
How about, for the telepath, a day ability like:

One (or more) time per day, you can give Meph a message and a name, and that person will receive a "psychic message" which is told to the player, but they aren't told who gave it to them and the watcher can't see who sent it?
You can't give the Telepath another ability. He can already find all the killing roles. If anything, give it to another character, or an underpowered character.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: JoshuaFH on May 13, 2009, 08:19:33 pm
How about, for the telepath, a day ability like:

One (or more) time per day, you can give Meph a message and a name, and that person will receive a "psychic message" which is told to the player, but they aren't told who gave it to them and the watcher can't see who sent it?
You can't give the Telepath another ability. He can already find all the killing roles. If anything, give it to another character, or an underpowered character.

Which would you suggest WA? Telepath does seem the most thematically correct, and maybe it can be made so it doesn't penetrate mind shields, but the telepath isn't made aware that his message was blocked?
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 13, 2009, 08:56:34 pm
It could always be a new role. Make the current Telepath an Empath, and make the Telepath able to communicate without being Watched.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: JoshuaFH on May 13, 2009, 09:00:05 pm
I like the idea of that ability having only one use per day, so that if a dopp has it, it doesn't make the point of the watcher being totally moot.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Solifuge on May 13, 2009, 09:30:28 pm
Hmmm... on a related note, the Watcher being unable to see PMs at night is a bit gimpy, when he already can't see the Quicktopic Doppleganger Chat. Dopplegangers can just use the Quicktopic Chat for safe communications (maybe it simulates the rudimentary telepathic link they share with each other).

Additionally, you could then just deliver 2 messages to the Watcher, one at the end of the Day, and one at the end of the Night. These would detail who has contacted who via PM, but not detailig the number of individual messages, or their respective times of day. Suspicious communications, and Town Centers can still be somewhat rooted out.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 13, 2009, 09:32:12 pm
The Watcher *can* see that the dopps are talking with one another in Dopp Chat during the Day. He won't see any difference between that and PMs, of course, but he can still tell that they're communicating.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: webadict on May 13, 2009, 09:51:14 pm
The Watcher *can* see that the dopps are talking with one another in Dopp Chat during the Day. He won't see any difference between that and PMs, of course, but he can still tell that they're communicating.
...But that's still:
Frelock talks to Webadict
Frelock talks to Alexhans
Frelock talks to Cheeetar
Webadict talks to Frelock
Webadict talks to Alexhans
Webadict talks to Cheeetar
Chaoticjosh talks to Pandarsenic
Inaluct talks to Solifuge

Something like this just gets me. That's all four Dopps spotted, and it's fairly obvious, since when you talk to one Dopp, you talk to ALL of them. So, you show you're talking to four people regardless.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: JoshuaFH on May 13, 2009, 09:55:54 pm
Watcher: The Watcher is adept at noticing things going on around them, and takes note of what everyone is doing. The Watcher will be told which players are sending messages to other players during the day. However, the Watcher does not know who those messages are sent to or what they contain. This ability does not work at night. [human][dopp]

It explicitly says that the watcher doesn't know who the messages are sent to, only who's sending them, so the list would be more like:

Chaoticjosh sent a message to someone.
Org sent a message to someone.
Alexhans sent a message to someone.
Inaluct sent a message to someone.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: webadict on May 13, 2009, 10:02:40 pm
Watcher: The Watcher is adept at noticing things going on around them, and takes note of what everyone is doing. The Watcher will be told which players are sending messages to other players during the day. However, the Watcher does not know who those messages are sent to or what they contain. This ability does not work at night. [human][dopp]

It explicitly says that the watcher doesn't know who the messages are sent to, only who's sending them, so the list would be more like:

Chaoticjosh sent a message to someone.
Org sent a message to someone.
Alexhans sent a message to someone.
Inaluct sent a message to someone.
Okay, well it's still a pretty bad role then. All we know is that somebody is sending messages.

Also, as long as no Townies send pms first day, you'll get most of the Dopps.

You've got plenty of roles, Meph. Just keep it sweet and simple. All you need to do is keep updating roles and rules, to balance out the game.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: JoshuaFH on May 13, 2009, 10:06:22 pm
Yeah, but since it's a dopp and a human role, then we have cases where a particularly mindful mafia can avoid detection just by staying quiet during the day, which can be a mighty difficult job, and the formation of town bases are stunted because town roles need to be wary if the dopps have a watcher.

In other words, increases the paranoia level.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 13, 2009, 10:25:01 pm
You've got plenty of roles, Meph. Just keep it sweet and simple. All you need to do is keep updating roles and rules, to balance out the game.

Hehe. Yeah, I know, we have lots of roles already. But I keep coming up with new ideas, and it's fun to at least stick them here and talk about them. And I might decide that some current roles are overpowered/suck and need to be replaced. So it's good to have alternatives. Even if they don't end up in Paranormal they might end up in some other Mafia game.

Speaking of roles that might need to be replaced, I should think about some new Alien roles. I like the aliens, but I'm not sure that the Agent Seeker is a particularly fun role for someone to be. Nor does it add much to the overall game balance.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: JoshuaFH on May 13, 2009, 10:39:20 pm
How about add on to the non-exterminator aliens by giving them the chance to have one of the devices normally only the exterminator can have? Maybe expand it to include a "one-shot raygun" and "nanomachine mind shield" so that they have to choose what they want to complete their mission?
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 13, 2009, 10:41:17 pm
Hmmm, yeah, more gadgets could be fun.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: JoshuaFH on May 13, 2009, 10:49:14 pm
Also, the "scanner" item seems very unattractive under the current ruleset, namely because the exterminator really doesn't have any use for it besides checking to see if a person is a PWV, and even then, he get's killed because he used an action on a PWV!

What I'm trying to say is: there is no reason not to take the holoformer and the one-use shield because it serves the exerminator's objective much better than the scanner.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 13, 2009, 11:14:57 pm
Yeah.

What if we changed the scanner in two ways:
1) The scanner does not provoke a PWV
2) the scanner does not prevent the Alien from using any other abilities that night

Other Exterminator gadgets that could be cool:
Deadman bomb: If the Exterminator is lynched, he explodes killing two random people near him. If he is night-killed, he kills his attacker. This could, in certain situations, allow the Exterminator to still win even if he dies.
Assassin bot: Once per game the Exterminator can use the assassin bot to day-kill another player
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: JoshuaFH on May 13, 2009, 11:29:51 pm
Those are pretty good ideas?

Do ya think the scanner could have 2 or 3 uses?

Follow up on the telepathic "psychic message" I talked about, how about something like:

Artificial Mind Wave Communicator: Can send a psychic message to any player, can only be used 1-2 times.

Or something to that effect?
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Solifuge on May 14, 2009, 12:37:24 am
Perhaps multiple Exterminator Aliens could exist? Or perhaps encourage cooperation between certain Alien types?

For instance; if a Survivor-type Alien picks a Scanning tool, they could seek an ally (perhaps even the Exterminator) and essentially Team Up with them.

If you want to look for new Alien Type ideas, read the synopsis of a few X-Files episodes :P
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: webadict on May 14, 2009, 10:57:24 am
Perhaps multiple Exterminator Aliens could exist? Or perhaps encourage cooperation between certain Alien types?

For instance; if a Survivor-type Alien picks a Scanning tool, they could seek an ally (perhaps even the Exterminator) and essentially Team Up with them.

If you want to look for new Alien Type ideas, read the synopsis of a few X-Files episodes :P
Yeah. Third party roles need an upgrade.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 15, 2009, 01:44:23 pm
Had some other thoughts this morning.

I think for the next round I'll do the change where the Reporter can either follow someone or stake out a location.

The Mad Scientist's Snooper bot will be able to follow people each night, instead of a recharge, to make it more useful. Also, since his gadgets do their own work, they can't be blocked by a Psychic Warden. That'll make him a little more useful, since most of his invention options are less useful then the powers any other role has.

And, for next round, I think I'll let the Disciple of Truth be both human and dopp to help counter the opening Gambit.

Still trying to come up with more interesting Alien stuff.

I did have this idea:

Alien Operative: The Operative is sent along with an alien to aid them in their task. During the mission he can do each of the following once
   Determine a player's Race
   Determine a player's Role
   Perform a Night Kill on a player
   Role-Block a player
   Act as a Bodyguard for the Alien.

Should the Alien they are working with die, the Operative's goal becomes survival. If they are helping an Agent Seeker or Dopp Hunter, they leave when that alien does if they complete their mission.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: JoshuaFH on May 18, 2009, 05:11:24 am
idea: For the alien item selection, a selection of items that are VERY useful, but they take up both of his item slots. Like an item that reveals everyone's role to him, but he doesn't get anything else.

Also, don't you think that the telepath's abilities are a little, you know, weak? What with his power being blockable by mindshields AND dopps with roles can remain undetectable by simply using their power every night, thereby making them like dopp leaders, except with powers.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 18, 2009, 10:14:25 am
Hmmm, a selection of really powerful items could be good.

As for the Telepath, it's definitely weaker then the Agent. However, I think it's on par with the Detective. While he gets less information then the detective, and can be blocked by mind shields, he's also immune to the PWV and Reporter. Both rather useful roles to avoid. So I've got those two balanced the same right now as far as power goes.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: JoshuaFH on May 18, 2009, 11:50:55 am
For the really powerful two-slot items, I had these ideas:

Call to the Hive-mind: You use up the remainder of your power to call the all-knowing hive-mind, who tells you everyone's role.

Disease: You are infected with a hyper-evolved space disease that, while you and other aliens are naturally immune to it's symptoms, will infect anyone that interacts with you, minus psychics, who will die the next night. If said person interacts with another person that night, they pass the germ onto that person, who will die the next night, and so on and so forth.

Plasma Bomb: Once per game, can be chosen in lieu of a nightkill, which will kill the target, and anyone interacting with the target, and anyone interacting with them, and so on. (Much like Pandar's Mafia Strongman, from his first ridiculous mafia)
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 18, 2009, 11:57:24 am
These are all pretty good Exterminator items.

Anyone have any ideas on what to do with the Agent Seeker?
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: JoshuaFH on May 18, 2009, 11:59:16 am
I think all the agent seekers thus far have simply been unlucky or not really used properly. Giving'em a single item slot wouldn't hurt.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 18, 2009, 12:03:34 pm
Well, I did give both Seeker roles a one-shot scanner starting with Round 4. So whenever those roles show up I guess we'll see how much that helps them.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: webadict on May 18, 2009, 11:27:34 pm
You might wanna edit some of that. It's just barely giving away game information.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Pandarsenic on May 19, 2009, 12:43:52 am
For the really powerful two-slot items, I had these ideas:

Call to the Hive-mind: You use up the remainder of your power to call the all-knowing hive-mind, who tells you everyone's role.

Disease: You are infected with a hyper-evolved space disease that, while you and other aliens are naturally immune to it's symptoms, will infect anyone that interacts with you, minus psychics, who will die the next night. If said person interacts with another person that night, they pass the germ onto that person, who will die the next night, and so on and so forth.

Plasma Bomb: Once per game, can be chosen in lieu of a nightkill, which will kill the target, and anyone interacting with the target, and anyone interacting with them, and so on. (Much like Pandar's Mafia Strongman, from his first ridiculous mafia)

Disease and Plasma Bomb both show strong influences of the Steroid-Fueled Rampage. :3

Hive Mind is just too much though.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: JoshuaFH on May 19, 2009, 04:00:36 am
For the really powerful two-slot items, I had these ideas:

Call to the Hive-mind: You use up the remainder of your power to call the all-knowing hive-mind, who tells you everyone's role.

Disease: You are infected with a hyper-evolved space disease that, while you and other aliens are naturally immune to it's symptoms, will infect anyone that interacts with you, minus psychics, who will die the next night. If said person interacts with another person that night, they pass the germ onto that person, who will die the next night, and so on and so forth.

Plasma Bomb: Once per game, can be chosen in lieu of a nightkill, which will kill the target, and anyone interacting with the target, and anyone interacting with them, and so on. (Much like Pandar's Mafia Strongman, from his first ridiculous mafia)

Disease and Plasma Bomb both show strong influences of the Steroid-Fueled Rampage. :3

Hive Mind is just too much though.

Yeah, now that I think about it, with that much information, you could pull off some crazy gambits with near-zero-risk.

How about, instead of all players, you're given the identity of 1/2 (rounding down) of the players, of your choice?
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: webadict on May 19, 2009, 09:56:05 am
For the really powerful two-slot items, I had these ideas:

Call to the Hive-mind: You use up the remainder of your power to call the all-knowing hive-mind, who tells you everyone's role.

Disease: You are infected with a hyper-evolved space disease that, while you and other aliens are naturally immune to it's symptoms, will infect anyone that interacts with you, minus psychics, who will die the next night. If said person interacts with another person that night, they pass the germ onto that person, who will die the next night, and so on and so forth.

Plasma Bomb: Once per game, can be chosen in lieu of a nightkill, which will kill the target, and anyone interacting with the target, and anyone interacting with them, and so on. (Much like Pandar's Mafia Strongman, from his first ridiculous mafia)

Disease and Plasma Bomb both show strong influences of the Steroid-Fueled Rampage. :3

Hive Mind is just too much though.

Yeah, now that I think about it, with that much information, you could pull off some crazy gambits with near-zero-risk.

How about, instead of all players, you're given the identity of 1/2 (rounding down) of the players, of your choice?
How about you're only given the roles and not the players that have them?
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 19, 2009, 09:59:18 am
Yeah, I think the list of roles but not who has them would be enough. Just knowing that there is, say, a Warlock but no PWV would be useful.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Org on May 19, 2009, 03:48:56 pm
Hive Mind? Sounds like something from Tyranids.
Title: Re: Paranormal Mafia Game - Round 4 rules discussion
Post by: Mephansteras on May 19, 2009, 03:50:51 pm
You might wanna edit some of that. It's just barely giving away game information.

Nah, I did that before the FIRST attempt at round 4, before I even did the roles for that round. And with the re-do, it says nothing about what's in the current game at all. :P

As for the Hive-mind thing, I'd probably just make it appropriate for the Aliens as I viewed them. Probably some sort of advanced satellite or something.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on May 27, 2009, 07:22:54 pm
Since Round 4 can't last much longer, I'm going to start setting up the rules for Round 5. I'll also set up a sign-up thread for Round 5 soon.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on May 28, 2009, 12:29:05 pm
What do people think about this idea:

All aliens get to pick from a set of equipment to have with them. Most aliens get 1 item slot, Exterminators get 2 slots. An alien can only have 1 of any given item.

Item list:
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Org on May 28, 2009, 12:31:18 pm
1 thing. First two take one slot, correct?

And if I was an exterminator, could I take two deadman bombs? what would happen?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on May 28, 2009, 12:34:09 pm
Yes. I'll change that.

Actually, I think I'll limit everything to 1. Just makes things cleaner that way.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on May 28, 2009, 01:39:14 pm
Can the deadman bomb be shut off manually for a night? Ala PWV?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on May 28, 2009, 01:42:38 pm
Yes. I think it should be able to do that.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on May 28, 2009, 03:30:15 pm
Why, though?

Deadman Bomb only kills people who attack, not people who just scan.

Also, if only the alien can daykill....
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on May 28, 2009, 03:33:33 pm
Yeah, not sure why you'd want to turn off the bomb, but I don't see any reason to disallow it.

As for the daykill, yeah, the assassin bot would give away that there is an alien. But you can't trace it back to them, so that's all anyone would learn from it.

Hmm...I suppose I could give the Mad Scientist an Assassin bot as well...that would muddy things up a bit.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Kashyyk on May 29, 2009, 09:50:54 am
You could also have a daytime AWV aswell.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Zai on May 29, 2009, 12:15:24 pm
You could also have a daytime AWV aswell.

Or simply have the AWV we already have be able to either kill in the day or in the night. Or something. I dunno though.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on May 29, 2009, 12:21:17 pm
That might be harder to pull off, as far as people not knowing who did it.

Giving the Mad Scientist an Assassin bot works ok, though, since it fits the gadget nature of the MS and since the Mad Scientist can be either Human or Dopp, you don't get any immediate knowledge from someone being assassinated. It still provides clues, of course, based on who was assassinated and what they were, but I like the ambiguity of the situation.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Kashyyk on May 29, 2009, 12:32:50 pm
ok
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Org on May 29, 2009, 08:25:05 pm
Question

If FBI Alien contacts agent, but town loses, what happens?

 
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: inaluct on May 29, 2009, 08:33:11 pm
Combat choppers move in and kill the dopps?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on May 29, 2009, 09:48:03 pm
Or they get rounded up or something, yeah. I'd have to make an interesting end-story for that.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Org on May 29, 2009, 09:48:41 pm
Does the alien lose?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on May 31, 2009, 10:32:07 am
No, if the Alien contacts the Agent, he wins regardless of what happens to the town. It's only if he fails to contact the agent that his victory condition becomes tied to the town's.

Same way that the Dopp Hunter wins if he captures an alien, but reverts to winning with the dopps if he dies.

I think I'll go with the new list of Alien gear, and give each alien a piece of said gear.

Also, I'm going to give the Mad Scientist an Assassin bot option as well, since I like the additional misdirection that can add.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: NUKE9.13 on June 01, 2009, 02:19:40 am
The plasma bomb thingy- can it kill the exterminator?
As in, he fires at A, who guards B, who guards the exterminator. A dies, B dies, does Exterminator die?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 01, 2009, 09:52:35 am
No, the person using the bomb is specifically exempt. Otherwise, it effects people who are at that location for some reason. So the person guarding the Exterminator would die even though the Exterminator would not.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on June 01, 2009, 12:19:07 pm
No, the person using the bomb is specifically exempt. Otherwise, it effects people who are at that location for some reason. So the person guarding the Exterminator would die even though the Exterminator would not.
So, technically, he could use it on himself, knowing full well he can't die but can kill everyone interacting with him?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 01, 2009, 12:23:31 pm
Uh, no. If he uses it on himself he still dies. The only reason he doesn't die if he uses it on someone else is that he's smart enough to stay out of the blast Radius.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: NUKE9.13 on June 01, 2009, 12:32:36 pm
Man, that would be an epic ending:
There are only power roles left. And a dopp, maybe.
They all end up (somehow) in the same place as the exterminator.
The exterminator fires the plasma bomb at himself.

BOOM

Game over, everybody loses!
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on June 01, 2009, 12:40:39 pm
Man, that would be an epic ending:
There are only power roles left. And a dopp, maybe.
They all end up (somehow) in the same place as the exterminator.
The exterminator fires the plasma bomb at himself.

BOOM

Game over, everybody loses!
So... What if this happens?

You bomb A, A targets B, who targets you.

Then, C targets you as well.

Do, A, B, AND C die, or just A and B?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 01, 2009, 12:57:51 pm
Everybody but the Exterminator would die in that instance, since they'd all be in the same place.

It's powerful, but on the other hand you could use it on someone and have no one else target them or you, in which case you've just used up your only item for no additional effect.

So I think it balances out.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 01, 2009, 03:53:25 pm
Question for everyone: Do you think the Warlock's Hex should effect Aliens or Mad Scientist's that use an Assassin bot on the Warlock? I stated that it couldn't be tracked back to them, but I'm thinking maybe the Warlock should get around that.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Kashyyk on June 01, 2009, 03:55:54 pm
I suspect it could work, yes.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on June 01, 2009, 03:56:31 pm
Is there any other way track murders?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 01, 2009, 04:00:14 pm
Not at the moment, no. Well, other then the Medium possibly knowing something based on what the dead say.

So, yeah, I guess the only thing that rule could apply to right now is the Warlock, huh?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Kashyyk on June 01, 2009, 04:02:54 pm
How about a forensic expert role? This person is able to work out who was at the scene of the murder. Maybe only a limited number of uses per game to stop it from being overpowered.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Zai on June 01, 2009, 04:25:37 pm
How about a forensic expert role? This person is able to work out who was at the scene of the murder. Maybe only a limited number of uses per game to stop it from being overpowered.

That would be too overpowered. With a detective role, you can check anybody. Let's go with 16 people. Now with that 16, if 4 are Dopps, then you have a 25% chance of catching one on the first night. But with that role, you'd have 3 or so night kills on the first night. You'd have a 100% chance of finding a murderer, and around a 66% chance of finding someone detrimental to the town (not including townie killers as detrimental though they can be). It's just too powerful.

That would work better as a single-use Mad Scientist invention or Alien item. Actually, I think it would be best if it's only an Alien item. It would have to use 2 slots to prevent the Dopp Seeker from using it and winning the second night, or just make it exclusive to certain types of Aliens.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 01, 2009, 04:31:27 pm
Actually, as a Mad Scientist item that's pretty good. It avoids the over-powered nature of a Dopp Hunter having it, and can be used both ways since the Dopps can have MSs too. Also, I can't see an Exterminator taking that. It's just not as good as their other options. Heck, a Personal Shield only costs 1 slot and is probably a better investment for an Exterminator.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 01, 2009, 05:15:38 pm
Man, that would be an epic ending:
There are only power roles left. And a dopp, maybe.
They all end up (somehow) in the same place as the exterminator.
The exterminator fires the plasma bomb at himself.

BOOM

Game over, everybody loses!
So... What if this happens?

You bomb A, A targets B, who targets you.

Then, C targets you as well.

Do, A, B, AND C die, or just A and B?

Oh, additional note on this scenario. If a Protector is protecting someone involved in the explosion, the Protector would still save them (but he would die). Same with the Bodyguard.

If the target was a Mad Scientist with a Body Double, the Mad Scientist would still live (although the body double would be destroyed).

Any other roles that need clarification in that scenario?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on June 01, 2009, 05:23:16 pm
What if you blow up the Warlock? :P

Best be careful with that pewpew.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 03, 2009, 12:18:18 pm
Blowing up the Warlock is always a possible hazard. ;)

What do people think of the Deadman Bomb always killing the person with the Hammer vote + one random person? Instead of the 2 random it does now on a lynch?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on June 03, 2009, 12:25:45 pm
Hmm... I'd like it. It'd give the EA an edge.

Also, what can the Psychic Warden block against?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 03, 2009, 12:34:55 pm
He can block anything that is an actual action that the player performs. Exceptions are Medium, Mad Scientist, Alien Personal Shield, Alien Deadman bomb, since those don't require active effort on the part of the player.

Passive traits, like the Kook, Ghost, or Dopp Leader are unaffected.

And anyone with a Mind Shield, of course.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on June 03, 2009, 12:45:40 pm
What about the Warlock and PWV? Technically, they don't do anything either that is an active action.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 03, 2009, 12:47:58 pm
What about the Warlock and PWV? Technically, they don't do anything either that is an active action.

Hmmm...

Technically, the Warlock sets up his wards ahead of time, so I guess you can't stop him.

Paranoid War Vet is still actively working to defend himself, though, so I'd rule that he can be stopped.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 05, 2009, 12:53:00 am
New Alien idea: The Alien Scientist

Goal is to analyze as many players as possible. Once he has analyzed all living players, he wins. If he dies or the game ends and he has not analyzed all living players, he loses.

He analyzes a player by drawing them up into his ship and running tests on them. This prevents that person from performing any night actions and from being targeted by any night actions that night.

He also gets one piece of alien tech, since this is a rather difficult goal.

Thoughts?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: inaluct on June 05, 2009, 12:56:27 am
I like it.

References to anal probing should probably be avoided, though. Just being preemptive.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on June 05, 2009, 12:59:02 am
So he's some deranged mixture of a roleblocker, protector, and detective?

If he wins once he has "analyzed all living players" does he just disappear from the game at that point, ala agent hunter?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: inaluct on June 05, 2009, 01:00:54 am
If he wins once he has "analyzed all living players" does he just disappear from the game at that point, ala agent hunter?

Heh heh heh
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 05, 2009, 01:03:02 am
So he's some deranged mixture of a roleblocker, protector, and detective?

If he wins once he has "analyzed all living players" does he just disappear from the game at that point, ala agent hunter?

Correct. And, yeah, he is kind of a mixed role. I debated giving him Agent level info on the players he abducts, but that might be too unbalancing. As it is, being able to role-block someone and prevent anyone else from even investigating them is pretty powerful. It'd be overpowered, I think, except that he's neutral.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on June 05, 2009, 01:06:02 am
Would he run the risk of triggering defensive roles like the PWV or the mad scientist w/ turrets?

What sort of message would a person targetting a person being analyzed get?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 05, 2009, 01:09:06 am
Would he run the risk of triggering defensive roles like the PWV or the mad scientist w/ turrets?

What sort of message would a person targetting a person being analyzed get?

Hmm...no, I think he'd have to be safe from those to make it a viable role. Which is ok, since he uses his ship anyway and there's not much a gun is going to do against that.

Probably something along the lines of 'You wake up in the morning with a pounding headache. You have a vague recollection of bright lights and strange, alien eyes staring at you.'
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on June 05, 2009, 01:19:02 am
No, I meant, what would a person attacking/inspecting/telepathing a person that's getting probed get?

Would it be something like "Hungry for blood, you sneak into Chaoticjosh's house. You prowl around but find nobody. You wait for several hours, but he never comes back. You go back before the sun rises."?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on June 05, 2009, 08:22:15 am
Dislike the idea. He would have to analyze a lot of players and avoid death/lynching, or he analyze a few dopps and avoid death/lynching.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: NUKE9.13 on June 05, 2009, 08:48:16 am
It could work... especially if he gets two item slots. Because, hey, he wants to a)Kill as many people as possible and then b)scan the survivors, right? It would be like a more likely to win exterminator.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 05, 2009, 09:50:02 am
No, I meant, what would a person attacking/inspecting/telepathing a person that's getting probed get?

Would it be something like "Hungry for blood, you sneak into Chaoticjosh's house. You prowl around but find nobody. You wait for several hours, but he never comes back. You go back before the sun rises."?

Oh, yes, something along those lines.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Servant Corps on June 12, 2009, 08:07:32 pm
Here's a possible thing I could see the Doppelgangers pulling off. Fakeclaim as Ghost, and claim that the Ghost doesn't want to die because he wants to keep his ability to vote. (Of course the Doppelgangers aren't going to kill some stupid Ghost. He'll just come to life. They'd be better off killing other people.)

Plan falls apart if the Town wishes to confirm the Ghost by murdering him. The Ghost must argue that lynching him will allow for the Doppelgangers to trimpuh.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: inaluct on June 12, 2009, 08:08:57 pm
The Ghost will be changed next round. Also, it wouldn't work because wanting a vote instead of being proven and invincible would be retarded.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Org on June 12, 2009, 08:13:02 pm
Yeah Ghost is OP.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 12, 2009, 08:44:48 pm
Ok, Ghost is unquestionably overpowered. Here are some thoughts I have on how to change the Ghost.

Option 1) Remove the role entirely
Option 2) Add another Ghost role: Twisted Spirit. The Twisted Spirit changes alignment upon death and seeks to help the Doppelgangers win. There will be no way to determine what type of Ghost is in play. Only one Ghost can show up per game.
Option 3) Switch the Ghost's ability. Instead of being able to talk but not Vote, the Ghost will be able to Vote but not post or PM people.

Preferences? Other thoughts?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Archangel on June 12, 2009, 08:47:34 pm
Well, my preference is option one.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Org on June 12, 2009, 08:48:07 pm
Well, then he can vote for 3, but only to vote. No talking other than vote. Or he PMs you.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 12, 2009, 08:52:31 pm
Well, then he can vote for 3, but only to vote. No talking other than vote. Or he PMs you.

He can PM me with his vote.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: inaluct on June 12, 2009, 09:03:23 pm
I like option 2.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 12, 2009, 10:30:26 pm
Here is my thought in general on the next round:

Change or Remove Ghost
Remove Agent Seeker
Add in Alien Operative and Scientist
Add in Child

Thoughts?

Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: R1ck on June 12, 2009, 10:36:07 pm
Here is my thought in general on the next round:

Change or Remove Ghost
Remove Agent Seeker
Add in Alien Operative and Scientist
Add in Child

Thoughts?

Seems pretty good to me.

I have a idea for a minor change: Reveal what gadget a mad scientist had when they die. Otherwise, there's really no way of telling what they might have done while they were still living. Then again, I suppose it adds to the mystery a bit...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 12, 2009, 10:40:41 pm
That'd be easy enough to do, I suppose. And it doesn't ruin anything, so I'm fine with it.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Archangel on June 12, 2009, 11:26:12 pm
Why remove the agent seeker?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on June 13, 2009, 12:19:08 am
If he strikes a deal with the town base he becomes a second AWV.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Servant Corps on June 13, 2009, 12:48:26 am
And I wish I knew of that when I was the Agent Seeker. As it stood, I thought of myself as an Exterminator Alien, not as an AMV.

There is a fix to the Agent Seeker, if the Agent Seeker targets a Dopp, the Agent Seeker is the one that dies along with the Dopp. The Agent Seeker still kills the Dopps, but he does not accomplish is goal of, you know, meeting up with the Agent.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Solifuge on June 13, 2009, 12:56:40 am
What if he targets a Doppleganger Agent?

I'd second removing the Agent-Seeker. Dopple-Seeker is fun though.
Also, I'm going to repost the Ghost Suggestion I gave to Meph in the Dopple Chat:

Quote from: Solifuge: Doppleganger Chat
I'd agree that the Ghost is extremely powerful, and needs nerfing. I think that limiting the Ghost's ability to appear to one single day, as a power they can use after their Death, which would temporarily remove them from Dead Chat to speak on their behalf would be good. That, or replace them with a role that resurrects immediately on death (Zombie? Poltergeist?), but which doen't fully role-flip, and who could be a Dopple/Alien/Townie. They would then die at the end of the day, or perhaps require a re-lynch (better to use Zombie for that style). Then, after their second death, they would do a True Role-Flip.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Servant Corps on June 13, 2009, 01:08:57 am
What if he targets a Doppleganger Agent?

Then you will talk to the Agent and ignore the fact that he's a Doppelganger Plant.

On second thought, removal does seem to be worthwhile. I do think I need to resurrect my Alien Mafia to test out new roles...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on June 13, 2009, 02:05:12 am
Twisted spirit sounds MIGHTY FINE if you ask me. Not being able to tell means that roleclaiming to him is a liability, not an advantage. Plus, a twisted spirit would have to put up a pretty awesome masquerade to lead the dopps to victory, since he wouldn't know who he was or vice-versa.

One thing I found odd: in the order of priority schema that Meph laid out, the priorities of actions go as follows:

Roleblockers
protectors
investigators (includes dopp seeker)
Nightkills (includes agent seeker)

The problem here is that it creates a logical paradox in one very specific scenario, which is that a dopp protector, abducted by a dopp seeker, is still able to protect, despite not physically being there.

Also, Meph, can you re-elaborate on the difference between an alien operative and scientist?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on June 13, 2009, 02:36:47 am
Actually, it goes:

Doppleganger Hunter
Roleblocker
Protector
Investigator
Nightkiller
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on June 13, 2009, 02:44:38 am
Actually, it goes:

Doppleganger Hunter
Roleblocker
Protector
Investigator
Nightkiller
Event Order: Looks like there is strong sentiment to have a everything predetermined. Therefore, the order of events is as follows:

Role-blockers
Protectors
Investigators (Includes Dopp Seeker)
Night Kills (The Paranoid War Vet (or equivalent) is sort of an exception, in that he'll kill anyone who targets them on THEIR turn, rather than his)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: NUKE9.13 on June 13, 2009, 05:18:50 am
Um, people.
The agent seeker is not a second AWV.
If he targets a dopp, both he and the dopp die.
The reason I offered CJ my services as a pro-town killer is that I chose the shield as my item (which I never actually mentioned to anyone, except CJ (I thought it might be useful to keep that secret from the dopps)). This meant I could safely attack a doppelganger once.
I think that as a third-party role the agent seeker is an excellent one. As the exterminator, you are doomed. As the dopp seeker, it's a matter of luck. As the survivor, well, you know, survivor gambit. But the agent seeker has a challenge, which he can be completed by using strategy. I chose not to kill someone night one. Sure, I could have hit archangel first go, but I risked so much more- I could be reporter'd, or if my role became known, people would lynch me because I went around killing people at random, and, more importantly, if the agent/me dies, I become a townie. The ghost is overpowered, so yeah, so was I. But if there had been no ghost, I would have enjoyed the search for the agent.
For the ghost issue I would vote option two- with the condition that the ghost cannot be interacted with. So no one can find out which one he is without giving him information and seeing what the dopps do.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Twiggie on June 13, 2009, 06:52:12 am
i vote for the twisted spirit one!
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on June 13, 2009, 07:52:35 am
What if the ghost is pro-town if the dopps or a exterminator kill him or pro-dopp and pro-exterminator if the town kills or lynches him or her?

That looks confusing. What I mean is, what if the ghost joined the opposite team from their killer? Finally gives the town a chance to infiltrate the mafia with a bluff, if they want to try that.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: NUKE9.13 on June 13, 2009, 09:22:59 am
What if the ghost is pro-town if the dopps or a exterminator kill him or pro-dopp and pro-exterminator if the town kills or lynches him or her?

That looks confusing. What I mean is, what if the ghost joined the opposite team from their killer? Finally gives the town a chance to infiltrate the mafia with a bluff, if they want to try that.
But then everyone knows on which team the ghost is.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Twiggie on June 13, 2009, 09:33:56 am
What if the ghost is pro-town if the dopps or a exterminator kill him or pro-dopp and pro-exterminator if the town kills or lynches him or her?

That looks confusing. What I mean is, what if the ghost joined the opposite team from their killer? Finally gives the town a chance to infiltrate the mafia with a bluff, if they want to try that.

i think that this solution is not extreme enough. if the dopps kill him, we'll have exactly the same problem
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on June 13, 2009, 10:34:30 am
What if the ghost is pro-town if the dopps or a exterminator kill him or pro-dopp and pro-exterminator if the town kills or lynches him or her?

That looks confusing. What I mean is, what if the ghost joined the opposite team from their killer? Finally gives the town a chance to infiltrate the mafia with a bluff, if they want to try that.
But then everyone knows on which team the ghost is.
Yeah, in many cases, there would be no question as to which side the Ghost is on. 1 kill during the night? Must be pro-town. Lynched? Must be pro-dopp.

The only other alternatives I can think of is making it so the Ghost's win condition becomes killing the Ghost's killer or having a Ghost-killing role, like an Exorciser, or making it so the Ghost can only communicate anonymously via A_Fey_Dwarf reporting "Strange Moanings saying '...'".

I think the Ghost should just be cut unless somebody has any more good ideas. The Ghost kinda makes the game unfun, no matter which side the Ghost is on. Being invincible isn't in the spirit of Mafia.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Servant Corps on June 13, 2009, 10:43:36 am
Quote
That looks confusing. What I mean is, what if the ghost joined the opposite team from their killer? Finally gives the town a chance to infiltrate the mafia with a bluff, if they want to try that.

I would like this, if combined with a seperate idea that the Ghost can only vote, not talk.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 13, 2009, 12:49:25 pm
Twisted spirit sounds MIGHTY FINE if you ask me. Not being able to tell means that roleclaiming to him is a liability, not an advantage. Plus, a twisted spirit would have to put up a pretty awesome masquerade to lead the dopps to victory, since he wouldn't know who he was or vice-versa.

One thing I found odd: in the order of priority schema that Meph laid out, the priorities of actions go as follows:

Roleblockers
protectors
investigators (includes dopp seeker)
Nightkills (includes agent seeker)

The problem here is that it creates a logical paradox in one very specific scenario, which is that a dopp protector, abducted by a dopp seeker, is still able to protect, despite not physically being there.

Also, Meph, can you re-elaborate on the difference between an alien operative and scientist?

One the subject of the order of actions, let's just take it as rules for resolving conflicts. It does not strictly reflect when the events occur.

As for the Operative and Scientist:

The Operative is allied to another Alien. Its role is to aid the other Alien in it's goal. It will leave with the other alien when it's goal is complete, or if the other alien dies it becomes a survivor.

The Scientist is it's own role. It seeks to analyzes all of the people is the town (human, dopp, or alien). Once it's research is done, it has won and leaves.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on June 13, 2009, 01:30:49 pm
Take out the Ghost. Don't add it in there. Leave it alone. If there's an Operative, it's going to be for the Exterminator. He needs it badly.

Take out the Alien Scientist. I can pull together some probabilities to show he has a statistically LOW chance of being able to win. The ONLY way for him to win is for him to announce Day 1 he's the Scientist and would people please pm me to tell me who's going to die so I don't ever scan them?

What's the Child do?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 13, 2009, 02:16:31 pm
Child: One of the remaining people in the town is a just a child. People find lynching a child very difficult to do, even if they know the child is a doppelganger. Therefore, the Child takes 1 extra vote to Lynch, and is not lynched on a tie (even including the extra vote requirement). However, the Child's Role is known to everyone at the start of the game. There can only be one Child per game. [human][dopp]
     As an example, if the Child has 3 votes and someone else has 2, the Child is not lynched (the tally counts as 2 v 2 instead). Since that would be a tie, the Child is not lynched and the other person is instead.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: NUKE9.13 on June 13, 2009, 03:44:46 pm
Child: One of the remaining people in the town is a just a child. People find lynching a child very difficult to do, even if they know the child is a doppelganger. Therefore, the Child takes 1 extra vote to Lynch, and is not lynched on a tie (even including the extra vote requirement). However, the Child's Role is known to everyone at the start of the game. There can only be one Child per game. [human][dopp]
     As an example, if the Child has 3 votes and someone else has 2, the Child is not lynched (the tally counts as 2 v 2 instead). Since that would be a tie, the Child is not lynched and the other person is instead.
If there are equal amounts of townies and mafia at the end of a day and there is a pro-town child, does the game continue?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Rysith on June 13, 2009, 03:58:25 pm
Ok, Ghost is unquestionably overpowered. Here are some thoughts I have on how to change the Ghost.

Option 1) Remove the role entirely
Option 2) Add another Ghost role: Twisted Spirit. The Twisted Spirit changes alignment upon death and seeks to help the Doppelgangers win. There will be no way to determine what type of Ghost is in play. Only one Ghost can show up per game.
Option 3) Switch the Ghost's ability. Instead of being able to talk but not Vote, the Ghost will be able to Vote but not post or PM people.

Preferences? Other thoughts?

I like option 2, personally. The thing that made the ghost overpowered was trust + invulnerability, and negating the trust seems like it would go a long way towards preventing the ghost from becoming the center of the fastest-assembled town base ever.

Another idea would be to prevent the ghost from sending (and possibly receiving) PMs. Thus, the coordination abilities would be significantly hampered by needing to happen in the open, and might be combined with the twisted spirit in interesting ways.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Org on June 13, 2009, 04:00:16 pm
Make it so you cant investigate it either.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Frelock on June 13, 2009, 04:55:52 pm
Another idea would be to prevent the ghost from sending (and possibly receiving) PMs. Thus, the coordination abilities would be significantly hampered by needing to happen in the open, and might be combined with the twisted spirit in interesting ways.

I'm for this suggestion.  It would prevent a firm town base from forming around the ghost, and it would be nearly impossible for people to roleclaim to them.  The biggest problem last game was that CJ was simply handing out the orders, and people followed, and then trusted him completely when he told them other people's results.  This makes it so the ghost can still be very active in the game, but limits how much trust he can put in other people.  The worst situation that could happen would be a ghost being contacted by the town base before death, and he could effectively prevent the lynching of any of the base's members.  However, this is counteracted by the fact that it's possible to infiltrate a town base, and the ghost wouldn't have any private contact with the base afterward.

Twisted spirit is alright too.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on June 13, 2009, 05:13:45 pm
I'm tellin' ya: Get rid of Ghost, DoT, and Exterminator. No Child. No Alien Scientist. No Alien Help Buddy. Everything will be fine that way...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on June 14, 2009, 12:39:18 am
WA does have a point, I wouldn't want this game to be a victim of feature creep.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on June 14, 2009, 03:11:16 am
I'm tellin' ya: Get rid of Ghost, DoT, and Exterminator. No Child. No Alien Scientist. No Alien Help Buddy. Everything will be fine that way...

Fix'd.

Also, I think Exterminator might be more viable as a two-Exterminator Team - a mini-mafia, if you will, that trades numbers and access to other power roles for equipments they can choose. They would only be able to do one kill a night, though.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: NUKE9.13 on June 14, 2009, 05:43:39 am
I'm tellin' ya: Get rid of Ghost, DoT, and Exterminator. No Child. No Alien Scientist. No Alien Help Buddy. Everything will be fine that way...

Fix'd.

Also, I think Exterminator might be more viable as a two-Exterminator Team - a mini-mafia, if you will, that trades numbers and access to other power roles for equipments they can choose. They would only be able to do one kill a night, though.
Actually, with the size Paranormal Mafia is growing to, a second mafia might not be such a bad idea. But it would screw with Meph's little selection program.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Kashyyk on June 14, 2009, 11:21:50 am
Well, if you remember he did suggest a 'Cult of the Great Old Olnes' a little while ago so he obvoiusly doesn't mind doing something like that.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 14, 2009, 11:33:16 am
WA does have a point, I wouldn't want this game to be a victim of feature creep.

True. I don't want to get rid of too many roles, though, since that leaves us with lots of people as just normal townspeople. Even a small power makes people more interested in the game, I've noticed.

How about we remove Ghost and Disciple of Truth and add in the Child and the Alien Operative as an Ally to the Exterminator?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: NUKE9.13 on June 14, 2009, 12:42:11 pm
I don't see why we need the child, but hey, sure.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on June 14, 2009, 07:23:54 pm
The Child is clearly pointless. Let me prove it.

Hypothesis:
Child is useless.

Knowns:
Child is Known to all.
Child may be Dopp or Town.

Unknown:
Initial allegiance.

Scenario:
First Day, all are told who is the Child.
First Night, determine the allegiance of the Child through various power roles.
Second Day: few possibilities; 1) Child is Dopp. Dopp is lynched. 2) Child is Town. Child is killed at Night. 3) Child is Town. Child is now proven. Game-breaking.

No child. It just screws over the Child or the Dopps. I do believe I'm fairly good at these game-breaking strategies.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on June 14, 2009, 08:05:48 pm
Any time a role is known to all, it's a problem.

For those still complaining of Alien Exterminator, what about my Psychic-Slayer suggestion? It has a reusable scan and a much smaller scope.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 15, 2009, 12:34:55 am
All right, no Child. We'll still try the Exterminator with the Operative as an assistant, though. See what that does.

Any thoughts of what else to add? I don't want to get rid of too many roles.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on June 15, 2009, 01:02:57 am
*Points to Psychic Elimination Role again*
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: TheToeBighter98 on June 15, 2009, 03:02:09 am
Why not have a disguised Child, who isn't really a child (more likely a teen). Or we could have that soldier named Child's from The Thing.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on June 15, 2009, 03:09:33 am
Why not have a disguised Child, who isn't really a child (more likely a teen). Or we could have that soldier named Child's from The Thing.
*Headdesk*
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: A_Fey_Dwarf on June 15, 2009, 03:58:20 am
How about:
Seductress: Over the night phase the seductress can influence any other player to use their role on someone of the seductress's choice. The seductress will not learn what the targets role is. The seductress's target will know he was targeted by the seductress, and who the seductress made him go for, but not the identity of the seductress. [Town/Dopp]
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: TheToeBighter98 on June 15, 2009, 04:44:29 am
Why not have a disguised Child, who isn't really a child (more likely a teen). Or we could have that soldier named Child's from The Thing.
*Headdesk*

*Headexplodes*
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on June 15, 2009, 05:02:15 am
How about:
Seductress: Over the night phase the seductress can influence any other player to use their role on someone of the seductress's choice. The seductress will not learn what the targets role is. The seductress's target will know he was targeted by the seductress, and who the seductress made him go for, but not the identity of the seductress. [Town/Dopp]
Er...
Somehow I doubt a Doppelganger would be so easily swayed.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: TheToeBighter98 on June 15, 2009, 07:29:42 am
Well the risk being that you can never convince Doppelgangers, only be eaten by them. Also, you should know the characters role before you try any seduction, otherwise you announce yourself to the targeted player without learning anything about them.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on June 15, 2009, 07:35:10 am
So, er, wait, how is the seductress beneficial to the town if she can't target dopps? Can they target aliens? or those cultist guys that got talked about?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on June 15, 2009, 08:22:27 am
Seductress is useless. <_<;

But again, Psychic-Killer role as an easier variant of Exterminator?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on June 15, 2009, 09:05:36 am
Seductress is useless. <_<;

But again, Psychic-Killer role as an easier variant of Exterminator?
Not really. There is no easy variant of the Exterminator.

Also, what happens to unused objects? Someone should be able to get them after an Alien dies.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on June 15, 2009, 09:14:16 am
Seductress is useless. <_<;

But again, Psychic-Killer role as an easier variant of Exterminator?
Not really. There is no easy variant of the Exterminator.

Also, what happens to unused objects? Someone should be able to get them after an Alien dies.

Why should someone get them? It makes sense that noone'd be able to use them, as they're probably designed to only be used by aliens, through some contrived mechanism like finger print scanners or alien language passwords.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on June 15, 2009, 09:47:48 am
Seductress is useless. <_<;

But again, Psychic-Killer role as an easier variant of Exterminator?
Not really. There is no easy variant of the Exterminator.

Also, what happens to unused objects? Someone should be able to get them after an Alien dies.
First, why would anyone get them? Second, the Exterminator is already easier than a Serial Killer role. Psychic Killer doesn't even have to wipe everyone out.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 15, 2009, 10:06:50 am
I think maybe I'll go with the Enchanter

Enchanter: The Enchanter uses his Psychic abilities to make people weight his vote more than others. His votes count double. If at any point there are more Mind Shields then regular players, this power will not work. [human][dopp]

Double-vote roles are pretty standard mafia, so it shouldn't be overpowered.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Kashyyk on June 15, 2009, 10:18:20 am
Sounds good.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 15, 2009, 11:58:49 am
Ok, It's Monday and I want to get this game going.

So, we're going to remove Ghost and Disciple of Truth and add in Enchanter and Alien Operative (for Exterminator only).

I'm going to update the rules in both threads and start the role generation. Should have the game up and running some time this afternoon.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Beacon80 on June 15, 2009, 03:03:41 pm
The Child is clearly pointless. Let me prove it.

Hypothesis:
Child is useless.

Knowns:
Child is Known to all.
Child may be Dopp or Town.

Unknown:
Initial allegiance.

Scenario:
First Day, all are told who is the Child.
First Night, determine the allegiance of the Child through various power roles.
Second Day: few possibilities; 1) Child is Dopp. Dopp is lynched. 2) Child is Town. Child is killed at Night. 3) Child is Town. Child is now proven. Game-breaking.

No child. It just screws over the Child or the Dopps. I do believe I'm fairly good at these game-breaking strategies.
I'm confused.  Your scenario here could be applied to absolutely anybody, even a vanilla, no-role townie.  Admittedly, the child role might attract a certain amount of focus, but not nearly as much as some of the high level players (you, Chaoticjosh, etc.) do.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on June 15, 2009, 05:58:12 pm
The Child is clearly pointless. Let me prove it.

Hypothesis:
Child is useless.

Knowns:
Child is Known to all.
Child may be Dopp or Town.

Unknown:
Initial allegiance.

Scenario:
First Day, all are told who is the Child.
First Night, determine the allegiance of the Child through various power roles.
Second Day: few possibilities; 1) Child is Dopp. Dopp is lynched. 2) Child is Town. Child is killed at Night. 3) Child is Town. Child is now proven. Game-breaking.

No child. It just screws over the Child or the Dopps. I do believe I'm fairly good at these game-breaking strategies.
I'm confused.  Your scenario here could be applied to absolutely anybody, even a vanilla, no-role townie.  Admittedly, the child role might attract a certain amount of focus, but not nearly as much as some of the high level players (you, Chaoticjosh, etc.) do.
That scenario can't be applied to anybody. Because Child is publicly known, everyone targets it.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 15, 2009, 06:04:08 pm
I think that his point is that the child is no better or worse then [any role] played by one of the more notorious players. Webadict, for example, is likely to get targeted night 1 by a huge number of people just for being himself.

Last round, for example, inaluct got targeted by 3 people turn 1.

So while the Child is indeed an automatic target, it's no better or worse then most other roles held by a major player.

I'm still weighing the scenarios in my head, but he does have a point.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Beacon80 on June 15, 2009, 06:10:00 pm
My point is that the detective (or other power roles) determining that the child is safe is no more game breaking than them finding random townie #3.  They still can't tell everyone that the child is safe.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 15, 2009, 07:27:47 pm
Unrelated idea:

The Bodyguard is pretty weak. I'm thinking of buffing it by letting the Bodyguard protect against ALL attacks for one night (though still dying at the end of it). However, the Bodyguard would be ineligible for any other sort of protection themselves if they die saving someone. That prevents the invulnerable Bodyguard-Protector combo.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Beacon80 on June 15, 2009, 07:46:27 pm
I think that's a good idea.  It would really suck to sacrifice yourself to save someone from an alien, only to have them get eaten by dopps anyway.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Kashyyk on June 17, 2009, 12:34:41 pm
How about just bumping him up to the 'Elite Bodyguard' role?

When he dies protecting someone his attacker dies too. (Like a PWV)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Twiggie on June 22, 2009, 10:01:14 am
or have him show the protectee who the attacker was before he dies
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on June 23, 2009, 08:36:53 am
or have him show the protectee who the attacker was before he dies

I like this. The Bodyguard defends against all attacks for the night, kills all attackers, and then tells the protectee who the attackers were (in case they didn't die.)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on June 23, 2009, 09:23:17 am
or have him show the protectee who the attacker was before he dies

I like this. The Bodyguard defends against all attacks for the night, kills all attackers, and then tells the protectee who the attackers were (in case they didn't die.)
Doing ALL of those is a bit much....
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 23, 2009, 10:12:52 am
Yeah, all of that together would be too much.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Twiggie on June 23, 2009, 10:14:49 am
indeed. i vote protects against all and tells protectee who all the attackers were.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on June 23, 2009, 10:54:19 am
indeed. i vote protects against all and tells protectee who all the attackers were.
Maybe the bodyguard can choose the "areas in which they were trained" and choose either protecting against all, telling who attackers were (useful for if there's a Medium when more than one attacks or if a Protector and Bodyguard stack up defenses), and killing an attacker (probably in the order of Dopp/Exterminator/AWV for whom they'd choose to kill if multiple attacks happened, for the sake of fairness).
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 23, 2009, 02:23:59 pm
Hmmm, that has promise. What does everyone else think?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Kashyyk on June 23, 2009, 02:30:11 pm
I like it, and second the idea fully.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Twiggie on June 23, 2009, 03:07:45 pm
thirded.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on June 23, 2009, 03:35:10 pm
I feel happy and competent. :D
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Alexhans on June 23, 2009, 07:03:29 pm
Role precedence is NOT fair...
If a bodyguard succesfully protects he should kill any and everyone who attacks his protegee.

If you still want to make a precedence...  the Alien should be last because he is the one with less chances to win.

You realize that telling who the attackers were will quickly trade one dopp for a medium?  making all the games lineal...

Bodyguard dies...
Medium gets the info... tries to out dopps privately and then outs himself...
they lynch the new dopp...
maybe the medium is protected... maybe not...
obviously he will be watched...

It's gonna be ALWAYS like that... therefore boring...

Bodyguards should stick to what their role originally is...

sheltering someone and killing their attacker but dying in the process.

I still don't like the whole medium role wich i believe was created to leave dead players a chance to do something and it's only a gold mine for town if used effectively...

Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on June 23, 2009, 07:36:26 pm
The Medium may not EXIST and the bodyguard has to choose his power before he knows.

Also, the traditional bodyguard that I know of tells the protectee who attacked them.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Alexhans on June 23, 2009, 07:49:53 pm
what's the point?
It's obvious that the attacker is scum... 
Quote from: mafiawiki Bodyguard
The Bodyguard is a name for many roles:

    * A role that functions like a normal Doctor.
    * A role that functions like a normal Doctor, but dies if the protected player is attacked.
    * A role that has a 50% chance of successfully protecting the target and finds out his target's attacker, and a 50% chance that the Bodyguard dies instead.
    * A role that kills the attacker of the protected player (also known as Elite Bodyguard).
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 23, 2009, 07:53:41 pm
what's the point?
It's obvious that the attacker is scum... 
Quote from: mafiawiki Bodyguard
The Bodyguard is a name for many roles:

    * A role that functions like a normal Doctor.
    * A role that functions like a normal Doctor, but dies if the protected player is attacked.
    * A role that has a 50% chance of successfully protecting the target and finds out his target's attacker, and a 50% chance that the Bodyguard dies instead.
    * A role that kills the attacker of the protected player (also known as Elite Bodyguard).

Why is it obvious that the attacker is scum? Sure, later on it could be. But earlier in the game it could be an Aggressive War Vet. Or even an Agent Seeker.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Alexhans on June 24, 2009, 06:27:25 am
The AWV can claim and that's that...

The agent Seeker is easyly checked the following night....

IMO... it will be very straightforward unless scum has very good resources, very good luck and presence of mind... but ultimately they fall...



Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on June 24, 2009, 11:57:52 am
Or Dopps can claim AWV.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Alexhans on June 24, 2009, 12:18:33 pm
And they get checked... or followed...  ::)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 24, 2009, 12:33:02 pm
That also assumes that every bodyguard will pick knowing who did the killing instead of choosing to take the 'kill the attacker' option, which I can see as being fairly powerful. The ability to protect against all attacks is also kind of cool, but I don't know how often it'd actually be taken.

Also, it's no more powerful then an agent or detective giving the Medium information after they die. The medium still needs to convince the town to trust them. And while the person who died can say who they protected, the Medium has to trust for some reason that the person in question is trustworthy. Just because, say, an Exterminator targeted someone that a bodyguard died to defend doesn't mean that it is safe for the Medium to contact that person.

Hmm...some of the abilities are also pretty powerful on the Dopp side. I don't think they're all equivalently powerful.

Perhaps 3 different Bodyguard variants, with a limit of 1 bodyguard total per side per game. That lets me give them different weights as well as preventing the 'every game goes like X' aspect that Alexhans is worried about.

Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Beacon80 on June 25, 2009, 07:46:05 pm
Why would anyone choose to know the identity of the attacker, when they have the option of killing them outright?  Sure, there's a chance you'll take down the AWV, but odds are much higher you'll take down scum.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Alexhans on June 25, 2009, 08:09:15 pm
I would prefer to know who attacked me because I can get that dopp to incriminate his partners...

remember bay12 is a free pm ing mafia site...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Beacon80 on June 26, 2009, 07:31:20 pm
Does your protectee get to know who attacked?  Cause otherwise, you need to hope that there's a medium present.  I'd much rather go for one sure-fire scum kill than hope that A) there's a medium B) he can convince the town to lynch the attacker, but only after B) weasling another dopp out of the attacker.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on June 26, 2009, 08:14:53 pm
Does your protectee get to know who attacked?  Cause otherwise, you need to hope that there's a medium present.  I'd much rather go for one sure-fire scum kill than hope that A) there's a medium B) he can convince the town to lynch the attacker, but only after B) weasling another dopp out of the attacker.
Yes, the protectee finds out. :I
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 30, 2009, 12:53:09 pm
Ok, my current thoughts on a few things:


1) Deadman bomb will still kill two people after a lynch (the person who votes last and a random person). At night, it kills only the person who kills the alien with the bomb, but the kill cannot be protected against.

2) Protector will be renamed Guardian to avoid confusion between it and other roles with Protect as a goal.

3) I'll split Bodyguard up into 3 different variants. A given side will only have 1 bodyguard total. (Max)
     A: Can protect against any number of kills in a given night against his target, however, he dies at the end of the night.
     B: Can determine who the attacker is. He relays this information to the person he is protecting right before he dies.
     C: Kills the attacker, but still dies afterwards.

4) Ghost will be split into 3 varients. A game can only have 1 ghost. (Max)
     Ghost: Can speak but gets no vote. Town-aligned
     Twisted Spirit: Can speak but gets no vote. Dopp-aligned
     Silent Specter: Can vote but not speak (including PMs). Town-aligned

There will be no way to determine what alignment a ghost has. I think that'll stop the ghost from being overpowered, since there won't be any way to confirm that the ghost is on your side.

5) Disciple of Truth will be revamped. Instead of role-flipping to everyone, the Disciple of Truth will simple be able to determine someone's Race and Role once during the game (day phase). I think the ability is pretty cool anyway, since you normally can't determine what's going on with someone who's about to be lynched. Town or Dopp.

How does all of that sound?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on June 30, 2009, 12:56:26 pm
How does the silent spectre vote?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Org on June 30, 2009, 12:58:06 pm
How does the silent spectre vote?
PM
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 30, 2009, 12:59:24 pm
How does the silent spectre vote?
PM
Correct.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on June 30, 2009, 04:34:49 pm
I dislike the silent specter.

Also, the Disciple of Truth is okay now. It stops obscene town bases.

Also, I've found a "killer" combo with EA and Helper... He he he he...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 30, 2009, 05:08:08 pm
I dislike the silent specter.

Also, the Disciple of Truth is okay now. It stops obscene town bases.

Also, I've found a "killer" combo with EA and Helper... He he he he...

Why do you dislike the silent specter?

Can you PM me the "killer" combo? I won't say anything if it's fine, but I do want to avoid broken combinations.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on June 30, 2009, 05:14:16 pm
I somewhat disapprove of the new roles.

Does the bodyguard get to choose which of the three actions he does? or is he assigned them?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 30, 2009, 05:17:51 pm
I somewhat disapprove of the new roles.

Does the bodyguard get to choose which of the three actions he does? or is he assigned them?

Why do you disapprove?

It's assigned. The whole point being that I can assign different weights to the roles this way. For example, a bodyguard who guards against multiple attacks is less powerful then one who kills the attacker, so they'd have different weights.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on June 30, 2009, 05:24:43 pm
I mean, we have a ton of roles already, and I don't want this to get more complicated than it already is.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Alexhans on June 30, 2009, 08:07:40 pm
I agree with Josh...

less PRs and more scumhunting.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Rysith on June 30, 2009, 08:33:55 pm
I think I agree with Webadict that Silent Specter is bad, unless they had access to Dead Chat as well. Otherwise, they are essentially relegated to lurking, which they can do without a role anyway.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on June 30, 2009, 08:52:24 pm
I think I agree with Webadict that Silent Specter is bad, unless they had access to Dead Chat as well. Otherwise, they are essentially relegated to lurking, which they can do without a role anyway.
It's basically a lame (Or rather, a dumb [har har]) person. Just do an unknown role for a ghost. Also, do we ever find the body of the ghost? And it turns out the killer combo doesn't work. I thought Operative got an item.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on June 30, 2009, 09:17:45 pm
What if the town ghost can't send or receive PMs?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Alexhans on July 01, 2009, 10:26:14 am
I think the dead chat should just be a discussion chat...

Forget the medium... it only helps town too much.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 01, 2009, 11:30:12 am
I think the dead chat should just be a discussion chat...

Forget the medium... it only helps town too much.

I don't know. It helps, certainly, but I'm not sure it's as powerful as, say, an Agent.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Alexhans on July 01, 2009, 11:35:10 am
dude... What's the point of kills if you do NOT shut up a player?

and it's one more unique claim for town...

I still think that if you MC on day 1 you can easyly find scum.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on July 01, 2009, 11:39:03 am
Let's try it next time, when I'm NOT scum.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 01, 2009, 11:40:14 am
Perhaps its time for another Role vote. See what things people want in and what they'd like to see go.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 01, 2009, 03:04:11 pm
Ok, here is the voting sheet. I've included all current and proposed roles. Feel free to vote Yes or No for each role.

Vote Sheet under spoiler:
Spoiler (click to show/hide)

If you have any questions about a role, check out its description on the First Page. If that doesn't answer your questions, just ask.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on July 01, 2009, 04:13:16 pm
Answer Sheet
Spoiler (click to show/hide)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Twiggie on July 01, 2009, 04:22:20 pm
Spoiler (click to show/hide)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on July 01, 2009, 05:39:25 pm
Ok, here is the voting sheet. I've included all current and proposed roles. Feel free to vote Yes or No for each role.

Vote Sheet under spoiler:
Spoiler (click to show/hide)

If you have any questions about a role, check out its description on the First Page. If that doesn't answer your questions, just ask.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on July 01, 2009, 06:38:39 pm
I might as well throw my two cents in.

Ok, here is the voting sheet. I've included all current and proposed roles. Feel free to vote Yes or No for each role.

Vote Sheet under spoiler:
Spoiler (click to show/hide)

If you have any questions about a role, check out its description on the First Page. If that doesn't answer your questions, just ask.

The text becomes way small for some reason.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Cheeetar on July 09, 2009, 07:56:37 am
Spoiler (click to show/hide)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Kashyyk on July 10, 2009, 02:42:46 pm

Spoiler (click to show/hide)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Rysith on July 10, 2009, 03:56:58 pm
Spoiler (click to show/hide)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 10, 2009, 04:04:49 pm
To answer the 'what are these' questions that I noticed:

Mindknife: This player can kill through one of two methods each night. Creating Heart-Stopping Nightmares will kill any player who is not taking an action that they PMed to Meph that night. Inducing Mind-Rending Hallucinations will kill any player who is taking an action that they PMed to Meph. Amnesia victims are weak to Nightmares. This player may be Townie or Dopp, but to get the kill must guess correctly whether their target is going to be active that night.

Silent Specter: A Dead player who returns as a Ghost. The Silent Specter can vote but not speak (including PMs). Town-aligned
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on July 10, 2009, 06:25:46 pm
Spoiler (click to show/hide)

Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Archangel on July 10, 2009, 06:41:15 pm
Spoiler (click to show/hide)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 14, 2009, 12:17:26 pm
That's 9 vote sheets, can I get some more? We had 18 people round 6, and a few players from previous games who weren't in this round, so hopefully we can get more votes.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Org on July 14, 2009, 12:18:37 pm
Spoiler (click to show/hide)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on July 16, 2009, 11:06:53 am
Spoiler (click to show/hide)

Edit:
- Modified wording after Medium.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on July 16, 2009, 11:38:11 am
Alright, a very controversial set of rule changes have taken place... during the endgame...

To sum them up:

-Double lynches are no longer allowed during lylo.
-Forcing the game to end today, with no chance of a no lynch. If no one is lynched, everyone is presumeably killed and everyone loses.

Basically, this foils the guaranteed victory I've been plotting for weeks now. I'm not very happy about this, as you might very well imagine, and I've described it to Meph as a "jerk move".

I feel it's not in the GM's rights to spontaneously, arbitrarily, and drastically alter the rules to his game, especially when they're literally written in stone on the first post. I've been working very hard to use the rules to my every advantage to secure victory, and right when it's within grasp, Meph goes "Sorry, to make things interesting, I'm undoing all your work" and I don't like this, and I feel the rule changes should be rescinded.

Now, I can see where he's coming from, he wants to keep the game "interesting", because I've set up an unwinnable scenario for the dopps from behind the scenes. I set it up so at night, they simply cannot attack someone without being incriminated. Please keep in mind that I set up this situation exactly because of this conundrum for them, because, as a member of the town, it is basically impossible for the town to lose, as stipulated by the fact that under the previous rules, the game would have ended today, with a 100% chance of town victory, as the two suspects of being dopps could simply be coaxed into a double-lynch, and thus getting rid of the last dopp for certain.

Now, I can understand Meph's desire to make things "fair" but, to give a metaphor, this is as aggravating as a deus ex machina-style ending to an ordinarily great movie, so I'll suggest rules to place into future paranormal games, to prevent drawn out games.

-the dopps can only forego two consecutive kills, where on the third night they're forced to choose out of hunger. Kills from mad scientist's assassin bot are not factored into this.

-the game is given a definite end date, determined at the beginning, where, for example, it'll say that the game ends at the end of day 10, where all parties that haven't yet reached their goal lose automatically, with the exception of the survivor alien, and maybe the agent seeking alien.

-no more double lynches at lylo.

How about that? Because I feel that these rule changes are unfair, should be rescinded and that the gaps in the rules should be amended in future games, as opposed to immediately right in the middle of the game.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Kashyyk on July 16, 2009, 11:41:26 am
I understand where you are coming from, Josh. But we have to see what Meph says.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 16, 2009, 11:47:22 am
I'll suggest rules to place into future paranormal games, to prevent drawn out games.

-the dopps can only forego two consecutive kills, where on the third night they're forced to choose out of hunger. Kills from mad scientist's assassin bot are not factored into this.

-the game is given a definite end date, determined at the beginning, where, for example, it'll say that the game ends at the end of day 10, where all parties that haven't yet reached their goal lose automatically, with the exception of the survivor alien, and maybe the agent seeking alien.

-no more double lynches at lylo.

How about that? Because I feel that these rule changes are unfair, should be rescinded and that the gaps in the rules should be amended in future games, as opposed to immediately right in the middle of the game.

Hmm...not a bad set of rules. If other people like them I'll add them to the official rules set.

As for the changes for this game, I can see why you're upset. I also imagine that the dopps are equally upset at being forced into a no-win situation. So I tried to change things to give us a nice tense either-side-can-win situation. If the surviving players hate it and all want to be able to double-lynch and end the game that way I'll allow it. But personally I think it's more of a game if you have the uncertainty of trying to figure out who the remaining dopp is and taking a chance with your victory. It's not like I'm handing the dopps an automatic victory, I'm just trying to give them a chance to win so there is an interesting game to play.

The problem with the Ghost last round was that it basically took the game away from everyone. I'm trying to avoid those situations where everyone is sitting around going 'well, gee, obviously we do X and we win.'

I just don't think that's as fun all around, but I'm willing to hear everyone's opinions and I'll change things if that's what everyone really wants.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on July 16, 2009, 12:00:50 pm
Grrrr....I'd rather win then go through this drama.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on July 16, 2009, 12:20:47 pm
I can certainly understand the reason for these changes Meph, but I'm saying there's no grounds for it.

I know you want to avoid the supposed linear lines of thinking in the game, but you have to realize that there wasn't anything inherently wrong with the game the way it was originally set up, what' happening right now is a product of luck, planning, and bad decisions on the dopps' part.

Also, I feel it isn't in the GM's best interest to inexplicably change the rules to guard the "feel" of the game, for the same reason that Toady tries to avoid flexing his administrative powers, to prevent animosity from forming.

It was good the way it was, after all, the dopps HAD their chance to win. Had they killed off Nuke earlier, this entire scenario wouldn't be possible, because then they could just kill Umiman, and there'd be no way to see who attacked who. It was the lack of foresight on there part that dug there grave, not from me gaming the system. The way I see it, it feels as though you're just giving them a break at the cost of everyone else, even though they had their opportunity to win and blew it.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 16, 2009, 12:26:39 pm
True, and you've gotten things to the point where everyone is sitting around saying "Ok, Mr.Person or R1ck has to be the dopps". You've narrowed things down to a choice between two people, and that's cool.

All I'm saying is that the ability to win by saying "Well, let's just kill them both!" seems kind of cheap. You've gotten it down to a choice of A or B. I think you should actually have to make that choice.

And from a story perspective, think of it this way. You have a gun, and two people you want to shoot. One of these people is a normal human, the other is a super-fast, super-strong, super-tough doppelganger. You shoot the dopp first, and you're find. He's dead. But if you shoot the human first, the dopp gets to attack you before you can shoot him. Shooting both isn't much of an option in that scenario, unless you're wrong and neither is a dopp.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on July 16, 2009, 12:29:52 pm
Two guns?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on July 16, 2009, 12:42:53 pm
All I'm saying is that the ability to win by saying "Well, let's just kill them both!" seems kind of cheap. You've gotten it down to a choice of A or B. I think you should actually have to make that choice.

This is the part that I think is the "Jerk move" on your part that I was describing earlier. I had trouble putting it into words then, but this is basically what it's like:

You: Alright, the rule is you can lynch two people at lylo.
Me: Alright, let's lynch two people at lylo.
You: Wait! No! I changed my mind. Let's not.
Me: But why? You're the person that made the rule.
You: Because it's cheap and stuff!
Me: Cheap? You're the person that made it, and I'm the person that's been building my strategy around it. You should have thought about that before.
You: Well too bad!

I don't mean to paint you as the bad guy, but I'm saying it's unfair to the players to just change the rules, and it's not your job to change them at a moments notice on a whim. I think, as GM, it's just your job to make sure all the rules are enforced. Any gaps in the rules can be fixed later.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Rysith on July 16, 2009, 12:43:28 pm
As for the changes for this game, I can see why you're upset. I also imagine that the dopps are equally upset at being forced into a no-win situation. So I tried to change things to give us a nice tense either-side-can-win situation. If the surviving players hate it and all want to be able to double-lynch and end the game that way I'll allow it. But personally I think it's more of a game if you have the uncertainty of trying to figure out who the remaining dopp is and taking a chance with your victory. It's not like I'm handing the dopps an automatic victory, I'm just trying to give them a chance to win so there is an interesting game to play.

The problem with the Ghost last round was that it basically took the game away from everyone. I'm trying to avoid those situations where everyone is sitting around going 'well, gee, obviously we do X and we win.'

I just don't think that's as fun all around, but I'm willing to hear everyone's opinions and I'll change things if that's what everyone really wants.

Perhaps I'm wrong, because I'm not CJ/Nuke/whoever else was in on this plan, nor am I in on the dopp conversations, but my perception was that this wasn't something that was making things less fun for people, this was the reveal that iocane powder was in both cups. True, with double lynching available the dopps have essentially lost. But to me, that's fine: there was plenty of tension, drama, uncertainty, backstabbing, etc. up to this point. It was not a dull game by any means, nor was the outcome terribly certain until the last few people. It's reasonably common for the last scum or two to be known, anyway: The most common method of failure for the scum is having their members exposed through process of elimination or association. In other words, people should not be punished for managing to manipulate the game into a situation where they can say "obviously we do X and we win", as long as the journey there was difficult and fun. Look at the end of Paranormal 4: The last day was obvious, but (I assume) people had fun with it anyway.

This is the end of a well-executed and tense plan, not a situation where one person was able to take over the entire game and make things unfun for everyone. True, Nuke has been calling the shots for the last few nights. But once you have a confirmed, knowledgeable townie it's fairly foolish not to let them, in any game. I think that the sudden rule change discourages the kind of planning and strategy that Josh (and, from the other sides, web/alex/pandarsenic) were using, which I think is bad for the game in general.

I'd go along with the changes if they were implemented at the beginning of the game (as CJ said), and fully support patching holes in the rules that are causing problems. But I also agree that changing rules in the middle of a game specifically to invalidate a plan is bad.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 16, 2009, 12:46:46 pm
Fair enough.

Thoughts from anyone else?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Kashyyk on July 16, 2009, 12:53:20 pm
Let the rules as they are for now. plug the holes when the game is over.

I essence I agree with them.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on July 16, 2009, 12:57:59 pm
Long story short, let the rules stand.

I realize that this will most likely result in a dopp loss, but I'm not terribly opposed to that.  It was still a fun game for what I was here of it and, for me, that's the whole point.  If it so happens that everything goes as planned, the townies win, but they had to knowingly lynch at least one human being to do it, which does appeal somewhat to my dopp sensibility.

On the other hand, it's still possible that there is some way out of this.  I haven't thought of exactly how yet, and I won't be any help if I did, because I can't post that here, but oh well.  (Side note: Can I still use dopp chat?)

In any case, I think that the double lynching rules should be revised in some manner for the next game.  I almost got myself lynched earlier with them.

Finally, just curious... (To chaoticjosh in particular) How/when would killing off Nuke have helped?  Best bet would be to reply by PM to avoid messing with the game, but I am curious.  I just really don't see it.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 16, 2009, 01:00:25 pm
To answer Janus's question, no, dead dopps can't post in dopp chat anymore. You can only talk to the Medium or in Dead Chat.

In any case, it sounds like people want the rules left alone for this game and adjusted for future games. So that's what we'll do.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on July 16, 2009, 01:03:47 pm
Maybe to make things more 'fair', in future games we can have a dopp medium, or something along those lines. Seeing as how dopps go to regular dead chat instead of a special dead dopp chat, they're just sorta hanging around, who's only purpose is to bother the regular dead townies. I think it'd add another layer of suspense, akin to what a 'watcher' would do.

and sure Janus, I'll PM you.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 16, 2009, 01:05:56 pm
Yeah, we've gotten a few votes for mediums being doppable, so I'll probably add in that change.

Ok, back to pestering people for vote sheets for what roles you want in the game and which you don't. If you had questions that have been answered, go and update your sheets. If you still have questions, let me know so I can get you answers.

If you haven't voted, please do so.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Kashyyk on July 16, 2009, 01:06:43 pm
Dopp medium... heh.

That would mean that the regular medium would know who the dopp medium is, and vice versa. Unless we use those handles again.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on July 16, 2009, 01:12:06 pm
Dopp medium... heh.

That would mean that the regular medium would know who the dopp medium is, and vice versa. Unless we use those handles again.

Sounds like great fun (http://dwarf.lendemaindeveille.com/index.php/Fun) to me.  (And I have no problems with fun :-D).

I'm in favor of anything that adds a degree of suspicion to the game without to much randomness.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on July 16, 2009, 01:18:15 pm
Dopp medium... heh.

That would mean that the regular medium would know who the dopp medium is, and vice versa. Unless we use those handles again.

Hmm, wouldn't he only be revealed if he actually, ya know, posted? Or are the identities of the mediums announced in the dead chat?

Some form of handle use would be good too.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 16, 2009, 01:20:43 pm
Nope. I announce that there IS a medium so that the dead know if they can be heard. But I leave it up to the medium to say things otherwise. So, yeah, that'd make things interesting. You wouldn't know if there was a medium working for the other side or not unless they revealed themselves. More paranoia is always good. >:)

That'll probably reduce the medium's power a bit, which is fine.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on July 16, 2009, 01:24:05 pm
I just like the idea of not having a purely town role that is relatively easy to verify (by code words or the like).
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Kashyyk on July 16, 2009, 03:11:02 pm
ACtually, I have always thought that the Dead Chat would be better suited in an IRC. 'cos then people can really impersonate each other and stuff.

Just an idea I wanted to throw out here. Feel free to shoot it down in flames.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 16, 2009, 03:21:51 pm
The only problem with that is that we had someone impersonate the Medium the first time Dead Chat was introduced (there was no Medium). He lead everyone on and the dead players got really involved and frustrated that they weren't being listened too. When it was revealed that there was no medium, they all got really upset about being tricked like that. So I decided it wasn't worth the agony.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Kashyyk on July 16, 2009, 03:23:42 pm
Well, we should have worked it out really. I mean (Josh?) had died quite early on hadn't he? But we just never realised that he wasn't there.
It was just an idea though.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on July 16, 2009, 03:25:41 pm
I don't know as much like the idea of about impersonation.  Maybe allow for anonymous posting?  (Just throwing ideas out, havn't really thought through ramifications).
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 16, 2009, 03:46:38 pm
Just for interests sake, I've tallied up the current votes for everything and noted the comments left for them as well.

Spoilered for size.
Spoiler (click to show/hide)

Please continue to vote, and feel free to update your votes. I'll probably keep the voting open until right before the next game starts. Keep in mind that I may not follow everything that is said, if I have a good game balance reason for it. The Kook, for instance, isn't too popular. But it's a very useful role for balancing out the sides, power-wise, so it'll probably stick around regardless. Unless someone can give me a very compelling reason to remove it.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on July 16, 2009, 06:08:11 pm
One idea for the ghosts.
We could play using something similar to the rules from my card-game copy of Werewolf:
- After death, the ghost would have access to dead chat like normal.
- Each night, the ghost can leave a note (a PM to the GM then posted in the morning)
- Some sort of limitations on that?

The main issue thing is that there is not a limitless form of communication between the living and dead, and all communication is public.  Although it wouldn't make much sense with a medium as well.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on July 17, 2009, 02:30:43 am
So how's the ideas for dopp medium or watchers coming along?

Also, I just thought, would a watcher be able to see a medium communicating with the dead during the day?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Twiggie on July 17, 2009, 05:43:11 am
how about we scrap the medium, and let each dead person leave a note in the morning, kinda like janus said. However, each dead person can only leave one note per game, and dopp players could choose to leave their notes so that only the dopps can read it.

thoughts?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on July 17, 2009, 06:16:34 am
Something like that negates the purpose of a medium, methinks.

I personally don't think the medium is overpowered, he's just powered up if the mafia decide to never target him (even if say, he's been known throughout half the game), then it allows some nifty tricks.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Twiggie on July 17, 2009, 07:26:13 am
Something like that negates the purpose of a medium, methinks.
how about we scrap the medium,
Yes indeed.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on July 17, 2009, 07:40:09 am
What if, instead of being able to talk to all the dead, the Medium can pick one dead person per night to turn to a ghost for the day. That person can talk normally throughout the next day, even if the Medium died that night. This gives dead players a chance to get back into the game, but decreases the power of the Medium a lot. In fact, it might be best for the Medium to remain anonymous instead of claiming instantly, like how it is now.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 17, 2009, 10:34:14 am
Well, I think if Dopps can also be mediums it'll stop that. If you can't automatically trust the Medium, you can't exactly trust what they pass along from the dead, can you?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on July 17, 2009, 10:44:23 am
But I think the question is: Will a telepath see them as "Find" or "kill"?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 17, 2009, 11:20:06 am
Ooooh, good question. They won't be taking any night actions, but they can also talk to the dead at night...

I guess 'Find' unless they're doing the Night Kill, in which case it'll be 'Kill'. Much like any other power role.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: SniHjen on July 17, 2009, 11:28:22 am
how about having everyone be anonymous in the dead chat?

I mean, everyone named the same.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 17, 2009, 11:44:09 am
Had a couple of thoughts on some roles.

Mad Scientist:
  Change to the Sentry Guns: Functions like the paranoid war vet, attacking and killing anyone who comes snooping around the Mad Scientist's house. However, it has limited ammo (it is just a prototype version), and only works for one night. Should the Mad Scientist be attacked, it is the Sentry Gun that is destroyed not the Scientist. Once destroyed, the Sentry gun cannot protect against any further attacks that night.Like the War Vet's ability, the gun can be turned off for a night. This makes the house safe for friendly visitors but leaves the Mad Scientist vulnerable to attack.

That should make the gun much more useful (since no one has ever taken it, I figure it's a bit weak).

New Gadget (For MS and Aliens): Mind Control Ray: Once per game you can choose the target of another player's Night Action. If the player does not get a regular night action, or has a limited use Night Action and did not choose to use it, the ray is wasted. If used on a Doppelganger without a power role, it can only direct their action if they are the one performing the night kill.

----

Changes to the Alien Scientist to make him more likely to actually win:
  The Alien Scientist gets 2 tech slots
  The Alien Scientist is immune to Night Kills from non-aliens (he spends the night in his space ship studying people).
  The Alien Scientist only impedes the victory condition of the Exterminator.


Thoughts?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Org on July 17, 2009, 11:52:17 am
Mind Control-Kinda good.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: SniHjen on July 17, 2009, 11:55:19 am
I like both ideas.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on July 17, 2009, 11:55:58 am
I like the change to the sentry gun, and the mind control ray bears a striking resemblance to the situational mind controller from my mafia way back when.

the smc wasn't very successful, but he was never really played to full effect.

Also, the scientist now seems to be a souped-up survivor, and the immunity to nightkills makes it overpowered, I dare say.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 17, 2009, 12:03:59 pm
I like the change to the sentry gun, and the mind control ray bears a striking resemblance to the situational mind controller from my mafia way back when.

the smc wasn't very successful, but he was never really played to full effect.

Also, the scientist now seems to be a souped-up survivor, and the immunity to nightkills makes it overpowered, I dare say.

The mind control ray could be interesting. We'll have to see how it goes.

The Scientist is a bit like the survivor, but he has a much more difficult win condition then just survive, which is why I made him immune to human and dopp nightkills. I think he'll have a hard enough time winning even if he does survive to the end, let alone worrying about getting whacked during the night by the dopps.

But I want to hear more opinions on it, since I'm not convinced that it isn't overpowered.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Rysith on July 17, 2009, 12:44:55 pm
Had a couple of thoughts on some roles.

Mad Scientist:
  Change to the Sentry Guns: Functions like the paranoid war vet, attacking and killing anyone who comes snooping around the Mad Scientist's house. However, it has limited ammo (it is just a prototype version), and only works for one night. Should the Mad Scientist be attacked, it is the Sentry Gun that is destroyed not the Scientist. Once destroyed, the Sentry gun cannot protect against any further attacks that night.Like the War Vet's ability, the gun can be turned off for a night. This makes the house safe for friendly visitors but leaves the Mad Scientist vulnerable to attack.

That should make the gun much more useful (since no one has ever taken it, I figure it's a bit weak).

New Gadget (For MS and Aliens): Mind Control Ray: Once per game you can choose the target of another player's Night Action. If the player does not get a regular night action, or has a limited use Night Action and did not choose to use it, the ray is wasted. If used on a Doppelganger without a power role, it can only direct their action if they are the one performing the night kill.

----

Changes to the Alien Scientist to make him more likely to actually win:
  The Alien Scientist gets 2 tech slots
  The Alien Scientist is immune to Night Kills from non-aliens (he spends the night in his space ship studying people).
  The Alien Scientist only impedes the victory condition of the Exterminator.


Thoughts?

So, that seems to mean that the scientist would only have to worry about the exterminator and lynching, which means that once the exterminator is dead claiming might well be viable (since he's more pro-town than the survivor: He and the town want the game to go on longer, whereas the dopps and the survivor want it to be over quickly), which doesn't seem good to me. I'd probably make it a one-shot immunity + reveal thing, so a dopp trying to kill him would fail, but know he was the scientist and could kill him if they attacked again. That might or might not also apply to the first kill from an AWV and agent hunter in the same game (IE I'm not sure if it should be a single immunity or one immunity per kill-source).

With the sentry guns, I think that it's that the PWV's ability is indiscriminate, and the other options suit more active play better. If I was going to change the sentry guns, I'd have them warn (and block) non-violent visitors, and shoot violent ones. Or something of that nature.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on July 17, 2009, 12:48:15 pm
How about the Sentry Guns only shoot non-humans?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on July 17, 2009, 08:49:39 pm
How about we stop making things more powerful and adding more things?

Had a couple of thoughts on some roles.

Mad Scientist:
  Change to the Sentry Guns: Functions like the paranoid war vet, attacking and killing anyone who comes snooping around the Mad Scientist's house. However, it has limited ammo (it is just a prototype version), and only works for one night. Should the Mad Scientist be attacked, it is the Sentry Gun that is destroyed not the Scientist. Once destroyed, the Sentry gun cannot protect against any further attacks that night.Like the War Vet's ability, the gun can be turned off for a night. This makes the house safe for friendly visitors but leaves the Mad Scientist vulnerable to attack.

That should make the gun much more useful (since no one has ever taken it, I figure it's a bit weak).

New Gadget (For MS and Aliens): Mind Control Ray: Once per game you can choose the target of another player's Night Action. If the player does not get a regular night action, or has a limited use Night Action and did not choose to use it, the ray is wasted. If used on a Doppelganger without a power role, it can only direct their action if they are the one performing the night kill.

----

Changes to the Alien Scientist to make him more likely to actually win:
  The Alien Scientist gets 2 tech slots
  The Alien Scientist is immune to Night Kills from non-aliens (he spends the night in his space ship studying people).
  The Alien Scientist only impedes the victory condition of the Exterminator.


Thoughts?
The Alien Scientist is dumb. That means you have how many nights to study how many people?

Let's math it up: You have 18 people, 4 dopps, 1 EA, 1 OA, 1 Scientist.
This means Night 1 you have a total of 1 lynch, 0-3 kills, with one person studied, who may or may not be killed.
1-4 dead, 1 studied.
Another lynch, 0-2 dead, 1 studied
2-7 dead out of 18, 2 studied.
That means out of 11 people, you would only have 2 people scanned. The likelihood they will remain alive? Not very.

Also, you have just become the most important town baseman EVER. You can't die, you find out roles and you roleblock. You're basically a Kill-Immune Combined Cop Roleblocker. No one's going to lynch you. The Exterminator may try to kill you, but that's pointless unless he finds you out.

So, your only chance of winning is to find the Exterminator Alien, kill him, then make a secret deal with the Doppelgangers not to reveal them for their kill information, as well as guiding the town exactly.

Then you might have a chance. But then you really can't lose. It just seems... lame. I think the way we had it before with the few roles we had was simple and eloquent, but the many we have now is too much. Maybe if you made multiples of roles or something and cut back on the number of different roles. It'll be more fun, since more people will have roles, it'll make Doppelgangers not have to worry about claims, and it'll make the game less crazy.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on July 17, 2009, 09:17:04 pm
On the scientist: I think instead of merely stealing the target up in his ship for the night, he stole them out of the game. They aren't dead, so they can't post on the dead chat, but they also aren't here, so they can't post on the forums, PM, or use the dopp chat anymore. The people the scientist kidnaps can be brought back into the game if the alien scientist dies. Being kidnapped impedes the alien survivor from winning, but it does not impede the alien exterminator, assuming all the other players somehow die. In addition, rather than have to take everyone aboard, maybe it should either be a short list of players or make him kidnap a human, a dopp, and one other alien, or all of them, if you want to make it harder. After stealing the required people away, you should have him instantly leave the game in victory. After leaving, the players on board are gone. They can't even view the dead chat.

Also, might a recommend an alien role that just wants to kill the other aliens? 1 tech slot, and I think it's fair.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on July 18, 2009, 07:55:26 pm
On the scientist: I think instead of merely stealing the target up in his ship for the night, he stole them out of the game. They aren't dead, so they can't post on the dead chat, but they also aren't here, so they can't post on the forums, PM, or use the dopp chat anymore. The people the scientist kidnaps can be brought back into the game if the alien scientist dies. Being kidnapped impedes the alien survivor from winning, but it does not impede the alien exterminator, assuming all the other players somehow die. In addition, rather than have to take everyone aboard, maybe it should either be a short list of players or make him kidnap a human, a dopp, and one other alien, or all of them, if you want to make it harder. After stealing the required people away, you should have him instantly leave the game in victory. After leaving, the players on board are gone. They can't even view the dead chat.

Also, might a recommend an alien role that just wants to kill the other aliens? 1 tech slot, and I think it's fair.
Stealing one human, one doppelganger, and one alien is incredibly fair. They should be locked away until the Scientist wins or is killed, in which case they are released. If all three are collected, they are removed from the game.

When the alien abducts a player, they are roleblocked for the night. If the abducted player is one of the species not yet obtained, they are locked away. If it is a repeat, they will be allowed to leave, with some flavor about them being mind-wiped or some such nonsense.

However, certain roles simply can't be roleblocked, such as the paranoid war veteran, who will kill the Scientist. Also, if the Scientist is targeted with a Plasma Bomb, all captured players are also killed.

Does this sound reasonable?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 18, 2009, 10:40:56 pm
Yeah, I think that's an excellent modification to it. Can anyone see any issues with it? I'll have to make sure that there is at least one other alien in play if there is a scientist, but that's fine.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Servant Corps on July 18, 2009, 11:53:36 pm
Well, if there are two aliens, the Scientist Alien and some other alien, and the other alien dies, how can the Scientist wins?

Further, if the Scientist Alien abudcts the last remaining Doppelganger, will the game continue? If the game does not continue, then the Alien Scientist would lose, as he did not abduct a human and an alien.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on July 19, 2009, 05:05:32 am
On the scientist: I think instead of merely stealing the target up in his ship for the night, he stole them out of the game. They aren't dead, so they can't post on the dead chat, but they also aren't here, so they can't post on the forums, PM, or use the dopp chat anymore. The people the scientist kidnaps can be brought back into the game if the alien scientist dies. Being kidnapped impedes the alien survivor from winning, but it does not impede the alien exterminator, assuming all the other players somehow die. In addition, rather than have to take everyone aboard, maybe it should either be a short list of players or make him kidnap a human, a dopp, and one other alien, or all of them, if you want to make it harder. After stealing the required people away, you should have him instantly leave the game in victory. After leaving, the players on board are gone. They can't even view the dead chat.

Also, might a recommend an alien role that just wants to kill the other aliens? 1 tech slot, and I think it's fair.
Stealing one human, one doppelganger, and one alien is incredibly fair. They should be locked away until the Scientist wins or is killed, in which case they are released. If all three are collected, they are removed from the game.

When the alien abducts a player, they are roleblocked for the night. If the abducted player is one of the species not yet obtained, they are locked away. If it is a repeat, they will be allowed to leave, with some flavor about them being mind-wiped or some such nonsense.

However, certain roles simply can't be roleblocked, such as the paranoid war veteran, who will kill the Scientist. Also, if the Scientist is targeted with a Plasma Bomb, all captured players are also killed.

Does this sound reasonable?

What do you mean "all the captured players are killed"? Would they have been released and allowed to continue playing otherwise?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on July 19, 2009, 07:28:44 am
Josh - if the Scientist was killed another way, I believe we decided they would be.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on July 19, 2009, 09:45:49 am
Well, if there are two aliens, the Scientist Alien and some other alien, and the other alien dies, how can the Scientist wins?

Further, if the Scientist Alien abudcts the last remaining Doppelganger, will the game continue? If the game does not continue, then the Alien Scientist would lose, as he did not abduct a human and an alien.
If he's down to only one doppelganger and he hasn't captured another player, I'm pretty sure he was screwed anyhow.

Also, I think that there are enough aliens in most games to ensure that the first questions should be answered yes. If there are no more of anything, the Scientist would lose. That's his fault for not capturing when he had the chance.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 19, 2009, 12:12:49 pm
Ok, so here is the revised Alien Scientist:
Race: Alien
Goal: Find
Tech: 2 slots
Rules: The Alien Scientist is on earth to capture one example of each species for study (1 human, 1 doppelganger, 1 alien). Each night he may choose to Abduct a player. If that player is of a race he does not have, they are removed from the game and kept for study. If he already has one, they are returned to play the following morning. Once he has 1 of each, he wins and he and all abducted players are removed from the game. If he is killed, all abducted players are returned to the game. If the game ends and he does not have one of each, he loses. He only obstructs the win condition of the Exterminator.

Abduction: When a player abducts another player, two things happen. First, the abducted player is role-blocked for the night. Second, that player is removed from play for that night (and possibly the game). While removed, they cannot be the target of any other night action and cannot vote or be lynched during the day. Exceptions: The Paranoid War Vet and Sentry Gun are not role-blocked by an abduction, and will kill the player attempting the abduction.

Does that seem to cover everything we talked about?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on July 19, 2009, 12:16:40 pm
... and will kill the player attempting the abduction. ...

If this is what that last line meant, I think so.  Looks shiny to me.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on July 19, 2009, 01:01:39 pm
Alien Survivor can't win if he gets abducted, right? Can the Exterminator win if he gets abducted but everybody else manages to die anyways? These are corner cases, yes, but I want you to think about them.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on July 19, 2009, 01:02:15 pm
Ok, so here is the revised Alien Scientist:
[snip]

I like it.  Hopefully I get it Round 7!   ;D
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 19, 2009, 02:19:55 pm
Alien Survivor can't win if he gets abducted, right? Can the Exterminator win if he gets abducted but everybody else manages to die anyways? These are corner cases, yes, but I want you to think about them.

Hmm...I'd say yes to the first and no to the second. The Exterminator can't win if the Scientist get's away (since there is proof of what happened).
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on July 19, 2009, 02:41:33 pm
Is the abduction attack prevented by the protector, bodyguard, or whathaveyou?

Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 19, 2009, 02:50:10 pm
No, its a Roleblock and I think being able to prevent the scientists abductions would make it too hard for him to win.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on July 19, 2009, 02:52:24 pm
Then what would a telepath see him as? "Find"? "Abduct"?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 19, 2009, 04:48:28 pm
He's listed as 'Find'
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Alexhans on July 19, 2009, 05:06:03 pm
Meph.... would you be mad if I call for an MC right from the get go in the next game?

I maintain that the game is breakable if you do so...

what's the current normal-townie-or-common-dopp vs PR rate?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on July 19, 2009, 05:11:03 pm
and I take it that since players that are abducted in this fashion are still able to get back into the game (since if the scientist dies, the players are released), a player that is abducted won't have their role and alignment won't be revealed, is that right?

Also, where would he go in the priority schema? At the same time as the dopp seeker or at the same time as a regular nightkill?

I kinda like this, as it also makes it tough for a survivor alien to claim, since if a scientist is around, then he can just snatch him up without worry.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on July 19, 2009, 05:37:05 pm
By the time Paranormal Round 274 comes around I think this game will be balanced.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Alexhans on July 19, 2009, 06:28:52 pm
By the time Paranormal Round 274 comes around I think this game will be balanced.
:D As long as it is fun...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on July 19, 2009, 08:10:34 pm
By the time Paranormal Round 274 comes around I think this game will be balanced.
:D As long as it is fun...

lol, but then we'll have about 700 roles :P
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on July 19, 2009, 08:14:17 pm
I'm thinkin' 9.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on July 19, 2009, 08:41:09 pm
900?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on July 19, 2009, 08:43:31 pm
...

No, I won't.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on July 19, 2009, 10:14:22 pm
900?
It's over 9000!
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on July 19, 2009, 10:48:58 pm
Wow, that's like at least 100 roles.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Alexhans on July 20, 2009, 07:48:17 am
hey... something else I didn't like about last games...

Flavour musn't give that much information in my opinion.

Or at least, it must be added in the rules so we know what type of information means what.  I had to ask meph if I would know who had attacked me or not if I was a townie (as a dopp, I could not be attacked by other dopps).

Too much flavour information can work wonders to know exactly what happened closing the amount of possibilities for scum.

Exterminators operator was a wonderful addition for the balance of the game.  Now the exterminator actually has a chance to win the game (Provided that dopps don't screw him over like we did :P)

Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 20, 2009, 10:18:58 am
Meph.... would you be mad if I call for an MC right from the get go in the next game?

I maintain that the game is breakable if you do so...

what's the current normal-townie-or-common-dopp vs PR rate?

That might be a bit annoying, but I don't know that I'd stop it. Hmm...we could go with webadict's suggestion, and allow for 2 of each role on each side. That would make MC much less powerful, since you wouldn't be able to find dopp-townie pairs as easily.

Pretty variable. Depends a lot on how many normal dopps the program decides to start with and how powerful the PRs are that it gives people. Usually somewhere between 1-3 townies and 1 or 2 normal dopps, though.

I'm going to be messing with my program today to deal with the new role situations though, so I might tweak that a bit. We'll see.

Quote from: chaoticjosh
and I take it that since players that are abducted in this fashion are still able to get back into the game (since if the scientist dies, the players are released), a player that is abducted won't have their role and alignment won't be revealed, is that right?

Also, where would he go in the priority schema? At the same time as the dopp seeker or at the same time as a regular nightkill?

I kinda like this, as it also makes it tough for a survivor alien to claim, since if a scientist is around, then he can just snatch him up without worry.

Correct, Race/Role will not be revealed for abducted players until the Scientist leaves or a Plasma bomb takes them all out.

Since it's an abduction, it'll go with the dopp seeker's abduction.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 20, 2009, 10:20:01 am
hey... something else I didn't like about last games...

Flavour musn't give that much information in my opinion.

Or at least, it must be added in the rules so we know what type of information means what.  I had to ask meph if I would know who had attacked me or not if I was a townie (as a dopp, I could not be attacked by other dopps).

Too much flavour information can work wonders to know exactly what happened closing the amount of possibilities for scum.

What Flavour did you think gave too much away? I've tried to keep things so that you can tell what kind of scum is out there without giving any clues as to who the scum is. Did I give away too much at some point?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 20, 2009, 10:25:31 am

Current Role inclusion Votes:

Spoilered for size.
Spoiler (click to show/hide)

Since I haven't gotten any more votes for roles, I'm going to start doing write-ups based on what I've gotten here. I may not include all of these in the official rules yet, since some of them may need some pondering. But I'll include those that I've got a good handle on (like the Cultists and the Alien Scientist), and at least group the others into Include/Not Include groups.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Alexhans on July 20, 2009, 10:26:09 am
nah... but knowing stuff like if you were attacked and stuff like that limits fake claims a GREAT deal...

Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on July 20, 2009, 11:19:04 am
I like the idea of anything that would slightly weaken the ability to say (for example).
"There are two reporters, one of them must be a dopp"

To me, this seems to strain the suspension of disbelief a bit (yes, I realize that it's only a game).  Why couldn't there be two town reporters or two dopp reporters?  Maybe the program could be adjusted with some sort curve so that it's far more likely to have 0 or 1 of a role per side, but possible to have more.  (1/x-ish)

I think it might strengthen the dopps a bit.  Couldn't hurt too much as the town has been winning most games.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on July 20, 2009, 11:19:59 am
A random idea that came to me earlier today (it might already exist, but I'm not aware of it).  It's probably far too late to put this in round 7, but if it appeals to people, we could try for a later round.  (And yes, I realize that I'm adding to the crazy number of roles.  I don't really think that's a bad thing though.)

Either a psychic (or other) role or a scientist gadget that acts like a bug (the recording kind).  Any PMs sent to or from that player are forwarded on to the bugs owner.

Notes (for what I have so far):
- Psychic version can be blocked as other psychic abilities
- Gadget version can be blocked as other gadgets (can gadgets be blocked?)
- Maybe, too weaken, you cannot listen in to two consecutive time periods (day/night)
- Might be possible to be found out (random chance each day)

Basically, I'm looking for something that can vaguely mess with the formation of trusted groups, because information (such as keywords given to prove mediums before death, etc) may not necessarily be private.

Granted, this would require a small bit more work for the GM, but it seemed interesting enough to bring up here.

Comments? Concerns?

PS: Yes, I realize that I just posted two decently sized messages back to back.  But I just signed on and wanted to keep them separate.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 20, 2009, 11:22:12 am
Take a look at the Watcher role in the suggested roles section on page 1. It's designed to do something like what you want, although it doesn't get the content of the messages.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on July 20, 2009, 11:34:02 am
Sorry I missed that, it was down at the bottom of not the first post.

Yeah, it does look similar, although I think the two ideas might be different enough.

The Snoop (random name for what I was thinking) can only target a single person but gets more information.  The Watcher gets more general information about everyone (if I read it correctly).

Although, in hindsight, we might already have enough roles if I couldn't find the Watcher the first time around.  :-D
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 20, 2009, 04:21:24 pm
Ok, the revised rule configuration is up. Take a look at it and let me know what you think!
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on July 20, 2009, 04:29:27 pm
Spoiler (click to show/hide)

Alright, in that case, I should be careful to warn any future mediums to NOT TALK! Otherwise you'll be obligated to give out your name, and any dopp mediums will be able to pick you off very quickly.

Anyone that's dead should give out any helpful information they know without having to be asked, so the medium can receive it and use it as he needs.

Spoiler (click to show/hide)

Likewise to dopps, no talking during the day! Same goes for important town powerroles.

But can a watcher see a medium interacting with the dead?

Spoiler (click to show/hide)

So... eh... er... do the dopps get two kills a night?

That program your using to determine roles must be pretty flexible Meph.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on July 20, 2009, 04:32:34 pm
Dopp vigilantes!  That's tough.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on July 20, 2009, 04:37:11 pm
Also, for the controlled doppleganger:

Spoiler (click to show/hide)

Will he revert to a normal one if the exterminator dies?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on July 20, 2009, 04:38:15 pm
Dopp vigilante should be heavily weighed to make the town strong. In fact, it's stronger than any other dopp PR, imo.  If there's a dopp vig, the town's pretty much screwed unless they can kill it fast. You know what, I like it. Paranoia about vigilantes, here we come!

Meph, are you willing to release your Perl script out to the public?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 20, 2009, 04:38:52 pm
Since the Medium's ability is Psychic, I'll say no, the Watcher can't figure out that the medium is talking with them.

As for the Dopp Vigilante...yeah, that's nasty. It's going to be a very expensive Power Role for the Dopps to have. But it's an option, which helps prevent a known Vig from becoming a central town base figure.

The Controlled dopp: Yes, he reverts if the Exterminator dies. I'll go edit that.

And, yes, my program is very flexible. Perl can do wonders!

Edit: Sure, Mr.Person, I'll release the latest version once I get it all tested with the new roles and faction.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on July 20, 2009, 04:40:42 pm
can you list the role alignment point total management thing that shows how expensive each role is? Like you did in the first paranormal?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 20, 2009, 04:41:39 pm
I will. Once I run it through the program and decide all the weights are good.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Beacon80 on July 20, 2009, 06:21:17 pm
I like most of the roles, am indifferent about the rest, with the exception of the Watcher.  I don't like him.  Just the possibility of one being out there makes it almost impossible for the dopps to organize anything during the day.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 20, 2009, 08:55:11 pm
Ok, one last rule change. I decided that the Cultists having both Race/Role by the Detective is too unbalanced, so I'm switching them to having a Race of Human Cultist. Detectives will simply show any power roles they may have.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Org on July 20, 2009, 09:03:57 pm
Are you going to send out roles today?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 20, 2009, 09:05:47 pm
Maybe tonight, maybe tomorrow morning. Depends on how much time I have tonight to finish everything up. Game will start tomorrow at 10am pacific regardless.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on July 20, 2009, 09:14:50 pm
Maybe tonight, maybe tomorrow morning. Depends on how much time I have tonight to finish everything up. Game will start tomorrow at 10am pacific regardless.
Yeah, I reeeally want to see the costs for each role...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on July 21, 2009, 04:55:41 am
Another question: Since te alien scientist lets people go if they are someone he already has, is he notified of the alignment of every player he abducts? Kind of like a foolproof detective? Would this effected by a holoformer?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on July 21, 2009, 05:49:10 am
Another question: Since te alien scientist lets people go if they are someone he already has, is he notified of the alignment of every player he abducts? Kind of like a foolproof detective? Would this effected by a holoformer?
Maybe the holoformer works and once it shuts down later he gets "thrown back" if he turns out to be the same thing?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on July 21, 2009, 08:21:19 am
Another question: Since te alien scientist lets people go if they are someone he already has, is he notified of the alignment of every player he abducts? Kind of like a foolproof detective? Would this effected by a holoformer?
Could the Exterminator, in an extreme situation, use the Plasma Bomb WHILE kidnapped on the Scientist? I mean, he's pretty much already screwed, so why not?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 21, 2009, 08:57:01 am
Hmmmm...yes, he learns the Race of anyone he abducts. I think the Holoform, being alien tech, will still fool him, at least for a night. So if he already has a human, and he grabs an alien with a holoform showing a human, he'll throw them back. If he doesn't have a human, he'd keep the alien until the next night when he'd learn about the trick. At that point, it would depend on whether or not he already had an alien.

Plasma Bomb...I think no. I don't think the Exterminator gets to use any of his toys after being abducted. The scientist would be smart enough to disarm him after capture, and savvy enough tech wise to recognize stuff like a deadman bomb. However, since the Plasma Bomb is pretty big I think I'd rule that the Exterminator wouldn't have it on him. So I'd let his operative use it in his stead if he has one.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on July 21, 2009, 09:05:59 am
If a scientist grabs an exterminator, do the controlled dopp or alien operative revert to their "fall-back" objective? (i.e. Help the dopps for the controlled dopp, and survive for the operative?)

Also, with the new rules, is it possible to have more than type of alien? (More than one exterminator, for example?)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 21, 2009, 09:30:37 am
If a scientist grabs an exterminator, do the controlled dopp or alien operative revert to their "fall-back" objective? (i.e. Help the dopps for the controlled dopp, and survive for the operative?)

Also, with the new rules, is it possible to have more than type of alien? (More than one exterminator, for example?)

There can still only be one of each alien type.

I'd say both the operative and the controlled dopp would try to find and kill the the Alien Scientist if possible to free the Exterminator, but if the scientist leaves with him then, yes, they act as if he is dead. The Controlled Dopp would have to try to get the dopps to kill him, or push for a lynch on him, while the Operative would either have to use his 1 night kill on the scientist or push for a lynch against him. Both after figuring out who it is/probably is, of course.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on July 21, 2009, 10:02:46 am
Hey, also, will a Plasma bomb be able to hit a paranoid war vet or the vengeful bodyguard varient without triggering a retaliation?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 21, 2009, 11:04:30 am
Hey, also, will a Plasma bomb be able to hit a paranoid war vet or the vengeful bodyguard varient without triggering a retaliation?

Yes. The Exterminator triggers it from a distance, so he's never close enough to trigger their attacks.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 21, 2009, 12:02:04 pm
Ok, as requested:

Perl Script
Spoiler (click to show/hide)


Role file (it's a csv)
Spoiler (click to show/hide)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 21, 2009, 03:29:06 pm
Had two thoughts this morning. Neither will effect Round 7, of course, but I'm considering them for Round 8.

Kook: The kook will gain the additional effect of talking to himself. That means that a Kook will always show up to the Watcher as having communicated with someone. That should tone down the Watcher's effect on the game just a hair.

New Role:
Goth: Similar to the Kook, the Goth is a normal townie. However, because of their look and actions they will be mistaken by the Agent as a Cultist.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on July 21, 2009, 03:35:30 pm
Goth: Similar to the Kook, the Goth is a normal townie. However, because of their look and actions they will be mistaken by the Agent as a Cultist.

Very good, we need all the counters we can get!
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on July 22, 2009, 06:13:27 am
Kook: The kook will gain the additional effect of talking to himself. That means that a Kook will always show up to the Watcher as having communicated with someone. That should tone down the Watcher's effect on the game just a hair.

New Role:
Goth: Similar to the Kook, the Goth is a normal townie. However, because of their look and actions they will be mistaken by the Agent as a Cultist.

I find both of these HILARIOUS.

Does the Goth get Watched as talking to himself when he writes in his LiveJournal? :P
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 22, 2009, 09:17:26 am
Is that Goth or Emo that has an obsession with LiveJournal?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 22, 2009, 02:18:30 pm
Based on some questions from chaoticjosh in Round 7, I had some clarifications and thoughts.

The Mad Scientist's Body Double will save him from the first kill against him, regardless of source. This includes the Warlock and even the Exterminator's Plasma Bomb.

I think for Round 7 it will NOT save him from an Abduction, since the rules don't currently say anything of the sort.

Going forward, it will. However, to make things a little easier on the poor aliens, the Scanner and Intel techs will now provide information on what Gadgets/Tech each player has as well as Race/Role for Scanner and Role for Intel.

Sound good?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on July 22, 2009, 02:44:36 pm
So now the scanner is slightly superior to the disciple of truth, right?

Also, from the time the assassin bot has made it's debut to round 6, has anyone chosen it?

Also, I think the reason that no one chooses the sentry guns is that they only kill the first person to visit that person, which is bad for both sides. If a dopp chooses it, and both an investigator and a AWV target him, then the sentry kills the investigator, but allows the AWV in to deliver the kill according to the rules.

The sentry only kills one person in the whole game. The assassin bot also only kill only one person in the whole game. Things like the snooperbot or security system are more desirable because they provide a benefit throughout the entire game.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on July 22, 2009, 02:45:59 pm
Also, if a "mind control ray" were to successful hit a dopp that was going to perform a kill, could you redirect the kill back at himself, or at another dopp?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on July 22, 2009, 02:49:53 pm
So he would eat himself.   :P
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 22, 2009, 02:51:05 pm
No, you can't direct someone to target themselves (that's not a legal action), but you could target another dopp.

I did improve the sentry gun so that it worked on everyone for a single night, unless it gets attacked and destroyed. Sniper hasn't been chosen yet, but it has been seriously considered by a few people.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on July 22, 2009, 02:51:23 pm
Also, if a "mind control ray" were to successful hit a dopp that was going to perform a kill, could you redirect the kill back at himself, or at another dopp?

And then by extension, get sick?  Because no matter their tastes for human flesh, dopps aren't cannibals?
For some reason, this discussion is amusing me greatly.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 22, 2009, 02:52:35 pm
Well, they wouldn't eat the other dopp. They'd just kill them. Same way they don't eat Aliens.

And, yeah, I bet they'd be really mad and upset about it the next day.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on July 22, 2009, 02:53:44 pm
This is a perfect reason to have a dopp medium though.  So the dopps can eat each other and then continue to yell at each other because of it!

:-D
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Alexhans on July 22, 2009, 03:38:54 pm
For next game... My dream is to spend more time scumhunting than investigating a setup...  ::)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 22, 2009, 03:42:06 pm
The setup for next game should be pretty similar to this round. I don't imagine there will be many changes.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on July 22, 2009, 10:49:33 pm
Assassin Bot is half-useless because it's a one-shot, and I'd rather take a 1shot shield than a 1shot extra kill.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 22, 2009, 10:58:54 pm
So people feel the Assassin bot would be better if it had more charges?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on July 22, 2009, 11:12:02 pm
Assassin bot should be day or night, if it isn't already. I also think we haven't seen anybody take it because it works better in small games as opposed to the other options which are better for large games.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Servant Corps on July 23, 2009, 01:54:18 am
The Assassin Bot is a DayKiller. That, by itself, is its beauty. It bypasses Doctor protection that could occur at night, and it is untracable. This is something very powerful...except Aliens has access to other more useful tools. How about making the Assasin Bot cheaper, or allowing the Alien to use two assassin bots, once per day?

Only the Exterminator would consider using the Assasin Bot though.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on July 23, 2009, 06:53:49 am
Maybe we should create "half-slot" items? Or double the number of slots of each alien as well as the value of every item now (i.e. Holoform modulator = 2/4 slots, Intel = 4/4 slots) and add some new 1-slot items.

Basically, you could take 2 normal items, 1 super-item, or 4 weaker items, or 1 normal and 2 weaker.

The problem with the Assassin Bot is that everyone who could have one has at least one vastly superior alternative. The only one I could imagine taking it is the Doppelganger Mad Scientist, who still might be better off with other things.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on July 23, 2009, 04:03:51 pm
Maybe we should create "half-slot" items? Or double the number of slots of each alien as well as the value of every item now (i.e. Holoform modulator = 2/4 slots, Intel = 4/4 slots) and add some new 1-slot items.

Basically, you could take 2 normal items, 1 super-item, or 4 weaker items, or 1 normal and 2 weaker.

The problem with the Assassin Bot is that everyone who could have one has at least one vastly superior alternative. The only one I could imagine taking it is the Doppelganger Mad Scientist, who still might be better off with other things.
I disagree. I think that the Assassin Bot is very handy as it is. Yes, the reason no one takes it is that in large games, you are very unlikely to actually get to use it, but in smaller games, it is very ideal.

It is powerful as it is. We just need smaller games.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Kashyyk on July 23, 2009, 04:05:42 pm
As if Paranormal Mafia is EVER going to start with a small number of people. It's just way to popular.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on July 23, 2009, 05:27:40 pm
Maybe we should create "half-slot" items? Or double the number of slots of each alien as well as the value of every item now (i.e. Holoform modulator = 2/4 slots, Intel = 4/4 slots) and add some new 1-slot items.

Basically, you could take 2 normal items, 1 super-item, or 4 weaker items, or 1 normal and 2 weaker.

The problem with the Assassin Bot is that everyone who could have one has at least one vastly superior alternative. The only one I could imagine taking it is the Doppelganger Mad Scientist, who still might be better off with other things.
I disagree. I think that the Assassin Bot is very handy as it is. Yes, the reason no one takes it is that in large games, you are very unlikely to actually get to use it, but in smaller games, it is very ideal.

It is powerful as it is. We just need smaller games.

How about, the amount of times the assassin bot is allowed to be used is (number of players at the start of the game/7)=uses *rounding down*?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on July 23, 2009, 06:01:23 pm
As if Paranormal Mafia is EVER going to start with a small number of people. It's just way to popular.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on July 23, 2009, 10:03:01 pm
Maybe we should create "half-slot" items? Or double the number of slots of each alien as well as the value of every item now (i.e. Holoform modulator = 2/4 slots, Intel = 4/4 slots) and add some new 1-slot items.

Basically, you could take 2 normal items, 1 super-item, or 4 weaker items, or 1 normal and 2 weaker.

The problem with the Assassin Bot is that everyone who could have one has at least one vastly superior alternative. The only one I could imagine taking it is the Doppelganger Mad Scientist, who still might be better off with other things.
I disagree. I think that the Assassin Bot is very handy as it is. Yes, the reason no one takes it is that in large games, you are very unlikely to actually get to use it, but in smaller games, it is very ideal.

It is powerful as it is. We just need smaller games.

How about, the amount of times the assassin bot is allowed to be used is (number of players at the start of the game/7)=uses *rounding down*?
That's still grossly overpowered. 3 day kills? I think not. Just leave it at one.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 23, 2009, 11:56:29 pm
I think I'll leave it alone. The daykill is actually SUPER powerful, as I think about it. Especially for the dopps, since they can use it at the last minute to swing a vote away from someone without anyone knowing who did it or necessarily why.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on July 25, 2009, 06:57:59 pm
Do you have to reserve to get into the next round, or do you just let anyone in?

Anyway, I like the exterminator most - he seems to closest to "Chaotic neutral"   ;D.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 25, 2009, 10:01:39 pm
Do you have to reserve to get into the next round, or do you just let anyone in?

Oh, I'll let pretty much anyone in. You just have to sign up when the next round starts.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on July 26, 2009, 05:49:36 am
Couple of questions on the rules -


If a characters role involves dying to activate their ability (Bodyguard/ Warlock/ etc.) do they still win if their side wins, even if they're dead?

When you say "maximum one mind shield to each side" does that include the various aliens as each to their own side?  Do the exterminator and his minions count as a side?

If the scientist/ dopp hunter/ agent seeker dissapear having fufilled their objective, does this mean the Exterminator can no longer win (as they aren't dead)?  Or does being removed from the game count, from the exterminators point of view, as being dead?

Anyway, looks good.  Gonna play next round.

Sorta like

Uninformed majority vs. informed minority with extra ability vs. second informed minority who are slightly harder to detect vs. a bunch of people with different goals vs. a couple of aliens who have awesome abilities
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 26, 2009, 10:29:05 am
Answers:

1) You win if your side wins regardless of your personal state at the end. Alive, Abducted, Killed, it doesn't matter. Most aliens have specific win conditions that will say if they can still win if they die. It depends on the alien.

2) Yes, the Exterminator and his minions count as a side.

3) The Exterminator has to kill everyone to win. If an alien escapes, he has to kill everyone else and then hunt the alien down once the game is over. He still 'loses', but the players can imagine any outcome from that scenario they want.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on July 26, 2009, 03:31:35 pm
Cool.  It's interesting reading through the current thread, and thinking about possible motives for each player.  For instance, if a player says that he suspects someone of being a Dopp rather than just being scum, he may have accidentally outed himself as an Agent, and someone who is overly certain of someone's guilt may have accidentally outed themselves as psychic (either of these things being equivalent to painting a big sign on your house saying "Night kill me!").

Actually, it's quite interesting considering what to try and do if plonked down as any particular character, and what strategy you would take.  Also I've been trying to consider whether it would be a good idea to say that you have any role other than townie.  It would obviously be stupid to out yourself as scum or a high ranking townie, but how about something like War Vet?  This could be interpreted as trying to prevent a vigilante attack, however, and result in a lynching nonetheless.

Of course, a medium would be nearly useless to his team unless he outed himself.  However, this would make him a target for both mafias and possibly the exterminator, if he doesn't have any better leads.  Another problem is that a dead member of the scum team could read what is being told to the medium (if I've read the rules correctly) and pass this information to their own medium, if they also happen to have one.

I suppose the atmosphere in the private mafia chatrooms are a bit different from the thread, since they all know they are with people they can trust (well, except in the Doppelganger camp, who will be painfully aware that there's a 50% chance of them housing an alien operative).

Actually, I have one more question, one that could be potentially quite important for the person who is exterminator:

Quote
Controlled Doppelganger
Victory: All non-Exterminator aligned players are dead or Doppelgangers if the Exterminator is dead.
Does that mean that the doppelganger needs to kill all the other Doppelgangers in the group if the exterminator dies, or does it mean that the controlled doppelganger has his goal changed to "Doppelganger win" when the exterminator dies?  The second seems problematic, as he could simply direct the night kill at the exterminator and become a normal doppelganger.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 26, 2009, 11:14:02 pm
His goal is to have the Exterminator win, with a secondary goal of having the dopps win if the Exterminator. He could also betray the Exterminator, you're right.

Hmm...thoughts on this? I'm thinking of making him lose if he betrays the Exterminator, or maybe have him die outright himself if he does that. (Alien impants or something to prevent this type of betrayal). Mostly because the Exterminator has a hard enough time winning without worrying about his own teammate turning on him.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on July 26, 2009, 11:50:17 pm
His goal is to have the Exterminator win, with a secondary goal of having the dopps win if the Exterminator. He could also betray the Exterminator, you're right.

Hmm...thoughts on this? I'm thinking of making him lose if he betrays the Exterminator, or maybe have him die outright himself if he does that. (Alien impants or something to prevent this type of betrayal). Mostly because the Exterminator has a hard enough time winning without worrying about his own teammate turning on him.
Well, I'd say it's a pretty bad situation as it is. I'd never want it in a game. It's a mafia in the mafia...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on July 27, 2009, 03:24:04 am
I quite like it.  The Dopp spy doesn't have special abilities beyond what other dopps can have (can they have special roles?  otherwise the dopp group would know to suspect only the normal dopps, and there are probably only 1 or 2 of these), but he can see all the dopps.  And this means the exterminator can take out the most valuable members of that team.

The problem at the moment is that the controlled dopp could just say "Hey, guys, I'm being controlled by the exterminator, person x.  Would you mind taking him out so I could win with you?", and could do this at any point if he decides that the dopps have a better chance of winning than the exterminator.  As exterminator, you might even consider killing your own spy.

So I guess that "Exterminator dies" would have to be a lose condition, or they could still win if they are the last man standing (not likely at all, of course).
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Alexhans on July 27, 2009, 05:45:51 am
what may sound cool may probably be really annoying when playing...

Think about all the elements of a game before adding such aberrations.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on July 27, 2009, 09:13:18 am
I see, Alex, although the suggestion is basically just to stop the controlled Dopp from backstabbing the exterminator.

By the way -

Quote
There can only be 1 of each Alien Role in a game. An Exterminator can have either an Operative or a Controlled Doppelganger working with him, not both.
Does that mean there's always one of each alien (except the operative, who may be replaced by the controlled dopp) or does it mean there can be a maximum of one of each?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 27, 2009, 10:04:13 am
Max one of each. We'd have to have a huge game to have all of the aliens in play, since they're limited to a maximum of 20% of the players. And aliens aren't guaranteed to be in a game at all.

Ok, I'm going to put in a clause that prevents the Controlled dopp from betraying the Exterminator. It just sounds like it'll cause too many problems if that's a viable win tactic for him.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: SniHjen on July 27, 2009, 10:28:15 am
Or just remove the Operative AND the Controlled Doppelganger.

then add that players kidnapped by the scientist counts as "killed" as far as the exterminator is concerned.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on July 27, 2009, 10:56:26 am
Quote
Or just remove the Operative AND the Controlled Doppelganger.
Even with his night kill and two tech slots, I'm not sure if the Exterminator would have a chance of winning if he is completely on his own.

The clause with the controlled dopp looks good.  I suppose you can give the Dopp forums and some pms a scan to make sure the controlled dopp hasn't been telling his team mates to attack the exterminator.

The current game has (had) 23 players, so I suppose that means there are (were) up to 4 aliens in play.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: SniHjen on July 27, 2009, 11:15:46 am
My point was that he could work togeather with the alien scientist.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on July 27, 2009, 11:28:20 am
But -

1. He doesn't know who the alien scientist is.
2. If the alien scientist knew who he was, then he would probably just abduct the exterminator, seeing as there would only be a maximum of 3 other aliens in the game.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on July 27, 2009, 12:02:58 pm
The operative could kill the exterminator and win as a survivor, if he wanted to for some reason. Personally, I think they should win with the exterminator, period. No, reverting to survivor or doppleganger bs, that encourages killing the exterminator.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 27, 2009, 01:41:04 pm
Hmm...or I could keep them with the Exterminator's win condition. Everyone who isn't on their team has to die for them to win.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on July 27, 2009, 02:26:36 pm
Hmm...or I could keep them with the Exterminator's win condition. Everyone who isn't on their team has to die for them to win.
Yeah, that sortof makes sense.  Although they'd have to be pretty lucky to win without the exterminator  ;D.  Can controlled operatives have additional roles?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 27, 2009, 02:27:54 pm
You mean Controlled Dopps? Right now, no, it's a Role in and of itself. Although now that you've brought it up, I'm considering making it an Ability instead of a Role.

Thoughts from other people on it?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on July 27, 2009, 02:38:08 pm
Well, if you do, I don't think vigilantes should be able to be controlled dopps.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on July 27, 2009, 04:42:43 pm
Having a submafia within the Mafia is kind of messed up, I think. :I
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Servant Corps on July 27, 2009, 04:52:42 pm
Something I wonder: What is it to stop the controlled doppelganger from revealing all the information about the doppelganger to the Exterminator, and then having the Exterminator convince the town to lynch all the doppelgangers, including the controlled Doppelganger (so as to gain trust within the Town)?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Rysith on July 27, 2009, 04:58:26 pm
Something I wonder: What is it to stop the controlled doppelganger from revealing all the information about the doppelganger to the Exterminator, and then having the Exterminator convince the town to lynch all the doppelgangers, including the controlled Doppelganger (so as to gain trust within the Town)?

And what's to stop the town from killing the exterminator off after that? Rather, how does that strategy further the exterminator's win condition? Isn't he better off with the dopps killing townies and townies lynching townies than with all the dopps dead?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on July 27, 2009, 05:00:14 pm
Nothing. Personally, I think the players should have win conditions and abilities that are conducive to doing whatever the players wants to do to win. Obviously, game breaking strategies and betrayal of the current win condition should be avoided, but in general, the player should be able to do pretty much anything, especially once the game is in progress.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on July 27, 2009, 05:52:25 pm
Something I wonder: What is it to stop the controlled doppelganger from revealing all the information about the doppelganger to the Exterminator, and then having the Exterminator convince the town to lynch all the doppelgangers, including the controlled Doppelganger (so as to gain trust within the Town)?
1. The townies may not believe him.
2. If he gets the dopp leader, it may become obvious he's the exterminator (the agent can't determine that).
3. If you correctly point the FoB at 3 people in a row, people will assume you're an agent if not the exterminator.  The agent seeker will then go and kill you.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on July 29, 2009, 12:07:52 am
Alright, rather than try to piece together whatever clearly non-intuitive logic you guys have neatly laid out for me, this is what I got:

1) Controlled Doppleganger is changed so that if the Exterminator dies, he dies as well. He will NOT win with the dopplegangers under any circumstances.

and

2) Alter the programming on the role distributor, so that one of two scenarios are chosen randomly, which are thus:

(http://i7.photobucket.com/albums/y300/slapstar/ThisFileIsNotUntitled.jpg)

Bonus points if the introductory text is ambiguous as to whether there's one large mafia, or two small mafias, so that only the mafia actually know that there's another mafia.

What do you think?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on July 29, 2009, 01:38:50 am
As much as I like this I fail to see where MS Paint becomes necessary. o_O
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on July 29, 2009, 11:46:53 am
As much as I like this I fail to see where MS Paint becomes necessary. o_O

Total boredom is where it becomes necessary!
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on July 29, 2009, 11:51:07 am
Apparently Lifehacker agrees with you (http://lifehacker.com/5325496/sharpen-your-ms-paint-skills) about MS Paint.

On a more serious note, I think we should start a semi-official discussion about conditional votes in the next round.  I'm still torn on whether I'd like to see them continue or not, but if they do, I would like to see a list of official possibilities and some sort of ordering.

My main idea would be to apply conditional votes in the reverse order that they are received.  In the case going on in the game of one person saying "tie the vote" and another (later) saying "untie the vote":
- All non-conditional votes are counted.
- "Untie the vote" applies.  If the votes are tied, untie them; otherwise, don't apply it.
- "Tie the vote" applies.  The votes are currently untied, so tie them.

Reverse the order to keep the first poster from re-posting his initial vote to change the order. (It could still happen, but would be less likely.)

(Overall, I think people should just pay attention to the game and avoid situations where it is necessary.)

Thoughts?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 29, 2009, 11:52:39 am
Your points are about right, I think. Although instead of dying when the Exterminator dies the Controlled Dopp will simply retain the win condition of everyone else dying. So he doesn't win with the dopps (although, oddly, I guess the dopps win if he does). The Operative is the same way, if the Exterminator dies he's left to carry on the mission.

Should the Operative get any unused Tech that the Exterminator had? Providing it wasn't blown up with the Exterminator, at least?

Also, I was considering having the Agent Seeker give the Agent any unused tech of his once he makes contact (assuming he hadn't used his yet). That'll make up for the fact that he leaves as soon as he finds the Agent.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 29, 2009, 12:03:34 pm
My main idea would be to apply conditional votes in the reverse order that they are received.  In the case going on in the game of one person saying "tie the vote" and another (later) saying "untie the vote":
- All non-conditional votes are counted.
- "Untie the vote" applies.  If the votes are tied, untie them; otherwise, don't apply it.
- "Tie the vote" applies.  The votes are currently untied, so tie them.

Reverse the order to keep the first poster from re-posting his initial vote to change the order. (It could still happen, but would be less likely.)

(Overall, I think people should just pay attention to the game and avoid situations where it is necessary.)

Thoughts?

I like this solution.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Kashyyk on July 29, 2009, 01:02:49 pm
I like the handing over of tech idea.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on July 29, 2009, 01:44:08 pm
I think the aliens should be able to freely give their tech to whomever they wish. I dunno if humans should be able to hand around tech, though.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Servant Corps on July 29, 2009, 07:38:51 pm
Conditional voting is tied to the issue of double lynches. While I want both double lynches and conditional voting, the best way to lessen the use of conditional voting is to remove the reason it is being used: Get rid of double lynches. Conditional voting will still be used to avoid a tie situation, and to give someone's vote to someone else (see Pandarsenic giving up his vote to webadict in a previous game).
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Alexhans on July 29, 2009, 08:29:11 pm
conditional voting is just ridicolous and it's hard to follow...

You would have to post each person's condition in the votecounts.  Otherwise... It's totally misleading.

Double lynches are ridiculous too... IMO.  If there's a tie.  Either there's nolynch or whoever reached the final waggon first will get lynched.

also, You're totally ignoring the concept of a hammer.  When half the players + 1 have voted you should lynch and end the day...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on July 29, 2009, 09:21:15 pm
also, You're totally ignoring the concept of a hammer.  When half the players + 1 have voted you should lynch and end the day...

Ya know Alex, forum mafias don't have to resemble IRC mafia. I like the fact that things can swing one way, and then the tables can turn over the course of the day.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Alexhans on July 29, 2009, 09:38:11 pm
dude.... hammering is one of the best moments in mafia... It didnt come from IRC...  read an MS game and you'll see... It's THE moment...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on July 29, 2009, 10:08:42 pm
A MafiaScum game? There's like a thousand of them, and they're all 1000+ posts long! Not to mention these are the most anal retentive people I've ever seen in my entire life! It's ridiculous!

I'm just saying, that arguments and accusations flow a bit more freely when you know the entire day won't spontaneously end if someone manages to gain the upper hand in the conversation.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on July 29, 2009, 10:11:26 pm
I went on the MafiaScum boards for a little bit, I didn't want to go back.   :-X
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on July 30, 2009, 05:25:30 am
Yeah, I agree.  A double lynch is supposed to be a way to settle it if two sides are really unprepared to meet a consensus, not something that people should actively aim for.  I'd agree with some way to break a tie (first person to have their votes completed sounds good).
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on July 30, 2009, 04:38:36 pm
Yeah, I agree.  A double lynch is supposed to be a way to settle it if two sides are really unprepared to meet a consensus, not something that people should actively aim for.  I'd agree with some way to break a tie (first person to have their votes completed sounds good).
I'm also actively against double lynches. It's just a game-ruiner. Otherwise, I'd tell everyone to lynch themselves first day.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on July 30, 2009, 04:42:07 pm
I'm also actively against double lynches. It's just a game-ruiner. Otherwise, I'd tell everyone to lynch themselves first day.

Now that... That would be an interesting game.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on July 30, 2009, 05:01:01 pm
I'm also actively against double lynches. It's just a game-ruiner. Otherwise, I'd tell everyone to lynch themselves first day.

Now that... That would be an interesting game.
Only solution that counts. Plus, then the Exterminator wins and everyone else ties?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on July 30, 2009, 05:06:08 pm
Yeah, operative/ exterminator would win.  Unless, of course, someone decided to, at the last minute, vote for someone else.

And there are alternatives to double lynching, like having a revote with only those two as options.  Heck, even flipping a coin would, in some ways, be preferable to people actively aiming for double lynches.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 30, 2009, 05:17:01 pm
Hmm....

I kind of like the re-vote with those two as an option, except that it would extend the day too much.

Maybe I should put it to a poll, although there doesn't seem to be much support for it so far.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Servant Corps on July 30, 2009, 05:23:28 pm
I'm also actively against double lynches. It's just a game-ruiner. Otherwise, I'd tell everyone to lynch themselves first day.

Now that... That would be an interesting game.
Only solution that counts. Plus, then the Exterminator wins and everyone else ties?

Let me think. Isn't the win condition of the Town is to exterminate all Scum? And the win condition of the Doppelganger is to kill all people other than the "Survivor Alien"? And isn't the goal of the Exterminator is to exterminate all non-Exterminators?

Wouldn't every one win except the Survivor Alien?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on July 30, 2009, 05:32:55 pm
I'm also actively against double lynches. It's just a game-ruiner. Otherwise, I'd tell everyone to lynch themselves first day.

Now that... That would be an interesting game.
Only solution that counts. Plus, then the Exterminator wins and everyone else ties?

Let me think. Isn't the win condition of the Town is to exterminate all Scum? And the win condition of the Doppelganger is to kill all people other than the "Survivor Alien"? And isn't the goal of the Exterminator is to exterminate all non-Exterminators?

Wouldn't every one win except the Survivor Alien?
Most aliens would lose, actually.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 30, 2009, 05:35:49 pm
Not that you can actually lynch more then 2 people per day, anyway.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on July 30, 2009, 05:38:13 pm
Not that you can actually lynch more then 2 people per day, anyway.
It's either one or infinite.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 30, 2009, 05:39:38 pm
Not that you can actually lynch more then 2 people per day, anyway.
It's either one or infinite.

Not sure I understand that statement but your dislike of multiple lynches has been noted.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on July 30, 2009, 05:45:03 pm
Not that you can actually lynch more then 2 people per day, anyway.
It's either one or infinite.

Not sure I understand that statement but your dislike of multiple lynches has been noted.
I just feel it makes the game too different from what it's supposed to be. It's like adding another turn to Battleship, but only for one person. You sank my Battleship AND my Aircraft Carrier! That Patrol Boat? One-shotted. Oh, still can't find my Submarine? That's probably because I didn't put it on the board...

And, it's actually hurtful to Town and Scum alike, and only benefits the Exterminator... Who may or may not need it. That is all.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on July 30, 2009, 05:59:49 pm
Not that you can actually lynch more then 2 people per day, anyway.
It's either one or infinite.

Not sure I understand that statement but your dislike of multiple lynches has been noted.
I just feel it makes the game too different from what it's supposed to be. It's like adding another turn to Battleship, but only for one person. You sank my Battleship AND my Aircraft Carrier! That Patrol Boat? One-shotted. Oh, still can't find my Submarine? That's probably because I didn't put it on the board...

And, it's actually hurtful to Town and Scum alike, and only benefits the Exterminator... Who may or may not need it. That is all.

You're not making any sense WA! Why insist that it's only one or infinite? What does that battleship metaphor even MEAN?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on July 30, 2009, 06:11:58 pm
His point kind of makes sense, in that it allows the Town to kill two people a day which isn't how the original games were balanced.  Although it is also true that without knowing for sure who the Mafia is/are it's just as likely to hurt the town.  Especially if only one of the two is Town, then the Mafia could change at the last minute to save their own and kill the Townie (granted, by revealing one of their own).

Personally, I don't know if it's a good change or a bad one.  It definitely does give the game a different feel.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on July 30, 2009, 06:22:12 pm
Wrong Janus! The rules as they are allow for a trick of EPIC proportions. Suppose there is a dopp enchanter, then that dopp can proceed with the crowd to "tie" between two people, and then at the end, only ONE person will be lynched! And because it requires that half of everyone to be involved, that allows him to weed out a town, protect a fellow dopp, and perform a 6+ way WIFOM.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on July 30, 2009, 06:26:25 pm
Ouch.  Wow, I didn't even think of that.  (Some combination of having a crazy number of roles and people, most likely).  It does make Paranormal rather interesting to try to think through.

(Note to self: If chaoticjosh takes part in a double lynch in the next round and only one side dies, remember this conversation)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Rysith on July 30, 2009, 06:29:04 pm
Wrong Janus! The rules as they are allow for a trick of EPIC proportions. Suppose there is a dopp enchanter, then that dopp can proceed with the crowd to "tie" between two people, and then at the end, only ONE person will be lynched! And because it requires that half of everyone to be involved, that allows him to weed out a town, protect a fellow dopp, and perform a 6+ way WIFOM.

And why is that a bad thing?

I think that the most recent lynch (Toony/Duke) demonstrates the badness of allowing double lynches, especially with conditional voting to cause them. It was clear that Duke was scum and Toony was not, yet the Toony/Duke double conditional votes meant that even after Duke claimed scum Toony was still lynched.

If we were going to allow double lynches, I'd say that it would have to be a situation with more than half voting and all votes in one of the two camps: No third parties, no abstain/no lynch, no conditional votes, etc. That might even be too easy still to generate a double lynch. I see the double lynch as an exceptional situation, not something that the town can aim for and hit regularly.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 30, 2009, 06:31:21 pm
Ok, I added a poll for these two issues. Since I'm fairly neutral about both of them (I see advantages and disadvantages to both), I'm going to stay out of the vote count and just go 'Other'.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on July 30, 2009, 06:37:48 pm
Rysith, if you're going to complain about the rules, complain about them separately.

I can see the guff people have with conditioned votes, and outlawing them might be something I could get behind. The only thing I'm worried about is the possibility of Ebay-style vote sniping.

Double lynches, on the other hand, had this weird property of being completely unknown and uncared about until I formed a game-winning strategy that involved them, and now everyone's crazy about'em. Personally, the DL rule is a tool for the town to use, and they've been VERY luck thus far with it, but this also allows them to bite themselves in the ass. Pretty hard, might I add.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on July 30, 2009, 06:50:36 pm
Rysith, if you're going to complain about the rules, complain about them separately.

I can see the guff people have with conditioned votes, and outlawing them might be something I could get behind. The only thing I'm worried about is the possibility of Ebay-style vote sniping.

Double lynches, on the other hand, had this weird property of being completely unknown and uncared about until I formed a game-winning strategy that involved them, and now everyone's crazy about'em. Personally, the DL rule is a tool for the town to use, and they've been VERY luck thus far with it, but this also allows them to bite themselves in the ass. Pretty hard, might I add.
It's not a game-winning strategy. It's just killing off everyone but you. That's lame.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on July 30, 2009, 07:06:55 pm
I wasn't talking about your "Everyone votes for themselves" strategy WA, I was talking about how I cornered the two reporters in Paranormal 6!
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on July 30, 2009, 07:14:57 pm
Well, as far as I can see, the DL was added to prevent a total deadlock.  If people really, really, really could not agree on who to lynch, there would be a compromise, and both would die.  However, it is currently being deliberately and cynically used to squeeze an extra lynch out of the day phase.  Whether or not this benefits the town, it still goes against the original intentions of the game.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on July 30, 2009, 07:27:26 pm
I wasn't talking about your "Everyone votes for themselves" strategy WA, I was talking about how I cornered the two reporters in Paranormal 6!
Yes, but if you think about it, that was lame. If you had chosen to lynch one, it's based on cunning and intellect. If you lynch both, it's not really a game. It's just taking a gun and shooting both.

Think of it as the evil twin situation: You and your evil twin are in one place, and the evil twin plans to destroy the world. The only way to stop him is to kill him. Now, the gun is in someone else's hands. You have to convince him that you're the good twin.

The way you spin it isn't about trying to decipher which is which, it's just putting an extra bullet in the gun. Why take the chance?

Because that's the game. It's not about killing both. It's about being logical and cunning.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Alexhans on July 31, 2009, 11:48:59 am
Wrong Janus! The rules as they are allow for a trick of EPIC proportions. Suppose there is a dopp enchanter, then that dopp can proceed with the crowd to "tie" between two people, and then at the end, only ONE person will be lynched! And because it requires that half of everyone to be involved, that allows him to weed out a town, protect a fellow dopp, and perform a 6+ way WIFOM.
dude... and you would look at the waggon an narrow down and enchanter...  ::)

You need to stop thinking about UNIQUE game scenarios and think about the OVERALL game.
Quote from: Webadict
Yes, but if you think about it, that was lame. If you had chosen to lynch one, it's based on cunning and intellect. If you lynch both, it's not really a game. It's just taking a gun and shooting both.
QFT.  Deciding who to lynch between 2 suspicious people is a great moment in mafia.  Just lynching both is lazy and really sucks.
--------------------------
Anyway... proposition for next game...

Let's balance this thing with 1 mafia before attempting to make it a multiple mafia game...

As josh said in the game... Scum actually needs to scumhunt the other team so lack of scumhunting is not necesarilly a scumtell...

Let's PLEASE go back to dopps vs town with the additional aliens...

Anything else is just a bloody and swingy mess...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on July 31, 2009, 12:37:02 pm
Wrong Janus! The rules as they are allow for a trick of EPIC proportions. Suppose there is a dopp enchanter, then that dopp can proceed with the crowd to "tie" between two people, and then at the end, only ONE person will be lynched! And because it requires that half of everyone to be involved, that allows him to weed out a town, protect a fellow dopp, and perform a 6+ way WIFOM.
dude... and you would look at the waggon an narrow down and enchanter...  ::)

You need to stop thinking about UNIQUE game scenarios and think about the OVERALL game.
Quote from: Webadict
Yes, but if you think about it, that was lame. If you had chosen to lynch one, it's based on cunning and intellect. If you lynch both, it's not really a game. It's just taking a gun and shooting both.
QFT.  Deciding who to lynch between 2 suspicious people is a great moment in mafia.  Just lynching both is lazy and really sucks.
--------------------------
Anyway... proposition for next game...

Let's balance this thing with 1 mafia before attempting to make it a multiple mafia game...

As josh said in the game... Scum actually needs to scumhunt the other team so lack of scumhunting is not necesarilly a scumtell...

Let's PLEASE go back to dopps vs town with the additional aliens...

Anything else is just a bloody and swingy mess...
I agree.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 31, 2009, 12:40:24 pm
Hehe. Ok, that'll be the next poll. I'd like to get some more people's thoughts on the issue of Contingency voting and double-lynches first.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on July 31, 2009, 02:21:28 pm
I don't see what anyone can have against conditional voting that they don't have don't have against double-lynching. Double-lynching is so much worse than conditional votes.

I think conditional votes should be allowed at least for when people aren't going to be able to log in and check on things by the end of the phase.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Rysith on July 31, 2009, 02:33:30 pm
I think conditional votes should be allowed at least for when people aren't going to be able to log in and check on things by the end of the phase.

That seems like it could get a bit thorny, though, given the diversity of things that you could condition on. What kinds of conditions were you talking about?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on July 31, 2009, 04:39:15 pm
Things like Vote for Inaluct, unvote Inaluct if he posts, for lurker-lynching. Stuff like that, at least, seems like it would be fine - less abusable than double-lynching, to be sure
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Rysith on July 31, 2009, 04:41:43 pm
Things like Vote for Inaluct, unvote Inaluct if he posts, for lurker-lynching. Stuff like that, at least, seems like it would be fine - less abusable than double-lynching, to be sure

Yeah, that kind of condition seems fine. What I'd be worried about would be the current "vote for whoever is needed to tie between X and Y", or "Vote for X until he roleclaims" and similar things.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Alexhans on July 31, 2009, 04:48:57 pm
It's a burden for the mod to need to check everyone's conditions and act accordingly. 

Besides, it would only be fair if those conditions appeared then in the votecounts...

If you're going to vote someone.  Vote him.  Don't condition your vote to appear to be voting him for good enough reasons....

Vote Pandarsenic if he role claims, unvote if Webadict votes pandarsenic but vote Whoever claims survival alien overruling any other votes...

see my point?  What sucks little, sucks big....

I know how you enjoyed voting whoever someone voted and stuff like that but this kind of things can not be made automatic... either you come and vote or you don't.  But you just can't have everything covered like that. 

Ultimately, It'll make people careful when voting...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on July 31, 2009, 04:53:14 pm
I doubt people will seriously get that intricate with their conditions.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Rysith on July 31, 2009, 04:55:17 pm
Ultimately, It'll make people careful when voting...

Possibly, though I like Pandarsenic's reasoning that we want to avoid making everyone show up in the thread at the last minute to get their votes in or changed. Limited conditional voting seems like a good answer to that, though I might actually limit it to conditional unvoting: I am voting, here are conditions that would make me reconsider my vote. How does that seem as a solution?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on July 31, 2009, 04:57:24 pm
I say for limitations, make it so you can have one condition which alters your vote listed, and that condition will cause it to default to one other person or to Abstain or NL
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on July 31, 2009, 04:59:51 pm
I would be ok with really simple conditional voting, but it's the players that have to be careful with conditional voting. It's the guys' who did the conditional votings fault that ToonyMan got lynched when he shouldn't of. You have to be careful, so I don't think I'll conditional vote even if it is allowed, tbh.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on July 31, 2009, 05:03:35 pm
I would be ok with really simple conditional voting, but it's the players that have to be careful with conditional voting. It's the guys' who did the conditional votings fault that ToonyMan got lynched when he shouldn't of. You have to be careful, so I don't think I'll conditional vote even if it is allowed, tbh.
That particular case was a lynch because they felt he was breaking the rules, as far as I could tell.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Alexhans on July 31, 2009, 05:06:36 pm
He got lynched because there were 3 players ensuring the double lynch with conditional votes...

Anyway... Conditional votes are a messy factor that will only let people hide between that kind of stuff.  We won't know who is gonna be hammered.  Specially if said conditions are not posted in votecounts.  If they are, will spend more time calculating what will happen instead of scumhunting.

I hope it's clear.  It's a big NO for me.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Servant Corps on July 31, 2009, 05:36:19 pm
Conditional voting means that people can still vote and ensure that their vote gets counted, even if they are unable to access the thread and update their vote. Victory in Mafia should be based on strategy, not based on who is online and is able to post just a few hours before deadline changing their votes. Conditional voting must be kept.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on July 31, 2009, 05:39:23 pm
I don't really care about double lynches, but keep conditional voting!
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Archangel on July 31, 2009, 06:21:16 pm
I don't really use conditional voting, but I think it should be included because there are people like me who can't be around for the whole Day, which means that if we vote for someone to, say, get them talking, we won't necessarily be able to unvote before the day ends.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Alexhans on July 31, 2009, 07:24:01 pm
If you can't be here for the whole day then don't vote for someone just to get them talking. 

Also, if you happen to pop in once every one or two days and add nothing but a short post... your conditional vote means nothing to the game...
Conditional voting means that people can still vote and ensure that their vote gets counted, even if they are unable to access the thread and update their vote. Victory in Mafia should be based on strategy, not based on who is online and is able to post just a few hours before deadline changing their votes. Conditional voting must be kept.
Strategy comes when you vote the right person not when you vote preemptively based on a series of conditions... Scum could easyly manipulate those conditions to avoid getting lynched...  ::)
What are you going to do?  Vote player unless he claims a pr? Wich ones? 

come on... this set of instructions is not mafia... if you can't play regularly then log once in a while and play some IRC mafia games... Or a game with a longer turn span... mafiascum games have normally 3 week days (MAX) and 72 hs nights...

I was going to run a game like that here but people prefer fast paced, full of PR games...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on July 31, 2009, 10:27:17 pm
Nothing wrong with longer Days, but by the third day, you start running out of topics to talk about. And power roles aren't anything special to me.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Alexhans on July 31, 2009, 11:28:35 pm
The problem i still see is that in free pm games... once  you clear a townie... if that townie is sufficiently smart you've got the cleared townie with MC info that he can use to find scum...

wich is when everybody stops scumhunting and the game gets ruined...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on August 01, 2009, 12:40:43 am
The problem i still see is that in free pm games... once  you clear a townie... if that townie is sufficiently smart you've got the cleared townie with MC info that he can use to find scum...

wich is when everybody stops scumhunting and the game gets ruined...

I can understand the sentiment Alex, but isn't that mostly alleviated now?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Alexhans on August 01, 2009, 11:39:29 pm
mmm... not really... what's helping scum a lot in this games is the heavy amount of lurking... But I fear for a scumteam that faces and active and logical town group.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on August 02, 2009, 03:06:02 am
Aye. If everyone participated as much as they should, scum couldn't hide so easily.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on August 02, 2009, 09:53:42 am
EDIT;  Removed content
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on August 03, 2009, 01:55:38 am
The matter of PMs always felt "odd" to me.  It always seemed like half the game was hidden from the main thread.  It also seemed very powerful for the town to pm each other freely.  It's like everyone has the mason powerrole if I'm getting my terms correct.  The Ghost role showed that all you need is ONE person who can prove themselves to be town to tear a game apart. 

Perhaps PMs can be put in as part of the power roles.  Roles that get to PM other people.  Mafia Roles that get to eavesdrop conversations (since the host gets to hear all PMs, it's possible for the host to send teh PMs to others).  Town roles that can send an 'unnamed mass message' PM to all players (role sends message to host, host relays to all players). 

As for doublelynch and conditionals, doublelynching seemed more interesting than game breaker and actually a nicer scum tool than anything.  Conditionals.. perhaps simple ones, like the "always hammer" or "Vote until roleclaim".  It makes the host's job easier that way since they don't have to go through the archives to make sure all of the conditions are met. 

Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on August 03, 2009, 02:12:13 am
Oh, Always Hammer is a good condition I forgot to mention.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on August 03, 2009, 05:09:47 am
Yeah, dakarian, but it would seem that it's currently impossible to have someone who's a confirmed towny.  I suppose you could set somethingj up with the medium, but the medium wouldn't be confirmed towny either.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Alexhans on August 03, 2009, 06:31:27 am
wrong... it's not that hard to confirm someone.  You just have to have a claimed PR that has been attacked by dopps (This is where flavour kills the game IMO) and you'll know he is not a dopp.  An alien could not keep faking to have succesful results...

I'd like the appearance of a Power Role that may "Listen" (Will get all the Pms sent and received by a certain player.  Problem is, that it would be a burden for the mod.

double lynches give more power to town than not.  It removes the decision.  Not fun.  Not fair.

Meph: Wow... I've got an Idea!  everyone will be masons with 2 more people and wont be allowed to pm anybody else...

How about that? 2/3/4 man mason groups at random... Maybe with Quicktopics...

eh?

IMO, the lucky number is 3
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on August 03, 2009, 06:45:06 am
If someone claims a power role and is attacked by the dopps (and protected), they could in fact be a cultist aiming to become a "confirmed" towny.  So then this scum would be able to see everyone's roles in the MC that usually follows a confirmed towny (am I right in thinking that the reason the ghost was unbalanced was because everyone could send their powerrole information through him, and so therefore anonymously post the results of their investigations?).

Not sure about the masons idea, it's an interesting premise, but it would certainly change the game a lot.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on August 03, 2009, 07:17:09 am
If someone claims a power role and is attacked by the dopps (and protected), they could in fact be a cultist aiming to become a "confirmed" towny.  So then this scum would be able to see everyone's roles in the MC that usually follows a confirmed towny (am I right in thinking that the reason the ghost was unbalanced was because everyone could send their powerrole information through him, and so therefore anonymously post the results of their investigations?).

Not sure about the masons idea, it's an interesting premise, but it would certainly change the game a lot.

Ghost broke the game because there was a confirmed UNKILLABLE townie.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on August 03, 2009, 07:20:37 am
Did people send role info and MC through the ghost?  Ah, that would be the unbalanced element.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on August 03, 2009, 10:15:52 am
wrong... it's not that hard to confirm someone.  You just have to have a claimed PR that has been attacked by dopps (This is where flavour kills the game IMO) and you'll know he is not a dopp.  An alien could not keep faking to have succesful results...

I'd like the appearance of a Power Role that may "Listen" (Will get all the Pms sent and received by a certain player.  Problem is, that it would be a burden for the mod.

There still isn't a way to actually confirm a townsperson for everyone. The flavor text only goes to the people involved, so the best you can get is the attacked player and a protector claiming that he saved them. No on else in the town can be sure that the two are telling the truth unless they have a PR that lets them check for themsleves. That might be enough to convince most people, but it's still no guarantee.

For example: Dopps don't kill anyone, they have two dopps claim to have been 'attacked' and 'protected'. Especially powerful if the 'attacked' dopp is a Leader and he's actually protected that night by the protector'.

As for the PMs, that's what the new Watcher role is for. I'm not going to send someone every PM that comes by (There are TONS some games), but I can manage saying who's been talking.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Alexhans on August 03, 2009, 12:12:09 pm
what do you think about my mason idea?   It would avoid a game breaking "send a pm" to a cleared townie...

Scum cant risk most gambyts meph... remember that...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on August 03, 2009, 12:17:55 pm
Hehe, maybe they shouldn't risk most gambits, but that doesn't mean they don't try them anyway. Nor does it mean the town can assume that the scum won't try the gambit.

Really, until I see a situation where the PMs cause a huge problem by themselves I'm ok with them being in the game. Yes, they caused a problem with the ghost, but that was more an issue with the ghost then PMs in general.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Alexhans on August 03, 2009, 12:25:36 pm
If I hadn't been scum every game... :-\ But the ghost one where I found scum and it didn't matter...

Hopefully, I'll have a shot next game... and a bit of luck too.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on August 03, 2009, 02:03:50 pm
I honestly thought you were being facetious with that mason idea Alex, I'm not exactly sure what problem that would fix.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Alexhans on August 03, 2009, 02:10:39 pm
If there's a clear townie... then only a couple of people may pm him with their roles...

It would prevent mass claiming by PM.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JoshuaFH on August 03, 2009, 02:19:30 pm
But how would this clear townie come to be?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on August 03, 2009, 02:36:55 pm
Well, since we have a lot of votes about the double-lynch and conditional voting, I think I'm pretty well settled on that issue. I'll remove both for now. Limited conditional voting may go in later, if we decide on a set of acceptable conditions.

New poll: Cult of the Great Old Ones? Keep them as is, allow either the Cult or the Dopps in a game but not both, or get rid of them?

Keep in mind, my current system allows for either Dopps only, Cult only, or Dopps & Cult in large games. Smaller games can only have 1 scum faction, and there is a higher chance of Dopps then Cult.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Leafsnail on August 03, 2009, 04:44:54 pm
The Cult act the same as dopps only they can't be identified by the Agent, and don't have the Advanced or Controlled Doppelgangers, right?
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Servant Corps on August 03, 2009, 04:45:52 pm
Actually, they can be idenitifed by the Agent.

I like having two Scum groups, so I vote to keep the Cult as is.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Leafsnail on August 03, 2009, 04:49:40 pm
Oh, yeah, so they can.

I wonder what makes a cultist non human... hm...
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mephansteras on August 03, 2009, 04:52:52 pm
Actually, they can be idenitifed by the Agent.

Correct. Originally I had them identified by the Detective, but decided that unbalanced things too much. So the Agent figures out all Races now. Cultists just count as Human Cultist instead of Human. It's more a grouping distinction then anything else.

Oh, several rules clarifications should we have a Cult only game:

Dopp Hunter will be replaced with a Cult hunter. Different reasons for what he does, and a different target, but otherwise functions the same.
Alien Scientist will need to abduct a Human, a Human Cultist, and an Alien for study.

That's pretty much it, I think. Everyone else should remain pretty much the same.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Leafsnail on August 03, 2009, 04:56:06 pm
Quote
Alien Scientist will need to abduct a Human, a Human Cultist, and an Alien for study.
I suppose that means in large games he'll need a human, a cultist, a dopp and an alien?
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mephansteras on August 03, 2009, 04:57:32 pm
Quote
Alien Scientist will need to abduct a Human, a Human Cultist, and an Alien for study.
I suppose that means in large games he'll need a human, a cultist, a dopp and an alien?

No, he only ever needs three abductees. Although I suppose in a mixed-faction game I could have Cult oriented aliens instead of Dopp oriented aliens and it would all work out ok.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Leafsnail on August 03, 2009, 05:03:43 pm
Yeah, so if there was the possibility of a dopp seeker or a cult seeker then it would all balance out.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: dakarian on August 04, 2009, 09:15:23 am
Cult seems fine, though two 'enemy forces' does seem pro-town so it would probably be best to mark it as a bonus to town in calculations.  The benefit it gives the enemy by being able to Truly hunt 'scum' isn't enough to weaken the crossfire effect.

Hmm, evil idea: make each side immune to each other's nightkills.  The pm flavor text could show a shootout ending in a draw, signaling that both people are rivals.  causing the two groups to have to manipulate the day lynchings to weaken each other.  When Pro-towns = one of the groups:

If one side is larger than the other (i.e. 2 cult, 2 town, 1 mafia), the larger side wins (RP: larger side ambushes smaller side, then imposes themselves on the town).  If both sides are equal ( 2 town, 2 cult, 2 mafia) the town wins (shootout happens taking out both sides, leaving town alone). 

With that, you eliminate cross fire yet force the sides to try to weaken each other.  It would also make a very crazy daytime as each side tries to rig the vote while the town tries to read the byplay between them (OMG, Soandso pushed hard to kill that cult.  They MUST be mafia!).  The endings also avoid Happily Ever After and eliminate any wish for the two rivals to group up and mass kill the town.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Rysith on August 04, 2009, 09:48:04 am
Hmm, evil idea: make each side immune to each other's nightkills.  The pm flavor text could show a shootout ending in a draw, signaling that both people are rivals.  causing the two groups to have to manipulate the day lynchings to weaken each other.  When Pro-towns = one of the groups:

I'm fairly certain that that's not really what would happen, especially with the ending, in those scenarios. Scum A would need to outnumber townies + Scum B for the game to end, since townies can still vote (so 2 cult + 2 townies > 3 dopps, for example).

One possibility to reduce cross-kills, at least at the beginning, would be to have cult dopp detectors and dopp cult detectors. While that's similar to making them immune to eachother's nightkills, I think that having them remain nightkill-able would prevent simply throwing them to the lynch mob on discovery.

I'd definitely agree that we need more than 25% scum for multiple scum groups to work, likely something like 40% + more power roles. That means that each scum group has 20% of the player base (so a bit smaller than a single scum group), and the power roles to avoid accidentally killing off 50% of the scum in the first two days.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Alexhans on August 04, 2009, 10:09:30 am
PROBLEM: This game is unbalanced.
WRONG APPROACH: Let's add more power roles to balance it!! Wooh!! Power Roles!!

Real solution: Keep it simple.  Remove the Cultists so everything is more straightforward and doesn't depend so much on luck.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: webadict on August 04, 2009, 10:17:42 am
PROBLEM: This game is unbalanced.
WRONG APPROACH: Let's add more power roles to balance it!! Wooh!! Power Roles!!

Real solution: Keep it simple.  Remove the Cultists so everything is more straightforward and doesn't depend so much on luck.
I agree. We all loved it with the few powers it had at the beginning.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Servant Corps on August 04, 2009, 10:20:19 am
PROBLEM: This game is unbalanced.
WRONG APPROACH: Let's add more power roles to balance it!! Wooh!! Power Roles!!

Real solution: Keep it simple.  Remove the Cultists so everything is more straightforward and doesn't depend so much on luck.

Super-Real Solution: No balance since balance could lead to a boring and predictable game, Make sure it's fun. Having two scum groups are fun. Therefore keep them.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: webadict on August 04, 2009, 10:35:30 am
PROBLEM: This game is unbalanced.
WRONG APPROACH: Let's add more power roles to balance it!! Wooh!! Power Roles!!

Real solution: Keep it simple.  Remove the Cultists so everything is more straightforward and doesn't depend so much on luck.

Super-Real Solution: No balance since balance could lead to a boring and predictable game, Make sure it's fun. Having two scum groups are fun. Therefore keep them.
Well, as much fun as unpredictable COULD be, it's not really the game we were expecting. We'd much rather have a fair game for both sides...
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Alexhans on August 04, 2009, 11:01:32 am
Super-Real Solution: No balance since balance could lead to a boring and predictable game, Make sure it's fun. Having two scum groups are fun. Therefore keep them.
It's evident that you've never been scum in paranormal...  ::)

The first games were fun and they didn't have so much stuff in them.  So your point that we need 2 scum teams is absurd.  Swingy games are not fun.  They're frustrating because you could perfectly throw a couple of AI bots and make them play because it's not really up to them but up to the combination of random night actions...

It's funny how people think with their last allignment in mind.  Town players want more things to favour town and viceversa.  We must avoid this.  We have to design for the sake of general balance in mind.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Servant Corps on August 04, 2009, 11:15:12 am
Super-Real Solution: No balance since balance could lead to a boring and predictable game, Make sure it's fun. Having two scum groups are fun. Therefore keep them.
It's evident that you've never been scum in paranormal...  ::)

The first games were fun and they didn't have so much stuff in them.  So your point that we need 2 scum teams is absurd.

1) I want to be scum though. Luck just made it so I could not.
2) The first game may have been fun, but if we replay the same setting over and over, we will learn all the ins-and-outs of the system, Alexhans. We would exploit every strategy over and over, and then it would get boring. The only fun that would exist would come from the Meta, and I loathe the Meta.

Quote
Swingy games are not fun.  They're frustrating because you could perfectly throw a couple of AI bots and make them play because it's not really up to them but up to the combination of random night actions...
3) "Swingy" games are fun. You are ignoring the prospects of WIFOM choices, or how a lucky break could swing the game to and for your way. You could attempt to use more strategy, trying to deal with the different and varied situation in question.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Alexhans on August 04, 2009, 11:46:54 am
2) right... that's why all mafiascum mini normals are the same and people break them so easyly...  ::) (That was sarcasm, btw)

3) So I'm just a lame player who doesn't strategize...  ::)

if you're targeted for a cross kill there's not much you can do... Good poker players don't gamble.  They play the odds and read others.

Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: dakarian on August 04, 2009, 01:29:26 pm

I'm fairly certain that that's not really what would happen, especially with the ending, in those scenarios. Scum A would need to outnumber townies + Scum B for the game to end, since townies can still vote (so 2 cult + 2 townies > 3 dopps, for example).

One possibility to reduce cross-kills, at least at the beginning, would be to have cult dopp detectors and dopp cult detectors. While that's similar to making them immune to eachother's nightkills, I think that having them remain nightkill-able would prevent simply throwing them to the lynch mob on discovery.

I'd definitely agree that we need more than 25% scum for multiple scum groups to work, likely something like 40% + more power roles. That means that each scum group has 20% of the player base (so a bit smaller than a single scum group), and the power roles to avoid accidentally killing off 50% of the scum in the first two days.

If it became 3 town/2 cult/3 dopp (note that's when my scenerio would end), then town is effectively dead.  The cult would definably side with the town, but the town would have no reason to care in taking down the dopps.  Assuming the town didn't want either side to win, they COULD kill a dopp, then prey for both sides to kill each other.  Then it's a matter of who kills who in the night, probably leading to 2 dead cults, 2 dead dopps, and a victorious town.  The better alternative would be for the cults and dopps to group up, wipe out the town, then evoke Happily Ever After.  However it ends, the game then becomes based on who shoots who in the night with many silly and annoying-for-all things happening and a random winner.  Best just to have it end. 


As for the KISS idea..perhaps the better argument would be on HOW MANY power roles are in a single game.  It's neat to have tons and tons of possible roles with unlimited possibilities, but the game itself may do well with less roles showing up overall.  A game with just 2 aliens and no other PRs.  A game with JUST a dopp doc and a vanilla dopp.  10 player game with 2 town, 4 cult and 4 dopps without a declared number of either (DO IT!  DO IT FOR THE LULZ!).  A game that's said to have dops but actually just has 1 exterminator. 

Keep the insane-long list, but have simpler games overall.  Less RolePower.  More unexpected randomness (imagine everyone looking for aliens, reporters, and what not with the game turning up PURE vanilla!).

Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mr.Person on August 04, 2009, 01:39:11 pm
Actually, there appears to be a large number of townies in the current Paranormal game going on.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Servant Corps on August 04, 2009, 01:40:20 pm
In 3 Town/2 Cult/3 Dopp, the Town should always vote for NO LYNCH. The Cult has no choice but the target the Dopp if they want to have a chance at winning, while the Dopp has to target the Cult if they also want a chance at winning.

The Town doesn't have to be the kingmaker, it should play to win. And letting the Cultists and the Doppelgangers tear each other apart is how that would work.

Oh, and Meph prohibited Everyone Lives Happily Ever After. The Dopps must eat at least once every 3 nights and the Cultists must sacrifice at least once every three nights.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: JoshuaFH on August 04, 2009, 01:43:36 pm
I can agree that we should put cult on the bench for now. If there comes a time where paranormal gets big enough, a second mafia might be appropriate, but I think it would be in our best interest to just put the idea to the side for now.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: dakarian on August 04, 2009, 02:00:57 pm
Hmm.   Town would either do no lynch or kill a dopp, then it goes to night.  If everyone knows each other's role by then the cult would kill the dopps and the dopps cults.  If it's no lynch, dopps lynch the cult, then nightkill, leaving 0 cult, 3 town,  2 dops.  Unless people STILL don't know who's who, town wins by attrition (if they don't know, it's LoL). 

Two groups seem VERY pro town, especially if both groups remain alive in the end game.  My suggestion of not letting the sides nightkill each other was to help even things out without overpowering things: if the cult and dopps target each other, no one dies and now both sides know who each other are.  They'll then try to rig the vote in the day time. 

It makes a nice scene for the bad guys.  I used it when I was a mafia hunting a cult.  I even got the town to believe that the game ONLY had a cult and no mafia.  Both cultists were killed by the town (one via lynch, other by vig) and it kept suspicion off me in time to take down the rest.

So I can fully understand removing two-group games, but if you do put them in, I believe not letting them kill each other at night would work well for them.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mephansteras on August 06, 2009, 02:22:49 am
I think if we have another game with 2 mafias I'll first go with beefing up their number of power roles a good bit. Not letting them kill each other seems a bit odd, and maybe too unbalanced against the town.

For those that don't like having two mafias, what's your opinion on the cult as an alternate mafia group? Should we keep them in as variety or would you prefer we stick with just dopps?
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mr.Person on August 06, 2009, 02:27:31 am
I think if we have another game with 2 mafias I'll first go with beefing up their number of power roles a good bit. Not letting them kill each other seems a bit odd, and maybe too unbalanced against the town.

For those that don't like having two mafias, what's your opinion on the cult as an alternate mafia group? Should we keep them in as variety or would you prefer we stick with just dopps?

It's not lack of PR, it's simply lack of numbers.

I think if there's one scum group, it should be dopps. The cult isn't much different, but is different enough to confuse things up.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Alexhans on August 06, 2009, 05:55:11 am
^^AND it makes the survivor alien Town alligned.


Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Leafsnail on August 06, 2009, 12:56:25 pm
Oh yeah, that's true.  I kinda like the idea of having it as one of the two for variety though.

I think the current game is an extreme case (it would've probably been better for there to be 1 scum group of 3, considering how it turned out) but it is true that having 2 scum groups is very pro-town.  More numbers might help, but when the number of people who are potential scum starts to push 50%...
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mephansteras on August 06, 2009, 01:30:43 pm
^^AND it makes the survivor alien Town alligned.


True. Although I could always take out the Survivor alien for cult only games.


On the subject of two-mafia games:

What about this?

Two-mafia games require at least 20 players. If there are two mafias, several things happen.
  1) The % of mafia players goes up to 35% instead of 25%.
  2) The Ratio of Alien players goes down to 0-10% instead of 0-20%.
  3) The town is given a power boost in the balancer to account for the fact that the scum will be hunting each other.

Sound workable? I don't want to have scum get too high of a % of the town, and I think this set of numbers should work pretty well.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Leafsnail on August 06, 2009, 01:35:16 pm
Sounds ok, but this bit:

Quote
  3) The town is given a power boost in the balancer to account for the fact that the scum will be hunting each other.
Was that a mistake?
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mephansteras on August 06, 2009, 01:38:40 pm
Sounds ok, but this bit:

Quote
  3) The town is given a power boost in the balancer to account for the fact that the scum will be hunting each other.
Was that a mistake?

No, but it may not make sense to you. My program balances out each side, trying to get the overall balance of the game to 0. So, say the town gets an Agent (power 4), the Overall balance is now 4, in favor of the town. Then the Dopps get a Guardian (power -6), balance is now -2 in favor of the scum. By giving the town a power boost in the balance at the beginning, I'm effectively giving the scum a boost in power roles (or more powerful power roles).

Does that make sense now?
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: webadict on August 06, 2009, 01:40:38 pm
Sounds ok, but this bit:

Quote
  3) The town is given a power boost in the balancer to account for the fact that the scum will be hunting each other.
Was that a mistake?

No, but it may not make sense to you. My program balances out each side, trying to get the overall balance of the game to 0. So, say the town gets an Agent (power 4), the Overall balance is now 4, in favor of the town. Then the Dopps get a Guardian (power -6), balance is now -2 in favor of the scum. By giving the town a power boost in the balance at the beginning, I'm effectively giving the scum a boost in power roles (or more powerful power roles).

Does that make sense now?
Okay, but are you making each scum team balance out, rolewise, or do they each count against the town, and not each other?
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mephansteras on August 06, 2009, 01:42:02 pm
The program will try to balance them out against each other as well by splitting the power between the two, but it will accept an inbalance between the scum factions in favor of a balance between town and scum overall.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Leafsnail on August 06, 2009, 02:52:03 pm
Ah, that makes sense then.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: webadict on August 06, 2009, 03:07:05 pm
The program will try to balance them out against each other as well by splitting the power between the two, but it will accept an inbalance between the scum factions in favor of a balance between town and scum overall.
How much of an imbalance? Significantly imbalanced, or only slightly?
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mephansteras on August 06, 2009, 03:08:51 pm
Only slightly. Usually just a point or two. And I can always rebalance things by hand if need be.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: webadict on August 06, 2009, 03:11:22 pm
Only slightly. Usually just a point or two. And I can always rebalance things by hand if need be.
Oh that's fine. I was just making sure it wasn't like equal to town, but 6 points in one direction.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mephansteras on August 07, 2009, 04:46:05 pm
Ok, general questions for everyone.

1) Do you have any concerns/comments with the current rule set listed on the front page?

2) What is your opinion of the suggested changes on the front page?

3) Opinion on the Cult (voting in the poll is fine, unless you have more to say)

4) Opinion on the size of games? Should we limit the number of players we have?

Question 4 is due to webadict's comment in round 7 about people finding it too hard to scumhunt with such a large group. I think that's partially true in that round, where we had almost no PRs. In a normal game, where most players have a Power Role, would a 23-person game have been less frustrating?
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Leafsnail on August 07, 2009, 04:47:49 pm
Yeah, a game with 2 kills a night and 23 players is rather unmanagable.  A few more powerroles could help.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: webadict on August 07, 2009, 05:09:06 pm
Ok, general questions for everyone.

1) Do you have any concerns/comments with the current rule set listed on the front page?

2) What is your opinion of the suggested changes on the front page?

3) Opinion on the Cult (voting in the poll is fine, unless you have more to say)

4) Opinion on the size of games? Should we limit the number of players we have?

Question 4 is due to webadict's comment in round 7 about people finding it too hard to scumhunt with such a large group. I think that's partially true in that round, where we had almost no PRs. In a normal game, where most players have a Power Role, would a 23-person game have been less frustrating?
1) Double lynches are bad.
2) Not sure what those are.
3) Needs to go. It just makes it more difficult for the scum than for the town.
4) The number of players is outstanding. There's several problems though: Lots of people are inactive. If lots of people weren't inactive, then there'd be PAGES upon PAGES of posts to analyze, which would CAUSE inactivity. I think some games with 15 people were excellent games. It wasn't too many and it wasn't too few.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mr.Person on August 07, 2009, 05:10:54 pm
Might I suggest a new role? The Spook. Due to his frightening appearance, players attempting non-kill actions will be scared off and have their actions fail. Killers, however, are strong-willed enough to go through with the kill.

Basically, an ascetic. -1 to town, -2 if scum should be fair, I think.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mephansteras on August 07, 2009, 05:13:49 pm
Interesting idea. I'll add it to the proposed roles section (http://www.bay12games.com/forum/index.php?topic=34959.msg534674#msg534674)
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: webadict on August 07, 2009, 05:16:58 pm
Might I suggest a new role? The Spook. Due to his frightening appearance, players attempting non-kill actions will be scared off and have their actions fail. Killers, however, are strong-willed enough to go through with the kill.

Basically, an ascetic. -1 to town, -2 if scum should be fair, I think.
It should be about -3 for scum, actually. Since no one can investigate them for their team, it'd be better for scum than town.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: JoshuaFH on August 07, 2009, 05:18:52 pm
I don't know WA, wouldn't that also make them unprotectable?
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mr.Person on August 07, 2009, 05:21:51 pm
Although there are lots of role already, I was thinking there should probably be more anti-town roles, especially in the town itself.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: webadict on August 07, 2009, 05:45:02 pm
I don't know WA, wouldn't that also make them unprotectable?
True, but think about how often scum needs protecting against kills...
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mephansteras on August 07, 2009, 05:47:49 pm
In theory, the town could now have 2 War Vets and 2 Vigilantes, so scum protecting each other isn't that far-fetched.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: webadict on August 07, 2009, 06:20:17 pm
In theory, the town could now have 2 War Vets and 2 Vigilantes, so scum protecting each other isn't that far-fetched.
And the scum get a Doctor? And can't conveniently protect the one guy that needs it because he's immune to it? This is a little far-fetched...
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mephansteras on August 07, 2009, 06:22:39 pm
For those that are interested, here is an example of a 20 player game with both Dopps and Cult. There are 4 doppelgangers and 3 cult, but the balance is about equal. (2 points in the dopps favor, but with the Dopp hunter in play I think that's ok)

Spoiler (click to show/hide)

The only thing my script doesn't do yet is figure out which bodyguard variants people are. But that's easy enough for me to add in later.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: JoshuaFH on August 07, 2009, 06:32:32 pm
Are you saying that a sufficiently large game will have every single role?
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: ToonyMan on August 07, 2009, 06:33:54 pm
I really like that example, use something like that next round.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: JoshuaFH on August 07, 2009, 06:35:14 pm
I really like that example, use something like that next round.

Except for the fact that the cult is still programmed in there.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mephansteras on August 07, 2009, 06:36:57 pm
Are you saying that a sufficiently large game will have every single role?

Not sure what you mean there...I think we'd have to have a HUGE game to have every role represented.


As for the cult being there, this was to give people an example of what a multi-faction game with power roles would look like.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: ToonyMan on August 07, 2009, 06:38:42 pm
So nobody likes Cult then?  I haven't voted yet.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mr.Person on August 07, 2009, 06:40:06 pm
ToonyMan just wants to be a warden :D

I find it odd that me and Alexhans are the only non-PR in that setup. On the plus side, that means I would be doing the dopp kills and would have bodyguard protection.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Servant Corps on August 07, 2009, 06:43:18 pm
Moderate Cultist. You believe in the Great Old Ones, but you do not support your extermist brethen's goal in summoning them using involuntary blood sacrifices. The Great Old Ones will only come when people willingly submit themselves. That can only be done through spreading the message peacefully.

You are part of the Cult, but your goal is to destroy the Cult from within. Once this happens, you win. You then leave the game, as you flee the area over to a more safe location where you can rebuild the Cult in a more 'moderate' fashion.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: ToonyMan on August 07, 2009, 06:45:43 pm
ToonyMan just wants to be a warden :D

Yeah.   ;D

Moderate Cultist. You believe in the Great Old Ones, but you do not support your extermist brethen's goal in summoning them using involuntary blood sacrifices. The Great Old Ones will only come when people willingly submit themselves. That can only be done through spreading the message peacefully.

You are part of the Cult, but your goal is to destroy the Cult from within. Once this happens, you win. You then leave the game, as you flee the area over to a more safe location where you can rebuild the Cult in a more 'moderate' fashion.

I don't know about that one...it's liked a controlled dopp right?
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: webadict on August 07, 2009, 06:47:47 pm
ToonyMan just wants to be a warden :D

Yeah.   ;D

Moderate Cultist. You believe in the Great Old Ones, but you do not support your extermist brethen's goal in summoning them using involuntary blood sacrifices. The Great Old Ones will only come when people willingly submit themselves. That can only be done through spreading the message peacefully.

You are part of the Cult, but your goal is to destroy the Cult from within. Once this happens, you win. You then leave the game, as you flee the area over to a more safe location where you can rebuild the Cult in a more 'moderate' fashion.

I don't know about that one...it's liked a controlled dopp right?
Except without the EA.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mephansteras on August 07, 2009, 06:48:38 pm
Hmm...not sure we need any more help for the town.

On that note, though, I should probably make the Advanced Doppelganger and Controlled Doppelganger not show up in a mixed game. Too hard on the dopps with the Controlled, and the Advanced taking over a Cultist would doom the cult for sure.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mephansteras on August 07, 2009, 07:44:43 pm
So nobody likes Cult then?  I haven't voted yet.

Apparently, the really vocal people don't like them and lots of silent people do. Go ahead and vote with your opinion on it. I'd like to get opinions from a lot of people on the issue, since it seems to be pretty varied.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: ToonyMan on August 07, 2009, 08:30:44 pm
KEEP THEM I SAY.

*votes
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: A_Fey_Dwarf on August 07, 2009, 10:30:33 pm
I'd prefer with only one mafia group. If cultists are involved, it should be more like IRC mafia where a cultist recruits it's members like a mason, though when the cult leader dies all cultists die. The cult begins as one, and it's goal is to outnumber all other groups by growing. Though this may confuse the game further and should only be rare.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: JanusTwoface on August 08, 2009, 12:34:10 am
I think your program has it in for me... That would have been my 4th game out of 4 as scum. Maybe it's some internet analog of fate? Or a form of gambler's fallicy. Whatever...

So far as the cult goes, I think it would be interesting to see how a two mafia game goes with actually having a few more power roles floating around. If it still breaks, we move on. Might be interesting though.

Also, making cultists feel different than dopps somehow appeals to me. The idea of a slowly spreading cult intrigues me.

Anyways, just my two cents.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Alexhans on August 08, 2009, 01:09:14 am
I really like that example, use something like that next round.
Did you stop to think what were the possible interactions ??? With so much information (Remember that the medium recovers the dead's people information) town can probably logically deduce scum.  With enough effort.
I find it odd that me and Alexhans are the only non-PR in that setup. On the plus side, that means I would be doing the dopp kills and would have bodyguard protection.
what about the game before last?  There was just 1 townie...
Quote from: janus
So far as the cult goes, I think it would be interesting to see how a two mafia game goes with actually having a few more power roles floating around. If it still breaks, we move on. Might be interesting though.
last game was actually the first game with more townies than PRs

@MEPH:  How would you implement sanities? What results would each role get?
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: JanusTwoface on August 08, 2009, 01:55:08 am
last game was actually the first game with more townies than PRs

Tis true. And the first with two mafias. The problem is both happened at once (although I see Meph's reasons for doing so). Makes the results more interesting to sort out.

I'm personally happy with whatever happens. Makes life much less stressful to live that way. ;D
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Alexhans on August 08, 2009, 03:38:40 am
Yeah... but our goal must be balance & fun...
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Leafsnail on August 08, 2009, 07:53:04 am
Did you stop to think what were the possible interactions ??? With so much information (Remember that the medium recovers the dead's people information) town can probably logically deduce scum.  With enough effort.
The medium would indeed find the dead people's info, but then again, roleclaiming as a medium would be suicide.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Alexhans on August 08, 2009, 11:18:20 am
Did you stop to think what were the possible interactions ??? With so much information (Remember that the medium recovers the dead's people information) town can probably logically deduce scum.  With enough effort.
The medium would indeed find the dead people's info, but then again, roleclaiming as a medium would be suicide.
Have you seen a game without a doc yet?
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Leafsnail on August 08, 2009, 11:26:53 am
Hmm, does the Guardian have a higher chance than usually of appearing in the game?
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mr.Person on August 08, 2009, 12:08:17 pm
Did you stop to think what were the possible interactions ??? With so much information (Remember that the medium recovers the dead's people information) town can probably logically deduce scum.  With enough effort.
The medium would indeed find the dead people's info, but then again, roleclaiming as a medium would be suicide.

Probably not. Between the medium being guardian and bodyguard central, the chance of a dopp or cultist medium, and the chance of WIFOMing the town, not killing the Medium wouldn't be that bad.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Leafsnail on August 08, 2009, 02:31:57 pm
Actually, yes, on the off chance that there is both a dopp and a town medium things could get rather interesting.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mr.Person on August 08, 2009, 03:06:04 pm
Actually, yes, on the off chance that there is both a dopp and a town medium things could get rather interesting.

Worse, a dopp and a cultist medium.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Alexhans on August 08, 2009, 09:24:17 pm
basically, the scum medium needs to not post in the dead chat and wait for people to discuss the game...

Then feed that info to his team...
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mr.Person on August 08, 2009, 09:30:21 pm
basically, the scum medium needs to not post in the dead chat and wait for people to discuss the game...

Then feed that info to his team...
The first post of the Dead Chat says if there's a Medium or not.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: dakarian on August 08, 2009, 10:00:55 pm
Suggested role
Improved Doppleganger
Visible Role: No Role
    Race: Doppelganger
    Goal: Kill
    Rules: A mutation in your genes has removed your ability to shape shift.  Although this does not alter your behaviors while alive, you find you permanently appear 'human', even after death.
    Victory: Doppelgangers Win



Simply put, it acts like a normal dopple while alive, and will react the same to investigations, BUT will roleflip 'human townie' when lynched or nightkilled.  Think of how often the town uses the rollflip to determine scumminess.  Imagine if even THAT becomes suspect.

Too evil?
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Alexhans on August 08, 2009, 11:56:22 pm
basically, the scum medium needs to not post in the dead chat and wait for people to discuss the game...

Then feed that info to his team...
The first post of the Dead Chat says if there's a Medium or not.
what about the allignment?
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Leafsnail on August 09, 2009, 05:56:48 am
Yeah, if it doesn't say their alignment it should help weaken the power of the medium a bit.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mephansteras on August 09, 2009, 10:11:03 am
The first post of the Dead Chat will say how many Mediums there are. It will not state the alignment of the mediums, so the dead truly cannot trust the mediums unless they get some information on them.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Kashyyk on August 09, 2009, 10:13:46 am
Although, if it says there are three mediums, they will know that one of them will be human.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Leafsnail on August 09, 2009, 11:07:58 am
And you'd also know at least one is scum.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Kashyyk on August 09, 2009, 11:26:32 am
The question is though, HOW could a medium prove that they are townie?
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Alexhans on August 09, 2009, 11:29:44 am
He could at least prove his willingness by following the dead people's orders.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mr.Person on August 09, 2009, 11:41:34 am
The question is though, HOW could a medium prove that they are townie?

How do you prove anybody is town in a mafia game?
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Leafsnail on August 09, 2009, 11:59:13 am
Yeah, exactly.  The dead would have to work out whether they could trust him.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Alexhans on August 09, 2009, 12:13:56 pm
If there's more than one medium and I'm dead... there's no way in hell I'm gonna speak until they both claim their roles in the main thread or one of them flips.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Leafsnail on August 09, 2009, 01:52:49 pm
If there's more than one medium and I'm dead... there's no way in hell I'm gonna speak until they both claim their roles in the main thread or one of them flips.
Exactly, so the whole "info flying everywhere" thing is averted, at least mostly.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: JanusTwoface on August 09, 2009, 01:54:00 pm
So can either the dead folks or the mediums remain anonymous in the dead chat?  Something like using the name Medium #1 or Dead Guy #12 or the like?  I remember this idea coming up at some point and then sort of fading (I think).
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Alexhans on August 09, 2009, 01:56:07 pm
what's the point of that???

The covert scum medium will get all that information for his team while the covert town medium will acomplish nothing unless he tries to share info in the main thread.  At wich point he will be probably found out and killed at night.

I think that medium claiming and going for protection (IF, he has useful info) might be the best deal.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Leafsnail on August 09, 2009, 01:58:43 pm
Nah, they shouldn't be anonymous, but as long as the scum one doesn't post, they can't be sure of his innocence.  Even if he does post, the dead will have to watch the main thread and judge for themselves whether he's mafia or not.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Alexhans on August 09, 2009, 02:18:28 pm
nah... it's stupid... a town medium shouldnt try to get info from the dead if he there's more than one medium...
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mr.Person on August 09, 2009, 05:37:10 pm
Of course, if any of the dead can clear the medium, they all start talking. If any of the dead can prove the medium is scum (agent, reporter, ect.) then the rest of the dead shut up.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Alexhans on August 09, 2009, 09:39:14 pm
oh, just great... people want to keep the cult...  ::)

Why don't we make this votes PUBLIC?  And give a reason for your vote?  Otherwise it's plain dumb to let anyone randomly vote without considering if it will be a good game or not...
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Pandarsenic on August 09, 2009, 11:25:03 pm
I voted against Cult for the time being. We can't even balance with 1 Scum team so far.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: JanusTwoface on August 10, 2009, 01:10:21 pm
I think that having two mafias makes it more likely for the town to win (I could be completely off base with that though) and the town really doesn't need that much help at this point.

Like I've said though, I would like to see one game with two mafias and a higher number of power roles.  I have a feeling it might still turn out broken, but it also might work out.  So I voted to keep the two mafias for the time being.  If they manage to wipe each other out again, on to plan B or C or whatever we're on now.

Oh, and does anyone (mostly Meph here) know when the next round will be scheduled to start?  Both of the Mafias I was in just sort of ended and I'm looking forward to a new one.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mephansteras on August 10, 2009, 01:14:32 pm
I should be putting up the sign-up thread for Round 8 today. I'm a bit busy at work, but I'll make time during lunch if nothing else.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mephansteras on August 10, 2009, 01:51:39 pm
Ok, current rule set has been put into place. I've put the rules about the cult into the Accepted changes paragraph in post #3 or so.

Keep in mind, most games won't have both factions. The way my current system is set up 3/6 will be Dopp only, 2/6 Cult only, and 1/6 both. If the game has fewer then 18 players, it's 3/5 dopps and 2/5 cult, with no chance of both.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: JanusTwoface on August 10, 2009, 01:54:50 pm
Clicky for those (like me) that read all of the updates in an email client and/or are too lazy to go back a level and find the post:

http://www.bay12games.com/forum/index.php?topic=40179.0
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mephansteras on August 10, 2009, 03:21:55 pm
The first post of the Dead Chat will say how many Mediums there are. It will not state the alignment of the mediums, so the dead truly cannot trust the mediums unless they get some information on them.

Just realized that the first post shouldn't say how many mediums there are, since that gives the Mediums information about active roles that they shouldn't have. So I think it will just state whether or not there are any mediums in the game at all.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Pandarsenic on August 10, 2009, 10:15:23 pm
The first post of the Dead Chat will say how many Mediums there are. It will not state the alignment of the mediums, so the dead truly cannot trust the mediums unless they get some information on them.

Just realized that the first post shouldn't say how many mediums there are, since that gives the Mediums information about active roles that they shouldn't have. So I think it will just state whether or not there are any mediums in the game at all.

Just say "There is at least one Medium." There you go.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mephansteras on August 10, 2009, 10:15:59 pm
Yeah, that's what I was thinking.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: JanusTwoface on August 10, 2009, 10:17:03 pm
Although it would be amusing to say there is a medium and there actually is not.  ;D  I'm sure the dead would be thrilled talking to themselves without realizing it.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mephansteras on August 10, 2009, 10:21:08 pm
Oh, no, they hate that. Happened once, and it went poorly. Although that may have been partially due to someone posing as the Medium (we had aliases the first time) and leading them on.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: webadict on August 10, 2009, 11:24:55 pm
Oh, no, they hate that. Happened once, and it went poorly. Although that may have been partially due to someone posing as the Medium (we had aliases the first time) and leading them on.
I thought it was funny :)
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Pandarsenic on August 10, 2009, 11:34:05 pm
I... didn't.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: ToonyMan on August 11, 2009, 06:43:02 am
hey lok guyz im medem  tak to me
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Kashyyk on August 11, 2009, 06:58:23 am
I disliked it also.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: JanusTwoface on August 11, 2009, 03:07:46 pm
Ok, I give.  Seems like I'm one of the few people that wouldn't mind talking to myself.  ;D

On a more cheerful note, related to this:
On the contrary, if it's a dopp-only game, and there's a goth dopp, the agent will see him as cult, and appropriately say "WTF?"  Then they talk, and the dopp says he's a goth.  The dopp's real race is therefore hidden.

Will we be told at the beginning of the game which mafias are in the game and how many of each there are?  Or just how many total mafia?  Or absolutely nothing?

Personally, I'd be in favor of telling us the total number of Mafia, but not telling us if there is 1 or 2, but that's just me.

Also, it would be interesting to have potentially have more members in one mafia than in the other, with more powerful roles in the smaller to compensate.  Granted, this wouldn't quite as well with the numbers being revealed at the start of the game, but it could still work.  Thoughts?
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mephansteras on August 11, 2009, 03:09:39 pm
Currently I state the mafia factions and how many of them there are at the beginning of the game. If there are two factions and the # of mafia is odd, the dopps currently get the larger number. However, my program tries to balance out the two sides as best it can, so the Cult should be about as powerful, if not as numerous.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: JanusTwoface on August 11, 2009, 03:12:19 pm
Shiny.  I think that I'm just trying to make the mafia(s) a little more powerful, having been one in each paranormal game I've been in thus far (although that's only 2ish, 3 if you count the demo run earlier).  ;D
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mephansteras on August 11, 2009, 03:25:51 pm
Well, we still haven't really played with the multiple PRs of the same type on a side yet, and that should boost the scum's power a good bit. Before, the town had the advantage where once two of any given PR was found, it was obvious that 1 was scum. Now, you need to find 3 of a kind to know at least one is scum, but that's a lot harder to deal with. Plus, the scum can now have War Vets and Vigilantes, and that can give them a big power boost right there. So, we'll see. If we decide the scum still need a power boost we'll tweak things again next round.

...I think there have been, what, twice as many Paranormals as any other mafia type here? I guess I don't get as bored as quickly as the other mods.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Alexhans on August 11, 2009, 04:18:40 pm
Meph... remember the advantage that the dopps have if there's a survivor in the game... it's a slight advantage... but it's there.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: JoshuaFH on August 13, 2009, 10:00:33 pm
If the current Paranormal plays out like I think it's gonna, then the town's already won. I may have underestimated the presence of the watcher role, I'm not sure if everyone's ready for it.

The time from conception to implementation was large, that much is sure, and I think it's been mostly forgotten about, so no one's built up a defense against it, which is why it's making such a large impact.

So, overpowered role, or underprepared players?
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Rysith on August 14, 2009, 12:12:39 am
If the current Paranormal plays out like I think it's gonna, then the town's already won. I may have underestimated the presence of the watcher role, I'm not sure if everyone's ready for it.

The time from conception to implementation was large, that much is sure, and I think it's been mostly forgotten about, so no one's built up a defense against it, which is why it's making such a large impact.

So, overpowered role, or underprepared players?

I think that its it's accuracy and ability to "see" dopp chat that makes it so powerful, as well as scum's inability to counteract it on their own. If it saw senders and receivers of messages on the list, then a dopp could send out a large number of pings (disguised as something else, of course) to dilute the information that a watcher could gather. As it is, the dopps really are the only people who are going to be talking (especially if they are 'forced' to talk by dopp chat) in the first half of day 1. I think that that information-gain during day 1, rather than after it, makes it particularly powerful.

Another possibility would be to have it be a morning report, of everyone who talked (and/or listened) during the day and previous night. Again, serving to dilute the information a bit and make it harder to pick people out. Finding a good way to prevent it from just drawing out a dopp chat member list would be good as well, since you don't want to just make it standard procedure for the town to maintain PM-silence during day/night 1.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mr.Person on August 14, 2009, 12:42:34 am
I say just scrap the entire Watcher role. The idea is sound, but it doesn't really work. I MIGHT be willing to go along with it if it was a 1-time only action that you used at night, and then you got told who sent messages during the next day, to prevent it being used d1. Even then, I would vote no on it.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mephansteras on August 14, 2009, 04:20:41 am
Hmmm...or it could be an end-of-day sort of ability. So it would let the Watcher know who spoke that day but not in time to do anything about it during the day. Also, it doesn't work at night, so Dopps always have the ability to chat at night without worrying about a Watcher catching them.

There is also the idea of giving the Telepath the ability to send messages without being watched (but not receive them unless the there are two telepaths talking to each other).
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: ToonyMan on August 14, 2009, 06:30:20 am
Remove the watcher role doods.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: SniHjen on August 14, 2009, 07:23:15 am
Role: Insomnia

town/cult/dopp/alien

Wanders around and must go to someones house at night.

can't detect snooping journalists or any of that sort, everyone who's out at night will notice the player.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: webadict on August 14, 2009, 08:28:15 am
Remove the watcher role doods.
I've been saying that the whole time!
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: ToonyMan on August 14, 2009, 12:20:02 pm
Remove the watcher role doods.
I've been saying that the whole time!

I don't listen to you!  D:
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Mephansteras on August 14, 2009, 12:27:59 pm
Right now, I'm thinking I'll change the Watcher to only get end-of-day updates and we'll try them again with a more prepared player base. If they still cause problems, I'll take them out.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: BloodBeard on August 14, 2009, 02:23:12 pm
It's not just scum though, regardless of when a watcher gets the update both town and scum will not want to pm people anymore for fear of a watcher claim and accusing them.

Put it to a vote I say.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Servant Corps on August 14, 2009, 02:26:14 pm
How about this? The Watcher has the power to watch over someone during the Day. He will find out who is talking with that single person. For Quicktopic, the Scum has to give a message that is specific to the Watcher or addressed to all Scum. If the Scum gives out a message addressed to a different Scum member, then it does not talk as conservation.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: JoshuaFH on August 14, 2009, 05:33:29 pm
I still feel really bad, and would feel better if it were taken out completely.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: BloodBeard on August 14, 2009, 06:02:49 pm
I still feel really bad, and would feel better if it were taken out completely.

You just played the hand that was dealt to you, anybody would have done the same thing.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Alexhans on August 14, 2009, 06:32:47 pm
I won't say I told you so...
Quote from: Alexhans in the Dopp QT round 7
But I'm disliking that watcher role already... All town has to do is not pm anybody and they will be able to clear people...

If the watcher is smart enough he will check lurkers who probably won't pm other people and start clearing them.

Meph... did you think about this when you designed the role? There's too many things that can screw the town's chances.
EDIT, here, as you guessed. I meant scum's chances...
Quote from: Josh round 8
What? Alex isn't in this game? NOOO! He's so pompously arrogant and snobbishly devoted to old school MS rules, it won't feel the same without him!
I still feel really bad, and would feel better if it were taken out completely.
Soo... I was a fool, right?  Trying to look for balance in a mafia game?

I'll just quote myself for emphasys:
Yeah... but our goal must be balance & fun...
PROBLEM: This game is unbalanced.
WRONG APPROACH: Let's add more power roles to balance it!! Wooh!! Power Roles!!

Real solution: Keep it simple.
Before adding any role we should ask a couple of questions:

1) Why are we adding the role?
2) How does interact with the rest of the roles?
3) Who could fake claim that role?  How? Is there a way for town to see through the lie?
4) Does it add to the theme?
5) How much Wifom does it add?

The end... Goodbye, I'm off for a couple of days...
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Servant Corps on August 14, 2009, 06:38:04 pm
Chaoticjosh, I would have fought you. I wouldn't have whined about game balance or given up. I would have fake-roleclaimed Warden, and I would have battled you for the right to be lynched last, pushing to lynch common targets and then pushing to lynch you when I feel that you are expendable (because once you're lynched, the gig's up).

Hear that: I would have fought you.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: ToonyMan on August 14, 2009, 06:39:08 pm
That's one large ham guys.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: webadict on August 16, 2009, 10:54:28 pm
Perhaps we can start over now? Puh-puh-puh-please?
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: BloodBeard on August 16, 2009, 11:14:25 pm
Poll suggestion:

Question: The Watcher Role
Option 1: Keep it as is
Option 2: Get rid of it
Option 3: Take away quicktopic as part of their power
Option 4: Keep it as is but make it a 1-time ability
Option 5: Keep it as is but have the reports come in at the end of the day
Option 6: Make it so you can only watch one person a day

I think those are all the options put forward here, plus one of my own.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: ToonyMan on August 16, 2009, 11:19:47 pm
Let's run down it, shall we?

Option 1: No.
Option 2: No.
Option 3: This would make any players the watcher learns about usually town.  Dopps don't PM each other.  Although, they could cause confusion.
Option 4: Probably not.  This would still kill the dopps.
Option 5: Maybe.
Option 6: This would be best.

I would choose 6 myself.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: BloodBeard on August 16, 2009, 11:34:32 pm
Although #6 is pretty close to the Reporter. If #6 was to be the decision it would probably be better to just add it to the Reporter's ability and scrap the Watcher.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: webadict on August 16, 2009, 11:34:49 pm
I vote to scrap it completely. We need less roles, not more!
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Mephansteras on August 17, 2009, 12:19:43 am
Ok, good idea for a poll.

Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: dakarian on August 17, 2009, 01:17:09 am
Wow, the game that had it died faster than the one with the Ghost.

I CAN see two ways that Watcher may be usable:

1. Remove the name of the sender as well as the recipient.  That way, even if you get a dopp chat, you have to just purely by the text to get any use out of it. 

2. Give it to the Dopps only, or as a power option for the Aliens.

Overall, though, it might be best just to leave it out.  It just adds stress to the concept of using PMs.  While that would be neat for town (which is why I can see a Dopp only watcher), dopps being panic stricken over their dopp chat is WAY too overwhelming. 
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: ToonyMan on August 17, 2009, 01:33:07 am
But what if like, the player has a alot of tics like dood?  They would have to like, talk like a robot dood.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Mr.Person on August 17, 2009, 01:56:29 am
Actually, making it an alien tech could work out ok, especially if it took 2 tech slots. Exterminator only, hehe. Far too powerful in the hands of a dopp seeker and fairly strong in the hands of an agent seeker or survivor. Powerful for an exterminator, but not SO powerful that it breaks the game.

I would make it either only able to work at night or unable to see the dopp chat. Even then, it should only report once a day, either at the beginning of the day or the end of the day. It feels right for a 2 tech slot item, about on par with the intel, at least.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Frelock on August 17, 2009, 02:26:39 am
You know, I wonder if it occurred to anyone that, instead of changing the role, we should instead be changing the strategy.  Namely, dopps should learn to not PM during the day, since they may be seen by the watcher.  A town base should not PM during the day, as they may be seen by a dopp watcher.  I don't see why the role is so gamebreaking when it can be avoided by simply not PM'ing during the day.  It merely means that extra precautions need to be taken.  I'm personally for the "make it a 1-shot ability."  You get the danger in the act without the realization of the danger all the time.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Pandarsenic on August 17, 2009, 02:36:25 am
I vote to scrap it completely. We need less roles, not more!
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: dakarian on August 17, 2009, 06:25:43 am
You know, I wonder if it occurred to anyone that, instead of changing the role, we should instead be changing the strategy.  Namely, dopps should learn to not PM during the day, since they may be seen by the watcher.  A town base should not PM during the day, as they may be seen by a dopp watcher.  I don't see why the role is so gamebreaking when it can be avoided by simply not PM'ing during the day.  It merely means that extra precautions need to be taken.  I'm personally for the "make it a 1-shot ability."  You get the danger in the act without the realization of the danger all the time.

I was pondering this until I realized that it basically tears apart one of the inherent features that the dopps have: being able to talk to each other.  Yes, they still get to discuss things at night, but much of the planning and organizing they have happens during the day, especially in vote manipulation.  By making the Watcher even an option, you've stolen that away from them in every game (since you never know if one's around). 

I'm all for the town having to worry about their PMs (or evil with it by slipping in fake PMs).  Reducing Dopp chat to Night Only (or risking the entire game completely) is WAY too drastic for a roll that's meant to keep things interesting. 


On the matter of it being an alien power.. so long as it's Exterminator only, I love it.  It will let them find the dopps easily, but Exterminators can't spit out their info without losing (like the town will let them live).  Besides, living dopps means more kills, so it's more useful to keep them around so long as they aren't targeting him.  It can stay on rather than be 1 shot or single targeted, but I'm not sure about dopp chat.

Why Exterminator only?  Scientist may side with the town, especially if they can obtain enough protection to finish their job.  Exterminators can't bargan with anyone.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Rysith on August 17, 2009, 08:57:12 am
how about as a variant of watching one person a day, the watcher can select as many people as they want to and find out if any of them have sent PMs? It could go on a similar schedule to what it does now (two requests a day, I think), with the watcher player needing to choose between specificity and number of people to check. So, a check might look like:

Watcher: I watch chaoticjosh, Pandarsenic, Webadict, and Alexhans.
Meph: At least one of those players has sent a PM.

or

Watcher: I watch archangel
Meph: Archangel has not sent any PMs

They might also be able to give up a selection to also receive the next PM that someone sent, or something of that nature, if that doesn't seem useful enough.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Mephansteras on August 19, 2009, 06:30:04 pm
That's a pretty good variation, Rysith. Certainly makes the Watcher interesting without being as powerful as it is now.


Thoughts from everyone else on that idea?


Also, I've been thinking about the order of Night events, and decided I should revise it.

    Mind Control
    Pure Role-blockers
    Abductors
    Protectors
    Investigators
    Night Kills (The War Vet (or equivalent) is sort of an exception, in that he'll kill anyone who targets them on THEIR turn, rather than his)

Abductions moves up because they count as a Role-block. But, I decided that a pure role-block (like the Psychic Warden) should be able to stop an abduction. Mind Control, of course, has to go first since it overrides the person's intended action.
Title: Re: Paranormal Mafia Game - Rules Discussion - New Poll
Post by: Pandarsenic on August 19, 2009, 06:40:36 pm
I vote to scrap it completely. We need less roles, not more!
My response to the Watcher stands.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: JanusTwoface on August 19, 2009, 07:02:04 pm
Now that I've revealed myself in the main thread, I can go ahead and jump in here without being too obvious.

Comments on previous stuff:
- I think that the Watcher ability (or some equivalent listening type thing) would be a useful 2-slot tech item rather than as a completely separate role.  Still powerful if the Scientist takes it, but being obvious about it will get them hunted down rather quickly.  (Which tends to make it hard for a scientist to win).
- I'm not opposed to the Abductions being moved up (everyone likes the team they're on).  For the record, I'm pretty sure that this doesn't change the Scientist's power, but makes others slightly weaker if they target the Scientist's target or are going to be targeted.

Comments on other Scientist stuff (I talked with Meph some about this):
- The Scientist should be able to let go of people if they want to (for example, if they get another of the same type; or if they're just feeling generous).
- The Scientist should be able to (officially) talk with the people they've kidnapped. I have been a little, but it would nice being official.

My 2 cents worth.  Thoughts?
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Kashyyk on August 19, 2009, 07:10:57 pm
Scientist with Intel is too powerful IMO.

Anywho, I agree with your PM, but I've managed to reach the limit (20 PM's in an hour) So I can't PM anymore.   >:(
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: JanusTwoface on August 19, 2009, 07:20:41 pm
Huh, there's a limit on PMs?  Wow.  I would have thought that I'd hit that with how many message I'd been sending trying to find the Exterminator, but I haven't.

And yes.  A Scientist with Intel is powerful, but it really does help to find the Alien that he needs to kidnap.  And I guess the dopps to.  From what I've heard from Meph though, no one has ever chosen it before.  Kind of fun in a logic game kind of way.  :P

I'm curious what Intel would do in the hands of someone less sharing than I am?  I don't mind sharing information which probably made it more powerful.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Mr.Person on August 19, 2009, 07:27:36 pm
I know I would take intel as a scientist and as an exterminator in a dopp+cult game. You know what to fakeclaim, which is really useful, but you also know how many dangers there are in the game, for instance, and who must be lying with their claim.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: JanusTwoface on August 19, 2009, 07:29:13 pm
Yeah.  That's exactly what I've been doing.

It's kind of funny, because I was originally going to grab Holo + Shield to keep me alive longer.  And then I though, 'Let's have fun, I'll take the Intel'  Turns out that was a good idea... ;D
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Mephansteras on August 19, 2009, 08:35:44 pm
I have a couple of thoughts to make things a bit more fair, Scientist-Intel wise.

1) Remove Abilities and Tech/Gadgets from the Intel list.
2) Only show what a Detective would see on the Intel list (so Townsfolk, Dopps, Dopp Leader, etc only show up as No Role).

Also, there needs to be something the other aliens can do to avoid being Abducted. I have a few thoughts here.
1) Make a new Tech that acts as a one-time shield against a role-block (much like the current shield prevents a single night-kill)
2) Make the Assassin Bot remote-activated so it can be used even while captured
3) Make the Plasma Bomb remote-activated so it can be used even while captured (only helps the Exterminator, though).

I'm up for other ideas, of course.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: webadict on August 19, 2009, 08:42:14 pm
Oh, so NOW the Plasma Bomb can be used by the Exterminator while abducted... I wanted it to be usable in the first place, since it's like the best "Oh, so you think you won?"

Also, if the Alien abducts someone that is trying to kill them, the abducter should be killed.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Mr.Person on August 19, 2009, 08:53:21 pm
I'm not so sure nerfing intel is a good idea. It's powerful, yes, but is it better than a shield+assassin bot/shield+scanner? Hard to say. I would drop the scientist to 1 tech slot, though. Also, you may want to try and usurp the shield as the most-taken tech. It works for everybody and is just generally powerful. I'd probably split it into 2 items, one that takes the place of a night kill and one that takes the place of a lynching. Probably a hologram projector for the NK stopper and the current shield for the lynching stopper. The clone's gotta sleep too, and holograms wouldn't fool the town but would confound any attackers, you see.

An alien with a holoform projector gets told if they're getting inspected and then gets a chance to use it, right? I've never seen anybody take it, so changing up the alien tech and mad scientist inventions might not be a bad idea, to try and balance things out and cut the chaff nobody uses anyways.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: JanusTwoface on August 19, 2009, 08:55:14 pm
Would an Exterminator take the Intel?   Because if the Scientist only had 1 slot, then only Exterminators could get it.

I guess it would still be somewhat useful to an Exterminator, but I think I would have chosen something else had I been one.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Pandarsenic on August 19, 2009, 09:22:33 pm
My favorite exterminator loadout will probably always be Shield/Deathbomb
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Mephansteras on August 19, 2009, 09:41:02 pm
@Mr.Person, the Shield does NOT prevent lynches, it just prevents Night-kills (same as the Guardian ability). It is a very popular choice, but it isn't the only one.

I see Scanner, Shield, and Holoform taken pretty often. Deadman bomb is popular for the Exterminators. Scanner is usually taken by the Dopp Hunter or Agent Seeker, while shield is used by Survivors and Exterminators. Holoform...just Exterminators so far, I think, but I could see a Survivor taking it.

Assassin bot, Mind Control Ray, and Plasma bomb have not been taken yet.

Hmmm...question on the Plasma Bomb. Should it kill all of the Scientist's captives, or just him and whoever he's interacting with that night? If we make it remote-detonated, I'd have to go with just the Scientist and whomever he's interacting with so the Exterminator can actually use it to get away.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Kashyyk on August 20, 2009, 01:15:30 am
If we make it remote-detonated, I'd have to go with just the Scientist and whomever he's interacting with so the Exterminator can actually use it to get away.

THis, allthough I wouldn't mind having captives die aswell. I like being a pain-in-the-ass.

Also, do you guys think the shield ought to block the scientist freeze ray?
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Mephansteras on August 20, 2009, 09:38:21 am
If we make it remote-detonated, I'd have to go with just the Scientist and whomever he's interacting with so the Exterminator can actually use it to get away.

THis, allthough I wouldn't mind having captives die aswell. I like being a pain-in-the-ass.

Also, do you guys think the shield ought to block the scientist freeze ray?

The only problem with making the shield prevent the abduction is that it's already the most commonly taken Tech item. I'd like to see the others get more use, not less.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Mephansteras on August 20, 2009, 01:30:16 pm
how about as a variant of watching one person a day, the watcher can select as many people as they want to and find out if any of them have sent PMs? It could go on a similar schedule to what it does now (two requests a day, I think), with the watcher player needing to choose between specificity and number of people to check. So, a check might look like:

Watcher: I watch chaoticjosh, Pandarsenic, Webadict, and Alexhans.
Meph: At least one of those players has sent a PM.

or

Watcher: I watch archangel
Meph: Archangel has not sent any PMs

They might also be able to give up a selection to also receive the next PM that someone sent, or something of that nature, if that doesn't seem useful enough.

On the subject of the Watcher, I'm thinking of trying the following modifications:

Watcher: Each Day the watcher chooses one or more players to watch. If any of the players chosen communicate with another player via PM or Quicktopic, the watcher is notified at the end of the day that at least one of the watched players communicated. The Watcher will not know which player(s) communicated or how many.

Telepath: Gains the ability to send one message a day telepathically. This message is invisible to the watcher. May be by PM or Quicktopic and may go to any number of players.

Cult Leader: Due to his years of experience hiding his identity, he has the ability to send messages to the other cultists without attracting the notice of the watcher.

Thoughts on these changes?
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: JanusTwoface on August 20, 2009, 01:33:39 pm
They seem less broken to me.  I could live with that.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Alexhans on August 20, 2009, 01:46:29 pm
Quote
Watcher: Each Day the watcher chooses one or more players to watch. If any of the players chosen communicate with another player via PM or Quicktopic, the watcher is notified at the end of the day that at least one of the watched players communicated. The Watcher will no not know which player(s) communicated or how many.
So... if, by any chance... the answer is no then you've just cleared 5 townies... I don't care about the odds of a Cult Leader or telepath... They can be rounded up later with other PRs...

Is like if you were trying to convert this into a dethy game...

The watcher role is actually forcing scum to NOT talk wich betrays the real essence of mafia wich is "Informed Minority VS uninformed Majority"... What's the point of being scum if you can not speak to your partners...?  You can't plan...
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Mephansteras on August 20, 2009, 01:52:28 pm
How is this all that much different from games where the mafia can only talk at night? The Watcher role only works during the day, and in most games it's only the first day that has mafia-only talking. The rest of the days you usually get a mix of mafia and town talking (and not every member of the mafia talks during each day anyway).
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Mr.Person on August 20, 2009, 02:37:44 pm
You're grossly overestimating how many PM's the average town player sends out during a game. Usually, they'll only PM cleared people or trustworthy people (And even then, if the player gets a PM with almost no content, it'll look suspicious). You're also completely ignoring the 13 or w/e people who want to see the role gone. Not changed, not reworked, GONE.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Mephansteras on August 20, 2009, 02:40:00 pm
I'm not ignoring the people who want it gone at all. I'm just seeing if there is an acceptable compromise on the role before deciding whether or not to scrap it.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: JanusTwoface on August 20, 2009, 02:45:44 pm
Somehow, I don't think that Meph would overestimate the number of PMs sent too badly, seeing as he receives all of them.  ;D

I'm good either way though.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Mr.Person on August 20, 2009, 02:51:53 pm
Somehow, I don't think that Meph would overestimate the number of PMs sent too badly, seeing as he receives all of them.  ;D

I'm good either way though.

That's true, and I know I never send very many in most games. However, I dunno if others send a whole lot, so whatever, I Guess Meph is probably right here. Still, I think PMs to players and quicktopics should be safe places to chat, in most cases.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: webadict on August 20, 2009, 02:52:29 pm
I vote to scrap it completely. We need less roles, not more!
My response to the Watcher stands.
I'm still going with this.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Mephansteras on August 21, 2009, 12:12:50 pm
Thoughts from other people? On both the Watcher and the Alien Scientist issue?
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Kashyyk on August 21, 2009, 12:23:12 pm
I'm thinking a rejig of the tech allowances and how much each is worth alienwise. Watcher, I'm not fussed wether it leaves or is edited.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: webadict on August 21, 2009, 12:24:54 pm
Thoughts from other people? On both the Watcher and the Alien Scientist issue?
Watcher isn't needed.

I think that an Alien Scientist shouldn't block people if they target him. Also, Plasma Bomb should be used on him while inside the ship, so I can consider using it. Assassin Bot must be used outside the ship, because otherwise, it's terrible.

Alien Scientist should have 1 slot and Survivor should have 2.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: JanusTwoface on August 21, 2009, 12:26:06 pm
For now, I'd say take out the Watcher.  We can continue this discussion while the next game runs if we need to.  (It looks like most people want it taken out from the poll.)

For the Scientist, I don't think that he's overpowered.  He has to both survive for at the very least 3 days and he has to successfully find at least one dopp and one other alien.  It was relatively easy in the last game with the Watcher and the Intel, but I'd imagine it would be harder without either or both advantages.  Then again, maybe I just have a soft spot for my last role... :P

My opinions in sum:
- Remove the Watcher.
- Don't change the Scientist.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: webadict on August 21, 2009, 12:29:12 pm
Well, yes the Scientist is easy enough, but I still think he shouldn't block people that target him if he targets them. Especially if it's the Exterminator...

And I think the Survivor needs another item. He's kinda been getting the shaft lately.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: JanusTwoface on August 21, 2009, 12:32:37 pm
What was the original thinking behind giving the aliens different amounts of tech?  It's been in place since before I started reading these boards, so I don't know the original ideas.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Mephansteras on August 21, 2009, 12:34:21 pm
Thoughts from other people? On both the Watcher and the Alien Scientist issue?
Assassin Bot must be used outside the ship, because otherwise, it's terrible.

I don't understand your statement about the Assassin bot.

Well, the survivor won't show up in Cult-only games, so he's fine there. Has there really been issues with Survivors otherwise? Most of the survivors that I can think of that died recently were either randomly lynched or killed by the dopps for being uncooperative. I'm not sure that's a problem with the role, but please clarify if you have something else in mind.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: BloodBeard on August 21, 2009, 01:30:38 pm
The thing about the next most popular vote, watching only one person a day, is it will be a useless role by day 2. On day 1 only mafia will be talking, so they'd get roughly a 25% chance of finding a scum before nightfall (which is still pretty powerful on day 1). On day 2, lots of people will be pming after getting the results from their night options.


Odds are pretty high also that scum would keep quiet until day 2, so that would make the role even more useless. I'd just scrap it.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Pandarsenic on August 21, 2009, 02:23:35 pm
Watcher is either overpowered or near-useless. Either way, we have quite enough power roles anyway. Kill it.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: ToonyMan on August 21, 2009, 02:38:17 pm
I can't really say my opinion of anything except on past games I wasn't a part of.  My only role I really got to play as was a townie.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: dakarian on August 22, 2009, 12:48:07 am
looking through a game helps though.  just reading the old paras show that the survivor in late game can lean anti-town, ghosts are horribly overpowered and so was  the old watcher. 

As for the watcher, the problem is the Purpose behind it's ability.  Most abilities have some purpose/result that's unique to the ability.  Cops directly determine innocence/guilt.  Doctors are good at preventing a bad action if they know the target.  Roleblockers are mostly for when you know the source rather than the target.  Reporters are great for confirming suspicions (i.e. if a 'doctor' claims to have protecting someone, the reporter can help confirm if they did). The list goes on.

What's the main use of the watcher's ability?  Yes, they can tell when someone is actively speaking to another, but there's only one real use for it: determining who is using Dopp chat.  It's just a roundabout way of finding scum, like a very awkward Cop.  Once the townies start Pming each other, the watcher's basically an Insane Cop.  That's why it's so hard to balance it: either it's a cop that can inspect EVERYONE or it's an insane cop who's findings are useless. 

That's why I suggested it would be a tech power for the aliens and allows you to hear random PMs or the PMs of a targeted player.  That way, it lets the alien better find the hidden alliances and perhaps catch who is supicious of who.  I can also see it being a VERY powerful dopp/cult role that can help cut down the advantage of the PM-syled town base. 

I'm all for masses of roles in Para (perhaps we need OTHER games started with just the basic roles), bu the roles have to have unique purposes. 
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Xegeth on August 22, 2009, 01:16:11 am
I agree with the watcher being removed for the reasons everyone else has been giving. I think the scientist should probably be left unchanged until it's included in a game without the watcher to see how powerful it actually is.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: dakarian on August 22, 2009, 07:35:15 am
As far as the scientist, I believe it's not so bad, BUT, it's slightly leaning pro-town, similar to how the survivor slightly leans pro dopps.  The scientist can easily grab a townie and can hunt for an alien, but will have a harder time finding a dopp.  Meanwhile, the town can easily give up one friendly for a dopp kill. 

I'm just wondering if they really need 2 slots to do their job.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Kashyyk on August 24, 2009, 11:50:23 am
My suggestion for Intel is that although it gives all the roles and abilities, it doesn't say which role has which ability either, because apparently it does do that currently..
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: JanusTwoface on August 24, 2009, 11:54:19 am
My suggestion for Intel is that although it gives all the roles and abilities, it doesn't say which role has which ability either, because apparently it does do that currently..
Although that was really helpful last game, I think it was doubly helpful because I only had 2 roles left to figure out by the end and one had a mind shield.  In a game without a watcher, I don't think that the Intel would be quite as broken.  (Because the Intel doesn't say who is what race).
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Mephansteras on August 24, 2009, 12:00:34 pm
True, but I think that it might be unfair for the Intel to give info on what the other Aliens have, since they're frequently at a disadvantage against the scientist as it is.

I think I'll make the following changes for next round:
  -Intel will no longer give abilities or tech
  -Plasma Bomb and Assassin Bot are triggered remotely, and can be used while captured

That should let Aliens take care of being captured, but they have to decide if they're more worried about an Alien Scientist or about other threats (like dopps).

We can revisit this issue after the next time the Scientist shows up. (Might be this game, might not. I haven't run the role script yet).
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: JanusTwoface on August 24, 2009, 12:02:48 pm
Fair enough.  I think I'm arguing from the point of having just been the Scientist.

In all likelihood, I'll probably never be the Scientist again (of course now that I said that, I will be this next game again (of course now that I said that... (*insert head exploding here*)))

Anyways, whooo for new round!
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Mr.Person on August 24, 2009, 12:12:41 pm
Fair enough.  I think I'm arguing from the point of having just been the Scientist.

In all likelihood, I'll probably never be the Scientist again (of course now that I said that, I will be this next game again (of course now that I said that... (*insert head exploding here*)))

Anyways, whooo for new round!

You're WIFOMing yourself :D

If I were to use an assassin bot to kill the alien scientist, would the people inside the ship learn who else was in the ship? Would they learn who I was?
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Mephansteras on August 24, 2009, 12:15:32 pm
The Alien Scientist and any captives of his can all speak to one another. So, yes, you would know who else was a captive on the ship (although nothing else about them unless the Scientist chose to share).

No one would know who used the Assassin Bot on him (since that could just have easily been a non-captured player). Once the Scientist dies, the ship goes into self-destruct mode and releases any captives, so you'd all be free at the end of the segment (So you'd be back for Night if he was killed by an Assassin Bot/lynch, or Day if he was night/morning killed).
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Mephansteras on September 09, 2009, 05:11:53 pm
Had a new thought about the Watcher role that might be interesting and fun.

First off, it becomes a 3rd party Role.

 

Thoughts on this? My idea here is to have an Alien who has a lot of information about the situation and is carefully working to keep all sides as balanced as possible in order to draw out the game. This nicely avoids the "Why doesn't he just tell X side everything?" question, I think, since he won't want to give any particular side too much power.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: JoshuaFH on September 09, 2009, 05:15:15 pm
Kind of reminds me of this (http://www.princeton.edu/~mafia/roles.htm#warlock).
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Mephansteras on September 09, 2009, 05:17:02 pm
Hmmm. Kind of, yeah.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: ToonyMan on September 09, 2009, 05:37:26 pm
I votes YES.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: dakarian on September 10, 2009, 12:29:17 am
I like it.  It's a person with tons of information but with probably one of the hardest roles around. 

One way it can work:  Pick up the shield.  Help the town find some of the scum, then, midway through, act scummy enough to get attacked as an Exterminator.  You get lynched, thus dragging the game on a little longer (well, lynched then probably NKed).

Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Mr.Person on September 10, 2009, 12:58:50 am
Actually, I would probably take the intel, although a shield is of course a good take in its own right. Too bad there's not a piece of a tech that would really help in this regard. If the mind-control ray could be used to roleblock a person, I would probably take it.

I have a suggestion. Change the Guardian to a psychic role. This solves a major problem me (and Alexhans) see with the role as it is now: the mafia cannot lie about being a guardian because the night PM's tell the person saved from the kill that they were saved. If you make the guardian a psychic role, you could change the flavor to it being something along the lines of them making a giant psychic shield around the house that stops the first killer of the night without the attackee knowing about it.  I've played a lot of IRC mafia, and just having the option that the guardian is lying and is really scum that did nothing at night makes the game a lot more fun. Also, being immune to the effects of a guardian because of psychic shield would stop a shield on the scum being all upside like it is now. Immunity to the warden AND telepath? Sign me up! It also solves a few logic problems that pop-up. For instance, how can the guardian save somebody when the guardian's already been killed during the night? How can the guardian save a person from anything, yet the warlock just laughs at him? How is the guardian able to heal alien lifeforms nobody on earth has seen before?

On a completely unrelated note, I think you should add another 2-slot alien tech. I think what it should do is, once activated, makes it so all night-kills are stopped that night. Actually, I think it should roleblock EVERYBODY that night, including the alien himself. It could also be cool if you could activate it during the day to force a no-lynch. Sadly, I suck with names. I would wind up just calling it something shitty, like "The Sleep Bomb".
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Mephansteras on September 10, 2009, 10:24:17 am
@Dakarian: The shield can't stop a lynch, so that strategy won't work. It only saves against night and morning kills. (Although I guess it could also save against an Assassin bot)

Interesting ideas there, Mr. Person. A few points on what you said:

1) The Mind Control ray can be used to effectively role-block someone, since you can choose for them not to target anyone that night.
2) The Guardian becoming Psychic could work, although that makes the MUCH more powerful (they can then guard War Vets or Mad Scientists with the Turrets and cannot be tracked by Reporters). If people getting flavor about being attacked is seen as an issue I could always just stop giving that sort of flavor out and find ways for the Guardian/Bodyguard to do their job in ways that wouldn't be obvious to the target. The logic issues you mentioned aren't that big of a deal, since the flow of things is easily handled by flavor and the guard protects people, he doesn't just heal them (one of the reasons it is Guardian and not Doctor).
3) Well, I already have flavor from the Alien Scientist about Stun Orbs and the like, it could be something like that.
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Pandarsenic on September 10, 2009, 10:54:38 am
On a completely unrelated note, I think you should add another 2-slot alien tech. I think what it should do is, once activated, makes it so all night-kills are stopped that night. Actually, I think it should roleblock EVERYBODY that night, including the alien himself. It could also be cool if you could activate it during the day to force a no-lynch. Sadly, I suck with names. I would wind up just calling it something shitty, like "The Sleep Bomb".

I can't see any reason an Exterminator would use those.

I think the Exterminator should have two-slot tech that allows him to choose who appears to have done his kill in the flavor every night. That way, he can look like a Vig or make it look like the Doppelgangers want someone dead.

The ability to manipulate like that consistently and mask his presence is the only thing I can imagine I'd give up my lovely Personal Shield + Out With A Bang combo for.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Leafsnail on September 13, 2009, 11:57:04 am
I think it's an interesting idea for the Watcher alien, so I vote yes.  I can't tell though - does the Watcher Alien get info at the start, or does he have to obtain it using Intel or the Scanner?

As for what techs he'd choose, I think we can pretty much rule out Assasin bot (hmm, unless he's really convinced that game balance could be improved through a quick murder), Deadman Bomb and Plasma Bomb, as these would all speed the game up.  The Mind Control Ray just doesn't seem very useful to me in general, and certainly not for the Watcher, so I'd probably rule that one out too.  With that in mind, I'd go for the Scanner (for findin' stuff out) and Personal Shield (for prolonging your influence on the game).  The Intel could also be very useful, but that would mean that you'd have no defence from NKs.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Mephansteras on September 13, 2009, 09:06:25 pm
He would only start with info if he took intel. Otherwise, he has the Watcher ability to see who is talking. He'd get a list of everyone who PM'd or spoke in a quicktopic at the end of each day.

Mind control could be quite useful, actually. It would let him choose what someone did. Combined with, say, the Scanner it could significantly extend the game if he was able to remove a Vig or Exterminator from the game by directing a night kill.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Pandarsenic on September 13, 2009, 09:29:03 pm
Any opinions on my 2-slot item suggestion?
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: RedWarrior0 on September 13, 2009, 09:31:50 pm
Interesting chances provided by it. Could it give an abduction message?
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Mr.Person on September 13, 2009, 09:42:36 pm
It's ok, but having 2 dopp kills during a night kind of makes it obvious what happened. Wait, were you wanting to make it able to change ALL the night kills made during the night?
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: JanusTwoface on September 13, 2009, 09:46:44 pm
It would make it obvious that something unusual was going on, but it would also make it far more "interesting" for the townies to track things down.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Mr.Person on September 13, 2009, 09:51:06 pm
It would make it obvious that something unusual was going on, but it would also make it far more "interesting" for the townies to track things down.

That's true. If you made it show up as either a cult or dopp kill, I'd say it might be acceptable as a 1-slot item, actually. Making it 2-slot, you should gain the ability to make your kill look like it came from any kill source, including abduction.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Mephansteras on September 13, 2009, 10:19:00 pm
Yeah, that would be interesting. Anyone have any objections to it?
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: JoshuaFH on September 13, 2009, 10:19:57 pm
A fake abduction would really screw things up. The person would be dead, but it's role wouldn't be revealed. That's cruel to me.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Mephansteras on September 13, 2009, 10:22:20 pm
Good point.

What if the 2-slot item simply let him choose what the kill looks like each night, with the ability to change the message each night if he desired?

Or, we could have a 1-slot item which just let him change a single night's action to look like any type of kill he wanted.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: JanusTwoface on September 13, 2009, 10:23:35 pm
Maybe if the role was revealed a day later?  That way the exterminator could fool the town for a day at the cost of being revealed the next day.

And what ever happened with the Sleep Bomb?

Wait, all kills?  Or just the Exterminator's?
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Mephansteras on September 13, 2009, 10:37:01 pm
Just his kills.

And the sleep bomb could work. The Watcher is probably the only one who would take it, although I could see an Exterminator or Scientist using it to confuse people or maybe take advantage of some interesting lynch conditions.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: JanusTwoface on September 13, 2009, 10:42:38 pm
That's true. If you made it show up as either a cult or dopp kill, I'd say it might be acceptable as a 1-slot item, actually. Making it 2-slot, you should gain the ability to make your kill look like it came from any kill source, including abduction.

This?

You can choose either to have a 1-slot item that can mask your kill as a cult/dopp call or a 2-slot item that can look like a cult/dopp or a Vig/abduction.

If an abduction is chosen, then the role will be revealed 1 morning later (when the body turns up, for example).

How's that sound?
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Mephansteras on September 13, 2009, 10:50:47 pm
Is the intent here for this to be a 1 use item or a permanent ability?
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: JanusTwoface on September 13, 2009, 10:54:11 pm
I'm not sure actually... :P

I think that the problem with one shots is that people tend to save them for just the right moment... which never shows up.

I don't know if it's necessarily too powerful for it to be a nightly ability, because it's pretty obvious that something is going on, unless the actual dopp kill is blocked.  And if they are acting like a Vig or abduction, it would also be obvious, although mayhaps less so.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Pandarsenic on September 14, 2009, 12:48:21 am
As a two-slot, it would be permanent, and could imitate Dopp, Cult, or Aggro War Vet (or Abduction?) so you could go around shooting people.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Mephansteras on September 14, 2009, 10:18:18 am
Ok, I think I know what to do here:

New Alien Tech:

Stun Orb: Allows the Alien to stun another player, preventing them from taking any actions that night or using any active abilities the following day (Role-block another player). 1 Use. Does not trigger War Bet/Turret response.  Takes 1 slot.
Stun Bomb: Allows the Alien to stun the entire town, preventing any player from using an Action for that night or using any active abilities the following day. Takes 2 slots
Human Tech: A collection of human weaponry and accessories that allows the alien to mask his kills as if he were a Vigilante instead of an Alien. Takes 1 Slot. (So, could be used by Exterminator or even a crafty Agent Seeker)
Combat Camouflage: A combination of weapons and accessories that allows the Exterminator to mask his kills as if they came from any source (Vig, Dopp, Cult, or Abduction). Takes 2 slots.

How does all of that sound?
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: JanusTwoface on September 14, 2009, 10:52:17 am
Sounds shiny to me.  And now I'll never be an alien again... :P

What happens if Combat Camouflage masks a kill as an abduction?
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Mephansteras on September 14, 2009, 11:20:40 am
Sounds shiny to me.  And now I'll never be an alien again... :P

What happens if Combat Camouflage masks a kill as an abduction?

Ah, yes. It will appear as an abduction that day, and then someone will find the body the following day and the player will be role-flipped at that point.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Mr.Person on September 14, 2009, 12:22:41 pm
Stun Orb is useless, imo. I'd rather take the mind-control ray.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Mephansteras on September 14, 2009, 01:06:13 pm
Well, the stun orb does two things. First, it's indistinguishable from any other type of Role-block from the target's perspective, so it can be useful for hiding your presence. Also, it blocks the player from using day abilities, like the Enchanter or Disciple of Truth, which the Mind-control ray can't do.

It probably won't be incredibly popular, but it is an option.

Oh, and I had a thought: Should I take away the Operative's granted abilities and just give him a bunch of tech points? I'm not sure if that would be cool, less useful, or just broken.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: webadict on September 14, 2009, 01:10:10 pm
Well, the stun orb does two things. First, it's indistinguishable from any other type of Role-block from the target's perspective, so it can be useful for hiding your presence. Also, it blocks the player from using day abilities, like the Enchanter or Disciple of Truth, which the Mind-control ray can't do.

It probably won't be incredibly popular, but it is an option.

Oh, and I had a thought: Should I take away the Operative's granted abilities and just give him a bunch of tech points? I'm not sure if that would be cool, less useful, or just broken.
Broken. Plasma Bomb + Shield = Broken. I like the skills.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Kashyyk on September 14, 2009, 01:11:37 pm
I'd say give him one tech slot. It was a real pain to die so quickly.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Mephansteras on September 14, 2009, 01:53:54 pm
What if he had, say, 4 tech slots but couldn't take any of the 2 slot items?
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Mr.Person on September 14, 2009, 01:58:12 pm
What if he had, say, 4 tech slots but couldn't take any of the 2 slot items?

Assassin bot, deadman bomb, shield, AND a mind control ray? Holy shit, he would dominate the game, all by himself.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Mephansteras on September 14, 2009, 01:58:59 pm
Hmm...good point.

Ok, I'll keep him as he is.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: JoshuaFH on September 14, 2009, 04:27:15 pm
I'm still worried about feature creep. To be honest.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Mephansteras on September 17, 2009, 01:00:45 pm
Yeah, feature creep is always a concern. But I think we're starting to stabilize at this point, and I don't think any of the current changes will have too big of an impact on the game.

And I started up the Wizard Duel to give me something else to tinker with. So I shouldn't have to mess with Paranormal as much. :P
Title: Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
Post by: Mephansteras on September 21, 2009, 06:24:11 pm
Ok, I'm going to start sign-ups for Paranormal 10 soon.

Currently planned changes:

Add Watcher in as an Alien Role whose goal is to extend the game

Add in Stun Orb, Stun Bomb, Human Tech, and Combat Camouflage as Alien Tech options.

Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Pandarsenic on September 22, 2009, 07:01:06 am
I'll pre-in.

Can we have signups be in the discussion thread, actually? Less crowding the game thread with 40 posts of signups?
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Mephansteras on September 22, 2009, 10:32:53 am
Mmm...I don't want to crowd up the discussion thread that much, either. How about a sign-up thread and then a separate game thread?

I'll get a sign-up thread started a bit later today. (I have to leave to take care of some stuff soon)
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Pandarsenic on September 22, 2009, 06:05:15 pm
That'll work.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: NUKE9.13 on September 24, 2009, 08:16:03 am
Yes, I began to realise that even just after I'd posted it.  On the other hand, there aren't so many psychic abilities where you'd be able to tell if someone has a mindshield - the Warden is one of them.  Here's a possible solution to the problem of easy to find EAs:

Telepath - Possibly gets a Survive result, although this would weaken this role a bit.

Disciple of Truth - Well, using this on an EA will already make their role known, so they could just be blocked as usual.

Warden - Thinks he has successfully roleblocked the Exterminator, when he actually has't.

Warlock - Doesn't matter much, the Warlock doesn't know who the morning kill shouldve got.
Yes.
That is all.
Ok no it isn't.
My experience as an exterminator this round was well balanced. That was + free human tech. And + an operative. And + a mindshield which was not guaranteed.
So for future exterminators this better Advanced Alien Mind Shield would probably balance them properly. So Yes.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Mephansteras on September 24, 2009, 10:27:29 am
Ok. I'll put up a poll on it.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Servant Corps on September 27, 2009, 12:59:41 am
Meph, can you send me the program you use for Paranormal Mafia. I was thinking of eventually converting it to handle Quantum Paranormal Mafia.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Mephansteras on September 27, 2009, 01:05:18 am
Sure. The most recent version is at work, but I'll send it on Monday.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Leafsnail on September 27, 2009, 06:01:07 am
By the way, I decided to make a wordle of the roles list.  Of course, the word "DOPPELGANGER" appears in ginormous red text.

http://www.wordle.net/show/wrdl/1171023/Paranormal_Mafia_Rules
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: RedWarrior0 on September 27, 2009, 08:56:46 pm
Meph, can you send me the program you use for Paranormal Mafia. I was thinking of eventually converting it to handle Quantum Paranormal Mafia.
Quantum Paranormal? Are you sure?
Advice: get discussion up first. Get a certainty of the rules. Don't do what I did and get everyone confused at the start. Good luck with it.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Servant Corps on September 27, 2009, 10:18:21 pm
I'm just trying to think if there is some sort of program that can be used to calcuate odds. If A is the FBI Agent and checks B, and A finds out that B is Human, I want to eliminate all possiblites that would have A be the FBI Agent and B appear Alien or Doppelganger. To make it easier to do.

I'm not so interested in starting the game right now, or even this season. I may need to set up the rules later on though.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Mephansteras on September 28, 2009, 12:00:45 am
Well, I hope you can handle perl. :)
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: NUKE9.13 on September 28, 2009, 02:02:19 am
I don't want to start major discussion whilst a game is going on, but I notice a few people have voted for the 'yes- as tech' option. If this option were applied, you would have to give the exterminator an extra tech point so that he can always take it because he always has to take it. But you can't do that, because that gives him the option to do all sorts of crazy stuff with three tech points.
I don't really want to write a wall of text explaining why the exterminator needs the Adv. Mind Shield.
Just saying that it would be nigh useless as tech, leaving the exterminator doomed to fail regardless of his actions.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Pandarsenic on September 28, 2009, 03:31:06 am
3 tech points = broken

No shield can be crippling since he's on his own.

Nuke has it right. He needs it, guaranteed, for three.

And let's be honest, give him three points he'll taken Personal Shield and Plasma Bomb or Shield/Assassin Bot/Deadman Bomb or something that will be too strong. :I
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Leafsnail on September 28, 2009, 10:54:16 am
Wait, so when we say Advanced Mindshield, do we mean something like my suggestion that can't be detected too easily?
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Kashyyk on September 28, 2009, 10:54:51 am
Thats the impression I got, yes.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: NUKE9.13 on September 28, 2009, 10:59:34 am
Wait, so when we say Advanced Mindshield, do we mean something like my suggestion that can't be detected too easily?
Exactly like your suggestion. Look up a few posts.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Mephansteras on October 06, 2009, 04:51:10 pm
Added some clarifications about the Scientist and abductions to the rules section.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: webadict on October 06, 2009, 09:30:24 pm
Wait, so when we say Advanced Mindshield, do we mean something like my suggestion that can't be detected too easily?
Exactly like your suggestion. Look up a few posts.
I think he only needs a regular Mind Shield...
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: NUKE9.13 on October 07, 2009, 03:36:45 am
But that makes it pretty easy to find him; if he has a mindshield and is acting suspcious, he's the exterminator.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Leafsnail on October 07, 2009, 09:39:45 am
Yeah, and even a psychic warden would be able to clear people of being an Exterminator.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: webadict on October 07, 2009, 12:00:27 pm
Yeah, and even a psychic warden would be able to clear people of being an Exterminator.
Uh huh... Or you could do a bit more than that.

If you have a Mind Shield, it doesn't stop everything. You've got Agents, Reporters, Vigilantes, Mafia, Mad Scientists, Alien Scientists, Alien Watchers and PWV. If anything, Psychic roles are the friggin' least of your problems.

If he's acting suspicious, he deserves to die. There. If you want to make it fair, try tuning DOWN roles. Not powering up roles.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: ToonyMan on October 07, 2009, 05:46:01 pm
Discipline of Truth is a broken role.  Why isn't it gone yet?
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: webadict on October 07, 2009, 05:53:30 pm
Discipline of Truth is a broken role.  Why isn't it gone yet?
Because it's just not broken enough.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Mephansteras on October 07, 2009, 05:54:51 pm
Disciple of Truth is a powerful role, but I'm not convinced it's broken. Yet, anyway. We'll see how this game goes and then I'll make a decision on it.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Leafsnail on October 08, 2009, 10:49:11 am
Yeah, it is a powerful role, but a bit of creativity from the scum can usually remove the CT from play in a few days.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: JanusTwoface on October 10, 2009, 02:56:09 pm
So, random idea I had that I thought I'd throw out for discussion:

What do you guys think about completely removing vanilla townies from the game?  It's already pretty close with less than 1-2 townies per game (if that).  With the exception of the 3-sided game a few rounds ago, anyways.

Anyways, I think it might be good to just remove them completely.  After all, there are plenty of roles to go around and this would mean that dopps / cultists that are role-claiming would have to come up with a convincing lie rather than just claim VT.  It would be even better if vanilla dopps / cultists still existed, because they'd have to make up roles that they don't even actually have and depend on their fellow teammates to back them up.

Anyways, thoughts?
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Leafsnail on October 10, 2009, 02:59:13 pm
Seems a bit... unfair to the scum, in a way.  Firstly, detectives will become Agents, to some extent, as "No role" suddenly becomes "Scum".  Also, the Cult Leader/ Dopp Leaders will lose their resistance to detectives.  It also means it's harder for the scum to claim something that can't be rumbled by a CT.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: webadict on October 10, 2009, 03:02:17 pm
Seems a bit... unfair to the scum, in a way.  Firstly, detectives will become Agents, to some extent, as "No role" suddenly becomes "Scum".  Also, the Cult Leader/ Dopp Leaders will lose their resistance to detectives.  It also means it's harder for the scum to claim something that can't be rumbled by a CT.
We could try getting rid of the CT...
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Leafsnail on October 10, 2009, 03:04:33 pm
I guess we'd need to axe all the investigative roles, then.  Telepath + Agent = confirmed towny.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: webadict on October 10, 2009, 03:07:17 pm
I guess we'd need to axe all the investigative roles, then.  Telepath + Agent = confirmed towny.
Not if you lie enough.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: JanusTwoface on October 10, 2009, 03:08:31 pm
Ok, I'll give you the point that CT's are problematic.

The problem is less with Investigative roles as it is with the DoT.  It's a powerful role that can either guarantee scum or CT if we lynch the DoT (who become VT).  For the Telepath + Agent, we'd have to either confirm both or kill both to get a CT.  It's just not worth it.

Also, I went back and looked at the game results and I see what you mean.  Making the game harder for the scum seems mildly problematic as they haven't won since Round 3.  Mayhaps we should buff the scum somehow instead to try to work on game balance?

Spoiler: Paranormal results (click to show/hide)

Granted, a few of the games were kind of close... (Round 9 ;D)
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: ToonyMan on October 10, 2009, 03:10:09 pm
I will have something to say when Round 10 is over.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Leafsnail on October 10, 2009, 03:10:38 pm
I like thinking about what would happen if the world continued to run.  Like, having you, a lonely medium, sitting alone while a whole load of voices in your head yell random things at you, ranging from "Thanks for killing all the dopps!" to "ARGH YOU KILLED ME I'LL BE BACK".

And I will have some stuff to say after Round 10 too.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: webadict on October 10, 2009, 03:39:13 pm
Ok, I'll give you the point that CT's are problematic.

The problem is less with Investigative roles as it is with the DoT.  It's a powerful role that can either guarantee scum or CT if we lynch the DoT (who become VT).  For the Telepath + Agent, we'd have to either confirm both or kill both to get a CT.  It's just not worth it.

Also, I went back and looked at the game results and I see what you mean.  Making the game harder for the scum seems mildly problematic as they haven't won since Round 3.  Mayhaps we should buff the scum somehow instead to try to work on game balance?

Spoiler: Paranormal results (click to show/hide)

Granted, a few of the games were kind of close... (Round 9 ;D)
I would like to say that one of those games would've been won for Dopps if some small thing had been changed. Also, I won for all those Dopp wins (High five! I've won 7/9!) Perhaps it is simply OVERLOAD OF ROLES SINCE ROUND THREE?!?!?!?!?

Come on. It's tough with so many roles and so many players with them. I think the removal of roles helps, instead of removing the plain ol' roles.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Leafsnail on October 10, 2009, 03:55:26 pm
Shouldn't the dopps having more roles counter this?  And the relatively role free game, round 7, didn't exactly go great for the mafias...
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: webadict on October 10, 2009, 04:07:14 pm
Shouldn't the dopps having more roles counter this?  And the relatively role free game, round 7, didn't exactly go great for the mafias...
Round 7 had two mafias...
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Leafsnail on October 10, 2009, 04:11:45 pm
Well, yeah.  It's odd, since other games seem to work with 2 mafias.  Perhaps the whole Servant Corps/ Toony thing didn't help the cultists either.  Neither did the final cultist being a lurker...
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: dakarian on October 10, 2009, 08:55:08 pm
Other games can work with 2 mafias because the town tends to be weaker.  It's well established that 2 mafia groups actually weaken the mafia overall due to crossfire.

Most of the roles out there give the town a ton of power, to the point where they can rely fully on their roles to out the scum.  Giving the scum powers helps...a little, but only to a point since their main problem isn't locating players but, instead, avoiding discovery.

In short: there's too many ways for the town to find the scum.  Meanwhile, the scum have very little to use in avoiding detection.

Note that the last batch of advances given were to the aliens which, while not always pro-town, isn't pro-scum either. 


If you want more powers but add to the balance, then you need pro-scum roles.  Specifically, you need roles that help the mafia trick the town.

i.e. Where's the redirecters?  A dopp redirecter would make a nice counter to those investigative roles. 

There's always sharpshooters: mafia that can bypass guardians and bodyguards.

Dopp/cult Role where everything, including the DOT, that targets it is redirected to some random person.

Basically, anti-power role scum roles so that the town can't 110% trust their findings.

Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: webadict on October 10, 2009, 09:34:00 pm
Other games can work with 2 mafias because the town tends to be weaker.  It's well established that 2 mafia groups actually weaken the mafia overall due to crossfire.

Most of the roles out there give the town a ton of power, to the point where they can rely fully on their roles to out the scum.  Giving the scum powers helps...a little, but only to a point since their main problem isn't locating players but, instead, avoiding discovery.

In short: there's too many ways for the town to find the scum.  Meanwhile, the scum have very little to use in avoiding detection.

Note that the last batch of advances given were to the aliens which, while not always pro-town, isn't pro-scum either. 


If you want more powers but add to the balance, then you need pro-scum roles.  Specifically, you need roles that help the mafia trick the town.

i.e. Where's the redirecters?  A dopp redirecter would make a nice counter to those investigative roles. 

There's always sharpshooters: mafia that can bypass guardians and bodyguards.

Dopp/cult Role where everything, including the DOT, that targets it is redirected to some random person.

Basically, anti-power role scum roles so that the town can't 110% trust their findings.


It's also a very newbie friendly game. Yes, we'd love to weaken the town with MORE power roles... But I think it needs less.

Like the Detective. He can go. He's like an Agent except lamer. And get rid of the DoT. Then it's perfect!
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Servant Corps on October 10, 2009, 09:35:23 pm
Well, yeah.  It's odd, since other games seem to work with 2 mafias.  Perhaps the whole Servant Corps/ Toony thing didn't help the cultists either.  Neither did the final cultist being a lurker...

Huh? What did I do during that game? All I did was claim Survivor Alien, but that really didn't do much.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: webadict on October 10, 2009, 09:53:36 pm
Well, yeah.  It's odd, since other games seem to work with 2 mafias.  Perhaps the whole Servant Corps/ Toony thing didn't help the cultists either.  Neither did the final cultist being a lurker...

Huh? What did I do during that game? All I did was claim Survivor Alien, but that really didn't do much.
I think he means Duke and Toony.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Mr.Person on October 11, 2009, 12:44:59 am
I think we should have something that separates the cult and the dopps. For instance, the cult should have the Suicide Bomber, the dopps should have the Advanced Dopp. Cult should have a Kidnapper (No roleflip if this guy does the nightkill, maybe make it 1-shot?), dopps should have the Gargantuan Dopp (Guardian doesn't stop this guy, although the Heroic Guard does).

Those are just examples, of course, but the point is, the cult and dopps should be at least somewhat different instead of slightly different as it is now.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Leafsnail on October 11, 2009, 05:16:03 am
Sorry, SC, I did indeed mean Toony and Duke.

Anyway, the detective is a rolecop!  A pro scum role!  Surely there's no better way for the scum to locate and take out the town power roles?  For the town I suppose his main use is finding unfriendly aliens.  I suppose you could sum up the investigative roles:
Agent:
False positives: Goth, Kook (maybe there could be an equivalent alien one?)
False negatives: HM, Cult Leader, Dopp Leader

Telepath:
False positives: Any killing roles
False negatives: No explicitly anti-town roles, but some aliens show up as "survive".  Also has the problem of mindshields

Detective:
Can only identify the alignment of aliens for sure, but is pretty useful for scum.

And it would be nice to have some differentiation between the scum teams.  Currently the only differences I see are:
Controlled doppelganger
Advanced doppelganger
Cult removes possibility of Survivor
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: webadict on October 11, 2009, 09:00:24 am
The Cult is completely unnecessary. I like just Doppelgangers. I mean, that's how it was meant to be played.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Leafsnail on October 11, 2009, 09:26:47 am
What do you mean, "How it was meant to be played"?  I mean, unless Meph has a problem with the cult...

Although I do like the Doppelgangers too.  Are they meant to be D&D style dopps?  Can't find any appropriate google image search results...
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: webadict on October 11, 2009, 10:11:41 am
What do you mean, "How it was meant to be played"?  I mean, unless Meph has a problem with the cult...

Although I do like the Doppelgangers too.  Are they meant to be D&D style dopps?  Can't find any appropriate google image search results...
Before your time, young one.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: dakarian on October 11, 2009, 11:14:32 am
The game started as just having Dopps eating people up with a few aliens to confuse the whole matter.

The cult was actually put in as a second mafia (guessing that the idea of two different rival dopp groups didn't make sense). 

I'll agree that the idea of having the cult now that we won't have two groups is rather redundant.  Just giving them a few roles won't cut it since you could just give the dopps the same features.  They need to be fundamentally different from the dopps (just as the aliens are different from humans/dopps).  Note that traditionally, cults recruit instead of kill.  Not sure if that won't botch up the game.  Other than that, though, I'm not sure what can be done with these cults that can't be done with just dopps.

As for the roles, Detective really isn't useful for the town.  Instead of getting rid of it, just make it Dopp only.  I agree on the DoT.  It's literally a free dopp kill/confirmed townie in day 1 and there's really no reason for the town to really need that. 

So:

Find a new meaning for the cult, not just a 'dopps but different' or remove.
Make Detective Dopp only since only they really need it
DoT removed since the town doesn't really need it


And what's so bad about dopp redirecters? :P  There's so few 'power moving' roles here. 
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Leafsnail on October 11, 2009, 11:40:34 am
Quote
Find a new meaning for the cult, not just a 'dopps but different' or remove.
Make Detective Dopp only since only they really need it
DoT removed since the town doesn't really need it
Perhaps the DoT could also become scum only?  That would help them more with their rolecopping.

And yes, aren't the Cult traditionally an anti-town mason group with a recruiter, or something like that?
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: dakarian on October 11, 2009, 11:58:29 am
A 1 shot alignement/power is ...ok for the dopps, though if you hit, say, a vanilla townie you wasted it.

Detective, though, lets them find out who the trackers, guardians, warlocks, and other goodies are.  For mafia, only thing more valuable is a death miller.

The way the cult works: 

Starts with 1 Cult Leader.  The leader, each night, can recruit one player who becomes a cult member.  They continue this until the leader dies.  The members are, as you say, a mason group that's anti-town (and anti-mafia).  Their goal is like the mafia: for them to be the same size as all non-cultists.  The details, like what happens when the leader targets a mafia, how old town powers are handled, and whether the cult can kill vary by the host.

You don't see cults often because they are extremely deadly.  The town can't beat the cult in lynches until they find the leader.  Also, they run havok with the day game: a player who, at day 1, has shown 110% town tells (since they ARE town) is now an enemy (since they are now cult).  There's a style of analysis that lets you find culties but it's radically different from finding dopps.

Even with all of the insane roles, this game doesn't seem to be big on being CRAZY-GO-NUTS as far as how the game is played.  I can see a recruiting cult working here, but the dynamics of the game would change very dramically: probably too dramatically.  Besides, the only game I know that had recruiting roles was Religious mafia and it was very low-key there.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Leafsnail on October 11, 2009, 12:04:16 pm
I think TM might have recruiting roles this time around.

Anyway, a cult like that would be very interesting, but as you say, would change the game very dramatically.  I see the problem with alignment flips too - you could deliberately try to get your alignment flipped and mess up the game.  I suppose it could be balanced though, if the Cult leader couldn't convert, say, mafia members and aliens (humans only) and perhaps Mind Shield also grants immunity to indoctrination?
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: dakarian on October 11, 2009, 12:58:32 pm
Traditionally, the cult could not recuit mafia.  Most say the leader dies if they try.  Some say it just fails. 

If I were to put it here, I would set it to kill if they target a dopp and fail on an alien.  I would let it work vs a mind shield (since it's a physical action rather than a psychic one and there's enough things in the leader's way).  I would also have the new recruit lose their old powers.

Meanwhile, Agent and detective (if detective switches to Dopp only) would be able to detect them, including the leader).  Telepath would see the leader as "Recruit" and members as "Survive".  Recruiting would be a physical move that isn't hampered by protection roles (since no one is being harmed.  Includes Guardians, Bodyguards, Body Doubles, and Shields). 
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Leafsnail on October 11, 2009, 01:20:42 pm
I like the idea, although I'd suggest that having the Cult Leader as the only one with "Recruit" could be a little harsh.  At least the AE can claim PWV if worst comes to worst.

And it would make sense for the agent to continue to detect cultists in the same way, getting a "Human Cultist" result.  Actually, losing the powers seems like a fair way of doing it, and would stop the cult leader from just swiping all the best roles (and the cult would effectively become a mafia if they got a vig).  Also, the possibility of recruitment would mean the town would have to rely less on investigative roles, I guess.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: dakarian on October 11, 2009, 02:46:19 pm
A few reasons for the leader getting 'recruit'

1. it's technically true.  Leader role is to recruit others. 

2. Unlike the dopps where the 'leader' is just a power role, the leader is critical to stopping the cult.  So long as the leader lives, the town and dopps will lose.  As such, the agent seeing members isn't enough unless they get lucky.  The detective can find the leader but, again, I want that to be dopp only.  The telepath then becomes the true 'cult stopper' by finding the head. 

Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Mr.Person on October 11, 2009, 02:55:07 pm
I think the cult members should show up as protect, actually.

Cults only really work in large games, like 15+. Just food for thought.

In any case, the mind control ray should be multi-use, it's kinda weak right now. I suppose you could move it to its own role, like a Hypnotist or something. DoT should be cut, it's not a power thing, it's just not fun. Detective should stay as-is, role cops are useful, although the are more powerful in the scum's hands. You can confirm a claim, which is always nice, and you can find the aliens nicely, and the cult, if it gets added as a normal cult instead of a second mafia faction. Townies should stay and become more prevelant. The problem isn't that there are townies, it's that there's not enough! The only other cool addition would be maybe adding millers. If nothing else, it makes the medium less powerful. (No, I'm a miller, you have to believe me!) Seriously, there needs to be both more scum-PR and anti-town town-based PR.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: dakarian on October 11, 2009, 03:09:31 pm
For all of the fuss I'm making for cult, I wouldn't agree to adding them in.  They are too game changing.

I agree with moving mind control to a separate role.  DoT, of course, should be gone.  Detective.. well, has there ever been a dopp detective?  I know they tend to get guardians.  If there's some mechanics to decide how often dopps recieve certain roles, I say make the detective show up more often for them.  More townies is a good thing: what happened to to chance of it being a no-power game? 

Heh. anti-town town PRs?  Beloved Princess anyone?  ;D
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Mr.Person on October 11, 2009, 03:14:29 pm
For all of the fuss I'm making for cult, I wouldn't agree to adding them in.  They are too game changing.

I agree with moving mind control to a separate role.  DoT, of course, should be gone.  Detective.. well, has there ever been a dopp detective?  I know they tend to get guardians.  If there's some mechanics to decide how often dopps recieve certain roles, I say make the detective show up more often for them.  More townies is a good thing: what happened to to chance of it being a no-power game? 

Heh. anti-town town PRs?  Beloved Princess anyone?  ;D

I still think we need a "Spook", who would pretty much be an ascetic.

Say, we should make the DoT think a poll.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Leafsnail on October 11, 2009, 03:36:23 pm
We don't really need telepath millers.  The telepath gets a false positive on the WV and Vig already.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: Mephansteras on October 12, 2009, 01:03:54 pm
I think the DoT being unfun is probably the best argument against it. So I think I'll remove it for next round.

I am willing to add in some other Cult roles to help differentiate them from the Dopps. Maybe a Charismatic Cultist who can flip someone's alignment to Cult once per game?
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
Post by: webadict on October 12, 2009, 02:08:03 pm
I think the DoT being unfun is probably the best argument against it. So I think I'll remove it for next round.

I am willing to add in some other Cult roles to help differentiate them from the Dopps. Maybe a Charismatic Cultist who can flip someone's alignment to Cult once per game?
Boom! Headshot!
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
Post by: Mephansteras on October 13, 2009, 07:46:50 pm
Thought of an interesting Cult-only role:

Possessed: The Cultist has been possessed by a Demon. Any Psychic character who uses their ability on the Possessed Cultist is Stunned, rendering them a gibbering mess for the next 24 hours. They may not post in the thread or use any psychic abilities until a full Game Day and Night has passed. A Possessed cultist is immune to a Warlock's Hex.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
Post by: ToonyMan on October 13, 2009, 07:50:38 pm
Sounds good.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
Post by: JanusTwoface on October 13, 2009, 09:09:24 pm
I'm hesitant about roles which do not allow people to talk... I at least would habe problems keeping things straight.

What about making them (honor code) run it through google tranlate, back and forth to Japanese until it stabilizes (or something like that).
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
Post by: ToonyMan on October 13, 2009, 09:18:38 pm
The MOD would have to do that me thinks.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
Post by: Mephansteras on October 13, 2009, 09:29:18 pm
I'm hesitant about roles which do not allow people to talk... I at least would habe problems keeping things straight.

It's effectively like being Abducted. Which it's also supposed to mimic, so that people can't quite be sure if someone who's missing but not role-flipped has been abducted or not.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
Post by: Vector on October 13, 2009, 09:32:26 pm
I'm hesitant about roles which do not allow people to talk... I at least would habe problems keeping things straight.

It's effectively like being Abducted. Which it's also supposed to mimic, so that people can't quite be sure if someone who's missing but not role-flipped has been abducted or not.

Meh.  I think the semi-comprehensibility would add a lot to the fun and add a different dimension to the game.  It seems like there's a bit too much redundancy.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
Post by: dakarian on October 13, 2009, 10:06:27 pm
One thing is true: since the person can't speak, they can't inform anyone of the Possession attack.

Thus it lets the cultists deal with them during the next night.


Not bad.  Not bad at all.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: CobaltKobold on October 13, 2009, 10:49:39 pm
WA does have a point, I wouldn't want this game to be a victim of feature creep.
I think your game is popular almost BECAUSE of feature creep. (Well, that's why I find it interesting.) And because it's popular therefore active.
child-strat
I'm confused.  Your scenario here could be applied to absolutely anybody, even a vanilla, no-role townie.  Admittedly, the child role might attract a certain amount of focus, but not nearly as much as some of the high level players (you, Chaoticjosh, etc.) do.
Except the child will, in fact, be able to lynch if it's child and mafia dopp alone on the last day. The negative vote makes endgames a bit different.

On scientist: Seems odd that an alien needs an alien for study. (If they're all one kind of alien, anyway- which is probably unlikely)
Actually, they can be idenitifed by the Agent.

Correct. Originally I had them identified by the Detective, but decided that unbalanced things too much. So the Agent figures out all Races now. Cultists just count as Human Cultist instead of Human. It's more a grouping distinction then anything else.
Or they're modified to better serve the Great Old Ones.

... Silent favor of cult
The Alien Scientist and any captives of his can all speak to one another. So, yes, you would know who else was a captive on the ship (although nothing else about them unless the Scientist chose to share).
Except you know they're the other factions (though if alien, this is less useful than for the main factions)

...why are they called Millers? The kook/goth in Para makes more sense.

Possession...eh. This just sounds like a more-aggressi'e mindshield- rather than crunching like the fluff. But, I'm not sure how to make a possession work other than making a half-player of someone (possessor OR possessee)
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
Post by: Leafsnail on October 14, 2009, 10:02:26 am
The possessor sounds interesting.  Of course, the cult would need to take them out the next night to avoid them revealing the possessor's identity...
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
Post by: Mephansteras on October 14, 2009, 12:04:58 pm
The possessed cultist and charismatic cultist have been added to the Proposed Roles section on page 1.

The Disciple of Truth has been removed from the role list.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
Post by: NUKE9.13 on October 14, 2009, 12:12:26 pm
Oh, people will moan of feature creep, but let's face it, Paranormal Mafia has long passed the point where the amount of roles is sensible, and nevertheless is still fun and popular. I mean, for crying out loud, there is a role option to guard against flavour text. We just have to live with it.
I am in favour of the new roles, and also the removal of the DoT.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
Post by: Pandarsenic on October 14, 2009, 02:11:30 pm
Oh, people will moan of feature creep, but let's face it, Paranormal Mafia has long passed the point where the amount of roles is sensible, and nevertheless is still fun and popular. I mean, for crying out loud, there is a role option to guard against flavour text. We just have to live with it.
I am in favour of the new roles, and also the removal of the DoT.

To be fair, the flavor text one is because the flavor text is designed to tell you who/which faction executes a kill.

Still, I like the feature creep. It's a sort of everyone-has-powers approach to Mafia.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
Post by: ToonyMan on October 14, 2009, 02:13:10 pm
YEAH ISN'T IT AWESOME THAT EVERYONE GETS POWER ROLES IN PARANORMAL HAAHHAH
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
Post by: Mr.Person on October 14, 2009, 02:33:45 pm
Personally, as long as the games stay balanced and the crazy roles are somewhat rare, I'm fine with a whole bunch of different roles. However, if the role isn't fun (DoT, Ghost, whatever crazy shit you decide to put in in the next game that produces CT's) then it should be cut, period. Additionally, I think the craziest roles should be reserved for aliens, then maybe a few crazy things for the dopps and cultists, then any craziness left gets split between all the groups. The caveet to this is, of course, that there should be a few "worse-than-townie" or perhaps "powerful, but could be bad", like the PWV. Sadly, most of those are already done in Paranormal, so I can't think of any more besides Ascetic and Bomb (Reaction suicide bomber)

Meph, I can't remember, does your program allow for different role rarities? Last I checked, it didn't, but that was quite some time ago. Also, do you still have the detective up at like 4 weight for the town still? It should probably be more like 2. On the flipside, 5 weight for the scum seems perfect.

I think you need to buff the mind-control ray. I would suggest you make it not used up if the target has no action, didn't use their action, or was psychic warden'd. The flavor of this can be the ray can't be used on people who are asleep. Oh, and as a question, what happens if you mind control ray a scientist with a snooper bot? Do you control the bot?

If you want to make a multi-use mind control, that could work as a another psychic role, although I'm not sure on any names besides Domineer, which has lots of connotations. Mind Controller is boring, Redirector is flavourless and boring, so maybe Mind Puppeteer?

There should more statuses besides Mind Shield. Acetic would be a good start (Pleeeeease call it Spooky :D), other examples might be putting Kook and Goth into this category and maybe even buletproof. Sadly, I'm not sure how well that would work in your program, Meph. For instance, a Goth PWV would pretty much be a PWV and the modifier shouldn't count for anything, but an Ascetic PWV would be powerful indeed. On the other hand, an Ascetic Exterminator is powerful, while a Goth Exterminator in a cult game won't phase him much., but a Goth Exterminator in a dopp game would be very nice for him. Probably would be best to disallow all of the conditions from being on aliens except Mind Shield and maybe a few alien specific ones. After all, who's ever heard of a Gothic alien?
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
Post by: Mephansteras on October 14, 2009, 02:44:35 pm
My program can handle quite a bit. Adding in abilities, for example, is just a matter of adding them to the spreadsheet. It doesn't really do rarity, though, except as a measure of cost. Bodyguard is much more common then Guardian, for example, just because of the difference in cost.

Yeah, detective isn't as costly for the town as it is for the scum since it's more useful for them.

I could probably buff the Mind Control ray a bit. The simplest way may be to just give it more then one charge.

I'll consider Goth/Kook as an Ability. Ascetic...not sure if that should be an ability or a role. Could work for either. Powerful, regardless.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
Post by: Mr.Person on October 14, 2009, 03:01:33 pm
Well, I know it can do a lot, I'm just worried about how much it can do well. I mean, there's several ability combinations that can't really be determined algorithmically, like a PWV Ascetic or Kook in a cult game or whatever. However, I think that there are few enough of those to be able to define them as they show up in games, if you feel up to it. Most of it IS simple enough to define algorithmically, because in general those kinds of abilitys are anti-town.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
Post by: Mephansteras on October 14, 2009, 03:11:20 pm
Well, I can easily set Kook to only show up in games with Dopps (it's already set up that way). What my script currently can't do is restrict an ability on anything other then Psychic/non-psychic. Although if I add in more abilities I may need to change that anyway.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
Post by: Mephansteras on October 14, 2009, 05:08:22 pm
What are people's opinions on adding in some other Paranormal type monsters into the game? Vampires, Werewolves, or the like? Probably as 3rd parties, but I'm open to ideas on how they could interact with various factions.

Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
Post by: ToonyMan on October 14, 2009, 05:11:53 pm
Robots.

That would be awesome.  I just need to think of their goal.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
Post by: Pandarsenic on October 14, 2009, 05:14:56 pm
How would vampires interact during the day, though?

Other than that, I would love those additions.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
Post by: Mephansteras on October 14, 2009, 05:18:44 pm
How would vampires interact during the day, though?

Other than that, I would love those additions.

Oh, this would be an old-school Vampire, like Dracula. He wouldn't have most of his powers during the day, but it wouldn't hurt him or anything. Which..explains how he could be lynched, actually.

Hehe. Vampire Lord might be fun. Immune to Night Kills, can 'feed' (role-block) one player each night. Goal is to survive to the end. Maybe let him turn one other player into a Vampire during the game. Kind of like the Survivor alien, but more active.

Not sure what goal a Werewolf would have. Maybe a standard cult-like group that grows each night?

Then I could add in a Monster Hunter whose goal is to kill off the Vampire Lord or Werewolf or whatever.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
Post by: ToonyMan on October 14, 2009, 05:19:04 pm
Ok, dig this.  A single android snuck into this Paranormal town place disguised as a human trying to find and eliminate all aliens.  He'll leave after this goal.

Hmm?  Hmmmm?
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
Post by: Mephansteras on October 14, 2009, 05:23:03 pm
Hmmm...so, basically an Alien Hunter role? Interesting. I'll have to think about that one.

Oh, had a thought about the Werewolf. It's an ability that any human, cultist, or dopp can have. When they are lynched, they go berserk and kill a random person in the room before dying.
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
Post by: Pandarsenic on October 14, 2009, 05:26:18 pm
Maybe have Robot replace the Exterminator or his Operative?

Werewolf = Ghetto Warlock?
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
Post by: Mephansteras on October 14, 2009, 05:28:51 pm
Maybe have Robot replace the Exterminator or his Operative?

Werewolf = Ghetto Warlock?

Well, nothing would stop the Operative from being robotic, if that's what you mean. Still not sure exactly what rules would govern a robot player, though.

And, yeah, the Werewolf would be kind like a less powerful Warlock. But that's why it is an ability, not a role. Not sure if I like that enough, though. Werewolves need more pondering.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on October 14, 2009, 05:41:27 pm
Perhaps instead of an Alien wanting to capture a Cultist, we could have some sort of Inquisitor/Knight Templar sort of role who wants to capture one to interrogate him?
Title: Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
Post by: CobaltKobold on October 14, 2009, 06:10:22 pm
Needs a bit more fluff, I think, Toony.

Meph, Vampires and Werewolves sort of are a genre-switch. (Zombies would be an edge case)

Thought: Change race of cultists from "human cultist" (which sounds like a hack) to "mostly human". Makes it fluffier, gives the cultists a "gift" from the Great Old Ones, makes the Scientist or Cult Seeker more sensible in their fluff as well. (Though, it would make it sounds like Scientist would need 4 in a bimafia- which would make them both a little harder to win, and a bit more pro-town force (takes out two scum, one town, and two alien.)
Main Issue with this: Goths are now the wrong flavor miller.

Another thought: Alien Scientist needs no alien if he's the only one starting in the game...nah. Don't want to have such information built into roles like that...

...speaking of which, I'm uncertain how to phrase a Scientist PM to grant enough information on win condition without revelation of sides- though I think you aren't concerned with that information, since it seems to be in the opening Day1 post, usually.

Flavor Fun: Dopp/Cult hunters are scientists (Or assistants to scientists) from the other flavor of paranormal seeking to complete their collection. ;)

Suggest adding "AWV" and "PWV"(/expansions) in the role table as aliases of Vigilante and War Vet. Perhaps use the nifty [.acronym] tag.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: RedWarrior0 on October 14, 2009, 06:54:34 pm
I had an idea that would be interesting, and tilt the balance more towards the scum: an ability that roleflip as town, even though it was really scum.

Second: Is Exterminator still -1 weight? Because that would be part of the reason scum hasn't won much.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 14, 2009, 07:03:12 pm
I had an idea that would be interesting, and tilt the balance more towards the scum: an ability that roleflip as town, even though it was really scum.

Second: Is Exterminator still -1 weight? Because that would be part of the reason scum hasn't won much.
That's called Pillar of the Community in IRC. Or Death Anti-Miller
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on October 14, 2009, 07:05:59 pm
I hear mafiascum players hate them and most games ban pillars.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 14, 2009, 07:09:28 pm
I'm not surprised. That kind of thing can seriously mess people up. Especially since people won't know how many scum are still left.

@RedWarrior0: I'm curious, why does the Exterminator being at -1 weight tip the balance against the scum?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: RedWarrior0 on October 14, 2009, 07:15:15 pm
Exterminator would have to be neutral weight, for pretty simple reasons (in my mind). The scum have one less weight in PRs than the town if there's an exterminator.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 14, 2009, 07:27:29 pm
Hmm. Fair enough, I suppose. Although a -1 isn't that big of a difference. Most games have an overall power level of about -20 or so for Scum.

Note: Paranormal 10 needs a replacement (http://www.bay12games.com/forum/index.php?topic=42373.0) for Diakron.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: RedWarrior0 on October 14, 2009, 07:35:44 pm
True, but there's another thing: Roles like Cult/Dopp Hunter and Scientist are slightly pro-town de facto: CH/DH takes out a single scum, and Scientist makes a 1:1 trade, which is good for town: 4/5 goes to 3/4, etc. Also, is Operative also a negative value?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 14, 2009, 07:39:07 pm
Yes, and those roles have a positive weight to account for their generally pro-town leanings. Perhaps the hunters need a higher weight, since I don't think we've had one fail yet.

The Operative does also have a negative weight. Although, considering how close Paranormal 9 was I'm not sure that's really unbalanced.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: CobaltKobold on October 14, 2009, 07:40:24 pm
I'm sure it's been pointed out that if they do miss their one shot, they are anti-town.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: RedWarrior0 on October 14, 2009, 07:45:36 pm
True. So, if the Exterminator and Operative were neutral, scum could have won that one. DoT probably had an effect, but the thing is, the game is almost balanced, just that broken roles and small adjustments need to be made. Town should have a record of about 50%, and dopps in 9 might have been the first scum to win in a while. I mean, look at that list someone posted earlier: town should honestly not have that streak.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on October 14, 2009, 07:50:53 pm
It was the DoT.  Watch.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on October 14, 2009, 09:15:09 pm
My thoughts.

Basically, I don't particularly think that multiple mafias will work well, but adding others as third party roles would be interesting.  Feel free to completely ignore any of these, but these were my ideas.



Dopps
Keep the dopps as the primary mafia, make each of the other roles a 3rd party role.  Dopps take over townspeople so for the most part, the roles are shared between Dopps and Townies. 

Cultist Leader
Each night, the Cultist Leader can try to recruit someone to their cause.  If they target a Dopp, the Dopp will eat them.  If the target an Alien (or other 3rd party), the ability will fail. If the target a Human, the Human will become a Cultist, losing all other abilities.  To win, the Cultists must make up the remainder of the town.  If the Cultist Leader is killed, the Cultists lose the ability to recruit but can still win by trying to control the lynch.  (aka, don't let your Leader get killed)

Vampire
Each night, the Vampire must target a player.  Each target has a chance of each of the following happening:
- Nothing happens to the target.  They know they were targeted by a Vampire.
- The player is drained of their abilities for a night and the next day (role-block plus).  They know they were targeted by a Vampire.
- The player is killed by blood loss.
- The player is turned into a Vampire (losing all other abilities).

A Vampire cannot convert a Dopp or 3rd party.  If either is targeted, one of the first three options will happen.  If a Vampire selects an invalid target (or cannot otherwise feed--psychic warden or the like) for three nights in a row, they die from lack of nourishment.

To win, the Vampire must kill all non-Vampire players.

Werewolf
If a player is a Werewolf, they will not initially know it (probably just get Townie as their role).
Each night, there is a random chance that the Werewolf will target a random player.
In the morning, they will wake up and remember what they've done.
After that, they can control the ability (maybe?)

Alternatively, make it an ability rather than a role.
Then, if the they target anyone with a night action, there is a chance that they'll tear them apart again.
If they don't have an active night ability, they random choose a player as above.
Once they know they are a Werewolf, they can use their original ability or the Werewolf ability.



Thoughts?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on October 14, 2009, 09:18:37 pm
For the benefit of ToonyMan:

Robot
The robot is immune to most night kills.  Most players will kill the original shell of the robot and it will shift to another body.
The only way to kill a robot is to lynch it (the town will find the copies and make sure to shut it down).
The robot's goal is to live to the end of the game.

The problem with this is that the Town might find a Robot that is willing to work with them.  Since the Dopps cannot directly kill it, it becomes far more powerful.
Maybe any player can target a Robot with a specific 'Shut Down' action once the identity of a Robot is known?

(It's not as thought out as the rest of the roles, but I still think it might be interesting.)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Eduren on October 14, 2009, 09:23:48 pm
For the benefit of ToonyMan:

Robot
The robot is immune to most night kills.  Most players will kill the original shell of the robot and it will shift to another body.
The only way to kill a robot is to lynch it (the town will find the copies and make sure to shut it down).
The robot's goal is to live to the end of the game.

The problem with this is that the Town might find a Robot that is willing to work with them.  Since the Dopps cannot directly kill it, it becomes far more powerful.
Maybe any player can target a Robot with a specific 'Shut Down' action once the identity of a Robot is known?

(It's not as thought out as the rest of the roles, but I still think it might be interesting.)
Wait, so the role is passed from one player to another?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on October 14, 2009, 09:42:31 pm
That's not exactly what I meant.  I just meant that there are multiple copies of a robot preventing night kills from working.  Each copy is still played by the same person though.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 14, 2009, 10:17:35 pm
On the cultists: 

Still worried that the game will become too warped with them around.  Cults hog attention worse than the mafia does.  As such, the town can easily forget the dopps just to go cult hunting. 

So I'm VERY worried about a fully recruiting cult. 

Vampire:

VERY random version of a cult, ranging from 1-night losing to slaughtering everyone (if several vamps are made). 

Alternative:  The vampire MUST feed off a player every night.  To do so, they have two options:

1. Feed: This option kills the victim.  Works on all players.
2. Prepare:  Prepared the victim for conversion by partial feeding. No effect is shown.

If you Feed, you must do it every night to sustain yourself.  It is a physical action.  If blocked by a bodyguard, you feed off the bodyguard.  If you are actually stopped (roleblock, guardian, ext.) you die.

If you Prepare a victim one night, you MUST return to them the next night.  Then, you finish feeding from them, if they are human, you then perform a ritual turning them into a vampire.  The new vampire retains their old powers but has the same feeding requirements and new win condition you do. 

Note that if they are not human (cult, dopp, alien) they die.  If they are not alive for the second night or you are somehow stopped from reaching them, you die.

To win, at least one vampire must exist by the end of the game.  This goes for the original and newly made vampires (who lose their old win requirements).  This does not get in the way of other requirements (including the watcher)

Result: a Survivor that is a hybrid SK/recuiter.  To live they MUST kill or attempt a recruit.  Recruiting helps ensure victory but is risky since you cannot switch targets for two nights.

Leaning: Slightly anti-town due to the Survive feature and the wish to kill those that probably will not be affected by the guardian.  Can be played pro-town if they rely on conversion (since it will kill dopps/cults but not humans).

Warewolf:

One change: Use the alternative version and make the ability uncontrollable even after the first time.  Thus it turns into something like a Crazy doc role (sometimes kills, sometimes uses power). 

Robot:

That's just a Bulletproof Survivor.  There's not much really to it that the Alien Survivor doesn't have.




I'll add one, pulled from Religion Mafia

Virus maker.

Each night, you will infect a player with a virus.  The virus leaves the person sick for one night (roleblocked) in a way similar to the appearance of other roleblockers (the 'block message' matches other roleblock messages).  After that, the virus survives for one day then is killed by the player's antibodies. 

At the end of the following day, whoever the infected player votes for becomes infected with the same effects.  If the person voted on is lynched or dies in another fashion, the virus dies in the new host.  If the old host is lynched but voted on another, the virus is transferred before the lynch.

For the virus maker to win, over half the town must be infected by an active virus when the game ends.




Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on October 14, 2009, 10:38:43 pm
Hmm.

Maybe I should convert the design of Ridiculous Mafia 2 into WIZARDRY MAFIA. I have a lot of magic-y roles (Faultmage, Deathkillmaimharmalock, etc.)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 14, 2009, 11:19:05 pm
As I would say: you can't go wrong with adding more Crazy.

So instead of changing the name.. just make the roles even more rediculous.  #&(*%$, Just Bastardize it.  We don't have enough Bastard games running around.

Death Miller FTW!
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on October 14, 2009, 11:44:50 pm
Mafia Strongman wasn't bastard enough?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Servant Corps on October 14, 2009, 11:52:08 pm
Quote
Robot
The robot is immune to most night kills.  Most players will kill the original shell of the robot and it will shift to another body.
The only way to kill a robot is to lynch it (the town will find the copies and make sure to shut it down).
The robot's goal is to be the last player standing, and watch all those meatbags die horrible, horrible deaths.

Fixed. Being an Bulletproof Serial Killer without the ability to night-kill would seem to be okay. Since double-lynching is out, I don't know how the Robot can win though.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 15, 2009, 12:19:23 am
All previous ideas are not approved by Webadict. They will only serve to ruin the game.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Eduren on October 15, 2009, 12:20:15 am
Do you have a stamp for that?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 15, 2009, 12:26:34 am
Do you have a stamp for that?
It's kinda like the Chairman Bob thing, except like this:

Webadict Does Not Approve.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 15, 2009, 02:03:13 am
Mafia Strongman wasn't bastard enough?

I'll remember to check it out.

Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on October 15, 2009, 04:18:19 am
Strongman was able to activate a Drug-Fueled Rampage.

You may know that now as the PLASMA BOMB.

But as one of four mafia members, he was used against Inaluct to wipe out like... between 4 and 6 town PRs. It was vicious.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: CobaltKobold on October 15, 2009, 04:37:08 am
Quote from: Pandarsenic
inaluct, Flintus10, LASD, and chaoticjosh lie dead in the street.
the 'Spartacus' ;D, the Serial Killer, a Fr33mason, and Bruno the Strongman himself.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on October 15, 2009, 04:41:28 am
Right, right. The doctor was protected by Spartacus' invention.

That serial killer would become a townie in time, if he got his condition fulfilled, also.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on October 15, 2009, 02:02:31 pm
No no no, the robot isn't bullet-proof.

His goal is that all aliens are eliminated.  I'm not sure how he is to accomplish this goal, but he's not night-kill proof and he's not trying to survive.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: CobaltKobold on October 16, 2009, 09:33:57 pm
Was considering what happens if someone were allowed to double-pick an item on alien tech- Shield (3 lives!) and assassin bots are the obvious o'erpowered ones.

How about the other ones? (You typoed "war bet" in Stun orb btw)

edit: There IS one role I can think of for Robot.
GORT.
Can revive Klaatuthe Exterminator once.
Klaatu barada nikto!
...might be tricky to balance.Then again, being roleflipped means you'll just die again, so might not be worth much. :-/

edit 2: I didn't spy this earlier in here, but I think it's worth thinking on.
The swapped-role townies (goth, kook) seem fine, though, and might be turned into attributes like mind shield rather than roles in and of themselves (so you could have a kook telepath, or a goth war veteran). They might even be able to show up in games without their corresponding scum group, as well.

...Did Ianyone suggest a UFO Enthusiast yet? (Alien Miller)

Suggestion above (ability rather than full role) could go for them too.

edit 3: Boy I'm editing a lot.
Interesting nontrivial points: Enthusiast creates a fully valid fakeclaim for Survivor.

If [x-miller]'s as an ability, then it'll create workable fakeclaims for ...everyone, really. Possibly bad, and if dopp leader goes ability, then it really IS full fakeclaimable then.

sidenote: The (normally)unfilled race/motive cells are scum/survive, the clear refuge of millers, as these are the only 1-role cells. The next is alien/protect, which I'm less certain of.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 17, 2009, 08:35:52 am
Fakeclaims are actually a good thing.  Many, hosts go so far as to give the mafia a second 'town PM' that they can claim when asked. 

Claims should be a help in finding scum, but it shouldn't be lynchable all by itself.  As proven in Para games, being able to fully confirm a scum or town without question hurts the game overall.  Some goes so far as to even say that a cop, without any limiting factors (Godfathers, millers, sanity, ext.) is an overpowered role.

So yah.. fakable claims for everyone FTW.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on October 17, 2009, 10:27:11 am
Sometimes the mafia all automatically get a "Falseclaim" ability, where they can ask the mod to send them another role pm for any role/ alignment.  It would stop role pm quoting, at least.

'Nother idea - give the Alien Exterminator a Safeclaim ability too.  That is, he'll be told the name of a neutral/ pro-town alien that isn't in the game, which he'll be able to claim without fear of a counter claim.  Aliens that could be safeclaimed - Survivor, Seeker, Hunter, Watcher.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 17, 2009, 10:50:57 am
Sometimes the mafia all automatically get a "Falseclaim" ability, where they can ask the mod to send them another role pm for any role/ alignment.  It would stop role pm quoting, at least.

'Nother idea - give the Alien Exterminator a Safeclaim ability too.  That is, he'll be told the name of a neutral/ pro-town alien that isn't in the game, which he'll be able to claim without fear of a counter claim.  Aliens that could be safeclaimed - Survivor, Seeker, Hunter, Watcher.
Intel ruins this.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on October 17, 2009, 11:14:29 am
Sometimes the mafia all automatically get a "Falseclaim" ability, where they can ask the mod to send them another role pm for any role/ alignment.  It would stop role pm quoting, at least.

'Nother idea - give the Alien Exterminator a Safeclaim ability too.  That is, he'll be told the name of a neutral/ pro-town alien that isn't in the game, which he'll be able to claim without fear of a counter claim.  Aliens that could be safeclaimed - Survivor, Seeker, Hunter, Watcher.

Think of it this way: Why would any of those counterclaim? It just draws unwanted attention to themselves. Well, a Watcher might, but claiming Watcher is just kind of a dumb idea, really.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on October 17, 2009, 11:30:38 am
Survivor could counter-claim to bugger up the Exterminator's plans and speed up the end of the game.  And yeah, claiming Watcher might not be a good idea for the Exterminator when compared to other, more attractive options, but it could be used as a blackmail tool.

Quote
Intel ruins this.
Only the Alien Scientist and the Watcher Alien could also have intel, and they possibly aren't too likely to say it.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 17, 2009, 11:55:54 am
Watcher has no point to take Intel, just as the Exterminator doesn't either. The Scientist is the one that really makes a mess of this, as he can help the town with his knowledge and then leave. It's actually very annoying, especially with a confirmed townie...

Sooo... yeah. I really doubt the Scientist needs 2 Tech Points. He tends to win within 4 Days.

I still think there needs to be less roles...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on October 17, 2009, 11:57:22 am
I kinda agree with Webadict.  Winning as scum is about 0% right now.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 17, 2009, 12:05:57 pm
I do like the 10 pages of roles here.  I don't think we need to reduce the roles so much as we need games that host less roles.  I love how NSBM is running along.  Para (for those who love my 'Meth' messes, I have to keep editing 'Para'.  I keep typing 'Pandar') is role crazy, simply put. 

To get to the aliens, though, I notice the Scientist and Dopp Seeker have a boatload of power here and tend to grab up dopps easily.  Perhaps they need a lot more weight for the town so that they show up less (or else the dopps get a batch more power). 

sidenote: has the scientist and dopp seeker ever lost?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on October 17, 2009, 12:20:51 pm
I do like the 10 pages of roles here.  I don't think we need to reduce the roles so much as we need games that host less roles.  I love how NSBM is running along.  Para (for those who love my 'Meth' messes, I have to keep editing 'Para'.  I keep typing 'Pandar') is role crazy, simply put. 

To get to the aliens, though, I notice the Scientist and Dopp Seeker have a boatload of power here and tend to grab up dopps easily.  Perhaps they need a lot more weight for the town so that they show up less (or else the dopps get a batch more power). 

sidenote: has the scientist and dopp seeker ever lost?

Scientist is fairly new (And my idea!), but no, I don't think either of the 2 have ever lost. I think there power is fine, but they might need their weight adjusted.

Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 17, 2009, 01:02:33 pm
I'm fine with increasing the weight on those two. They do win a lot. I'm also ok with reducing the Scientist down to 1 tech point. We'll see how those effect things.

Overall, though, I'm ok with having lots of roles for Paranormal. It's pretty much what it is, and most people seem to have a lot of fun with it.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on October 17, 2009, 01:06:16 pm
Yeah, I so know that feeling Meph.  Having a role in Paranormal is just awesome!

:[
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 17, 2009, 01:26:21 pm
I kinda agree with Webadict.  Winning as scum is about 0% right now.
It's actually about 1.3%

Technically, scum MIGHT be able to win if the Town mislynches the worst case scenarios, and only have some of the scum are taken out be whatever roles remain (Which is usually a lot [Vig, War Vet, Scientist, Hunter, Telepath, Agent, Exterminator, Operative, Mad Scientist, Warden, Guardian, Protector, Warlock, Reporter... What CAN'T impede the scum? A Kook? ... That's it.])

And that's just an average game.

Here's a rundown on all the roles and their effectiveness against scum:
Spoiler (click to show/hide)

If you are going to change the weights on something, make Telepaths ridiculously more. They are town confirmers. Just like DoTs, and there's nothing to stop them.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on October 17, 2009, 02:14:41 pm
Seems pretty fair, although I can't see the logic of some of the "Medium usually destroys it", to be honest.  And yes, the Watcher's win condition is incompatible with everyone EXCEPT the Agent Seeker, Alien Scientist and Dopp/ Cult Hunter.  I know having a global roleblock N1 is annoying, but other than that, the Watcher can't really do too much (and most other techs are unhelpful - Personal Shield might prevent one NK, HM might protect from an Agent, Scanner is pointless, Deadman Bomb is horrificly bad, MCR is pointless, Intel... well, there's not much you can do with it, Plasma Bomb would speed up the game, Stun Orb is a weaker version of MCR and the other 2 have no use for a Watcher.  So yeah, a Watcher will probably end up as a global roleblocker.

I agree with giving Telepaths more weight, as well as some kind of false negative result other than the extremely unlikely HM.  I'm tempted to say that Cult/ Dopp leaders should also return a Survive result.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 17, 2009, 02:19:10 pm
Seems pretty fair, although I can't see the logic of some of the "Medium usually destroys it", to be honest.  And yes, the Watcher's win condition is incompatible with everyone EXCEPT the Agent Seeker, Alien Scientist and Dopp/ Cult Hunter.  I know having a global roleblock N1 is annoying, but other than that, the Watcher can't really do too much (and most other techs are unhelpful - Personal Shield might prevent one NK, HM might protect from an Agent, Scanner is pointless, Deadman Bomb is horrificly bad, MCR is pointless, Intel... well, there's not much you can do with it, Plasma Bomb would speed up the game, Stun Orb is a weaker version of MCR and the other 2 have no use for a Watcher.  So yeah, a Watcher will probably end up as a global roleblocker.

I agree with giving Telepaths more weight, as well as some kind of false negative result other than the extremely unlikely HM.  I'm tempted to say that Cult/ Dopp leaders should also return a Survive result.
Yes, the Watcher isn't going to win either, unless you NL like 3 Days in a row and stun everyone. And maybe a few kill blocks. It's those other aliens that tend to ruin it.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on October 17, 2009, 02:20:08 pm
Cult Hunter = 2 less players to start off with.  Alien Scientist = Watcher is fucked, basically :P.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 17, 2009, 02:23:09 pm
Cult Hunter = 2 less players to start off with.  Alien Scientist = Watcher is fucked, basically :P.
lol, gg kthxbai.

Yeah, pretty much. It's like a big GL to you and leaving you with no abilities at all. You have to convince town to get to lylo, block scum every once in a while, and then stop Aliens from moving always and forever.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 17, 2009, 02:39:28 pm
Web.. that helped a lot

Because now I see one of the big problems: There's nothing that can really hurt the town.


When you see mass roles show up, they tend to have aspects that backfire on the town.  Vigs that kill townies, cops that misread godfathers and millers, roleblockers that block townies, anti-town roles like Beloved Princess. 

I remember people fearing the PWV killing the town power roles.  I didn't realize they are rare now.  Meanwhile, there's little to backfire the investigation roles (which, again, are overpowered unless something trips them up). 

I disagree with the mass of PRs messing things up still.  I DO agree that the mass of GOOD TOWN PRS are messing things up.  If you want to remove or add weight to roles, start with those investigative roles.  If you want to add powers/roles, add roles that mess with those town powers (oo OO, Witch role:  Dopp only role that ruins a person's sanity: makes investigative roles go insane or other roles choose randomly.  Then, of course, there's redirecters).

If you want to just quirk up the ones we have.. add ailments and sanities.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on October 17, 2009, 02:46:14 pm
Four things:

First off, the Witch's goal should be "Kill". There should be at least one hard to confirm role with a "Kill" objective.

Second, as an extension to the above, I propose a new status: "Angry". A telepath gets a "Kill" objective from angry players, irregardless of the role that player has, the side of the player, or what they did that night.

Third, scum should only show up as "Kill" if they actually did the night kill. Otherwise, they should show up as their role normally would. This is a big change, but it would really help the scum a lot, I think. Alternatively, this could be a way to separate the cult from the dopps, if you want to go that route.

Fourth, I agree totally that the alien techs and scientist techs need to be rebalanced. Mind Control Ray needs a major buff, Stun Orb needs to be cut, Plasma Bomb needs a nerf and made into a 1-slot tech, and the Scientist should only have 1 tech slot. Also, the Mad Scientist and 1-slot Alien tech items should look a lot more similar, imo. Of course, not ALL the techs should be available to each other, namely the Scanner, but others, such as the Deadman Bomb, would be great additions. I think a Sentry Gun+Shield toting Exterminator might actually stand a chance... although that would be a tad obvious.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 17, 2009, 03:12:55 pm
When I say Telepath destroys it, I mean that claiming it as scum makes it show up a Kill Result no matter what, and with Detectives and Agents, there's nothing you can claim that's safe.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on October 17, 2009, 03:20:02 pm
When I say Telepath destroys it, I mean that claiming it as scum makes it show up a Kill Result no matter what, and with Detectives and Agents, there's nothing you can claim that's safe.
Yeah, but what do the "Medium destroys it" comments mean?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 17, 2009, 07:37:39 pm
Well, I meant that the Medium can get any investigation from dead players, so scum can't kill a player and get an idea.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: CobaltKobold on October 17, 2009, 08:08:48 pm
"Psychic Warden : Common town role. Lots of threat to scum. Makes it so Telepath can get Kill result on people."

...Oh, right, block so they can't get other role-objective.

Town medium and dopp medium cancel each other out in terms of nasty things they can do with/to a townbase.  If you give them 'find' (they're an info role, sort of) then they'd be a bit better for dopps, as their ability is always acti'e, if you keep the "role used o'errides race"

Telepath presently gets always useful data.

Other Telepath-miller word options: Inquisitive/curious(find), fearful(survive),altruist(protect)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 17, 2009, 08:15:30 pm
I like the idea that the telepath reads more about what the person has done rather than what their 'goal' is.  If the person killed it reads 'kill'.  If they protected 'protect' and if they did nothing 'survive' or simply 'nothing'.  Then, a dopp guardian could hide by simply not doing anything and looking like a townie.

That would help to differentiate it from a detective more, help give it a good use (to tell if someone did something and what) but doesn't turn it into a dopp hunting machine. 

And roles that passively try to kill (i.e. kill if killed or kill if targetted) would get the 'kill' reply. 
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: CobaltKobold on October 17, 2009, 10:53:38 pm
I like the idea that the telepath reads more about what the person has done
that makes it a weak detecti'e which doesn't get defense-killed and something that specially blocks it

Side Order of WIFOM: Telepath sees vdopp as 'kill', vtownie as 'survive'. It's a scumtell to want to survive.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on October 18, 2009, 04:07:00 am
Haha.  Indeed it is.

But yes, having a telepath show what someone is doing would probably be more interesting, and would have the slight advantage of being able to trace a kill back to someone.

Actually, something else which is interesting is that some roles, although anti-scum, have pro-scum possibilities.

So, let's say there is, for instance, a bulletproof role (not suggesting this as a role, just using it as an example).  A bulletproof towny is obviously very anti-scum, but the possibility of a bulletproof towny is actually pro-scum - it would be a good way of explaining how an experienced scum team member has lasted so long.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 18, 2009, 09:11:56 am
A weaker investigative role is better than a stronger one, considering how easy they can break games. 

Also, detectives, IIRC, view a doppleganger guardian as a 'guardian' even if the dopp kills.  Telepaths would see the 'kill'.  Even if the dopp  protects instead, they can tell the detective that they did nothing (silly but there you go) while the telepath would catch that.

OTOH, right now the telepath is a detective and an agent that rarely gets false positives (since town killing roles aren't common), occasionaly gets false negatives (when the dopp has a power role and keeps using it), doesn't fear physical traps and is blocked by ONE special effect that, chances are, is on an alien or townie.

The problem is power roles being TOO powerful.  There's nothing wrong with a weak power role if it's interesting and being able to tell what a person does each night is NOT weak.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 18, 2009, 10:18:31 am
A weaker investigative role is better than a stronger one, considering how easy they can break games. 

Also, detectives, IIRC, view a doppleganger guardian as a 'guardian' even if the dopp kills.  Telepaths would see the 'kill'.  Even if the dopp  protects instead, they can tell the detective that they did nothing (silly but there you go) while the telepath would catch that.

OTOH, right now the telepath is a detective and an agent that rarely gets false positives (since town killing roles aren't common), occasionaly gets false negatives (when the dopp has a power role and keeps using it), doesn't fear physical traps and is blocked by ONE special effect that, chances are, is on an alien or townie.

The problem is power roles being TOO powerful.  There's nothing wrong with a weak power role if it's interesting and being able to tell what a person does each night is NOT weak.
Kinda like watching what ability you used. That IS a nice role. I like it.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on October 18, 2009, 10:32:24 am
I'd support the new idea for the telepath.  It's interesting, and makes it more than just "A better version of the agent that bounces off the mindshield".
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 18, 2009, 11:37:23 am
As for how everyone would look to the telepath:

Survive = default when no other result fits.

    * Townie: Survive
    * Kook: Survive
    * Goth: Survive
    * Doppelganger/Cult: Kill only when performing their mafiakill. 
    * War Vet: Kill when ability is active (even if no one dies)
    * Vigilante: Kill only when performing kill
    * Agent: Find when actively investigating
    * Detective: Find when actively investigating
    * Telepath: Find when actively investigating
    * Medium: Survive, always
    * Reporter: Find when actively investigating
    * Guardian: Protect when actively protecting
    * Bodyguard: Protect when actively protecting
    * Psychic Warden: Manipulate, when active
    * Mad Scientist: depends on invention
          o Body Double: Survive
          o Security System: Find, always active
          o Sentry Guns: Kill, when active
          o Snooper bot: Find, when active
          o Assassin bot: Survive (since it cannot be active at night)
          o Mind Control Ray: Manipulate, when active
    * Witch/Warlock: Kill, always active
    * Enchanter: Manipulate, when active
    * Agent Seeker: Kill if alien choose a person that is not the agent.  Find if the person locates the agent.  Survive otherwise.
    * Doppelganger/Cult Hunter: Abduct if an attempt is made.  Survive otherwise.
    * Alien Scientist: Abduct if an attempt is made.  Survive otherwise
    * Survivor: Kill
    * Exterminator: Kill if an attempt is made
    * Operative: Find, Kill, Manipulate, or Protect depending on action. 
    * Watcher: Survive

Alien tech:  Alters the alien's action as follows:
    * Personal Shield: No alteration
    * Holoform Modulator: Displays alien as performing the action of the chosen role (i.e. If Guardian, they show as Protect.  If Vet, show as Kill, ext)
    * Scanner: Find
    * Deadman bomb: Kill, always active (similar mentality to the Witch)
    * Assassin bot: No Alteration
    * Mind Control Ray: Manipulate
    * Intel: No alteration (since effect occured before game begins)
    * Plasma Bomb: Kill, if used
    * Stun Orb: Manipulate
    * Stun Bomb: Manipulate
    * Human Tech: No alteration (though note when active the alien is killing anyway)
    * Combat Camouflage: No alteration (though note when active the alien is killing anyway)

    * Mind Shield: Shielded


Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 18, 2009, 11:41:59 am
Hmmm. Yeah I think that idea could work.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on October 18, 2009, 12:02:29 pm
Sounds very good, dakarian.  I would suggest that the Mind Control Ray for the Mad Scientist is probably a clear candidate for Manipulate though.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 18, 2009, 12:06:31 pm
@Leaf
You saw NOTHING!


@all

Decided that medium should be 'survive'.  All they do is listen and talk like normal townies.  Besides, it will help anti-towns who want to claim medium: all they have to do is not do any active actions.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on October 18, 2009, 03:17:18 pm
I'm not so sure "Manipulate" is a good goal to add. It sounds great on the Mind Control Ray user, but it sounds really bad on a Psychic Warden and the Watcher. Then again, considering the Watchers win-con, it might be better to stick him with "Kill" (So the Exterminator has a good fake-claim) and give the Mind Control Ray user the same goal as the person they mind-control, for the night. Poor Psychic Warden I guess just gets stuck with either "Find" or "Survive".

Also, since "Abduct" would come up only on a Seeker who tried to Abduct, which only matters if s Psyhchic Warden stops the alien, that result only matters in finding the Scientist, which is even WORSE than your "Manipulate" goal in coverage of roles in the future. I don't see the point in that goal. It should just be "Find" all the time, unless tech changes it. It's a corner-case that just adds confusion.

I don't think we need any more goals, right now. Four is enough, at least until more roles get added.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on October 18, 2009, 03:24:42 pm
I think "Manipulate" sounds fine - basically something you get if they were doing something to someone that isn't investigative, protecting, killing or abducting.  After all, the Psychic Warden manipulates people's minds to prevent them from doing anything, right?

Not sure about "abduct" since, as you say, only Scientists and Seekers would return it.  "Find" seems fine for of them.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 18, 2009, 04:35:26 pm
@Person

Watcher gets survive.  They don't have any active 'manipulate' powers.

Thus, manipulate would show for the Warden, Mind Control, Enchanter, and the stun powers.

That's not actually that bad, considering how vague a lot of the other items are.  Manipulate can stay.

As for abduct, you're right, that's just an 'instant Scientist' finder.  Meh. 

Ok, remove Abduct.  The abduct roles get permanent Find (again, unless tech changes it).

Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Servant Corps on October 18, 2009, 04:46:27 pm
Mind Control Ray: Can be used once per game. Usable during the day. Target a single individual person. That person will become mind-controlled for that day only, and you will be able to control that person's vote. Everyone will know he is mind-controlled for that day.

Use: Win the game if it is a LYLO situation for scum.

Also, if you holoform as a Role, you decide if this Role will be doing anything or not. In other words, if you holoform into a War Vet, you can decide if the "War Vet" turns on his power (and displays Kill as his goal), or if the "War Vet" turns off his power (and gets Survive as his goal).
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 18, 2009, 05:02:22 pm
MCR update..  cool in theory.  However

Human Scientist has little use for it really.  As for the aliens, the only one that may have a use for it is the Exterminator and there's much better tech out there.

The dopps, however, would make good use of it.  How often does a dopp scientist show up?  If it's not insanely rare, I'd say go for it so the dopps get a fun toy.

Small suggestions though:  Make it every day (not just one time only) and make it so that only the target is told they are being controlled.

"OMG I'm being controled ..nooooo!"  *vote townie*

Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on October 18, 2009, 05:39:06 pm
MCR update..  cool in theory.  However

Human Scientist has little use for it really.  As for the aliens, the only one that may have a use for it is the Exterminator and there's much better tech out there.

The dopps, however, would make good use of it.  How often does a dopp scientist show up?  If it's not insanely rare, I'd say go for it so the dopps get a fun toy.

Small suggestions though:  Make it every day (not just one time only) and make it so that only the target is told they are being controlled.

"OMG I'm being controled ..nooooo!"  *vote townie*



That's way too powerful, and it wouldn't work anyways.

I think "Manipulate" sounds fine - basically something you get if they were doing something to someone that isn't investigative, protecting, killing or abducting.  After all, the Psychic Warden manipulates people's minds to prevent them from doing anything, right?

Not sure about "abduct" since, as you say, only Scientists and Seekers would return it.  "Find" seems fine for of them.

What I'm saying is, you need more than 3 roles to have the goal to make it fun, and some of the goals are stretched pretty thin while Survive has way too many roles under its expanse. I think some of the current "Survive" roles should be made into others, if possible, which is why I want the Watcher to have "Kill" (Exterminator fake-claim), I want the Psychic Warden to become "Protect", and the Witch to become "Kill" (A good fakeclaim for the killing scum, or even a survivor, or whatever). The Warden may not flow well, but sometime flavour has to take a backseat to balance because damnit, barely anything has "Protect". Besides, it kind of makes sense, he's trying to Protect everyone by stopping who he thinks is killing everyone. With the Watcher, if you don't give him Kill, at least give him "Protect". After all, he's really not trying to survive, why bother?

If you do decide to make tech change the goals, the sole exception should be that if a player performs a kill, there goal should ALWAYS be "Kill" for the night, no exceptions. Doesn't matter the source, doesn't matter why they died, if they killed a player, they show up as such to the Telepath. The same should be said for any inspections as "Find" and any protections, guards, or blocks as "Protect". (This might matter if roles like a Djinni or the Secret Admirer show up in later games.). Also, the Alien Survivor should probably always show up as "Survive". It is, after all, the ONLY thing he wants to do. Oh, and if a player used an Assassin Bot, they should show up as "Kill" the following night. Yeah, these are all corner cases, but hey, intense knowledge of the rules should be rewarded in some fashion. This is the discussion thread, after all.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 18, 2009, 06:11:35 pm
Meh..  considering how 'powered' the dopps are, I'm not sure that 'too much power' can really fit :P  I'll give it to you though.  Thing is, I'm not sure what can really be done with the ray that'll make it any more useful than the other techs for the folks who can use it.

As for the roles:

Watcher as 'kill' seems far fetched for one thing.  For another thing, I honestly think that the modulator shouldn't be one use but nightly.  All it really does is make the person fool investigative roles.  We put godfathers into newbie games for goodness sakes and that's the same thing!  Just making this possible will be enough to soften the investigators right there and then.  If the town dies because they can't investigate their way to a win, it's a bad sign on how role-needy the town is.

So I say 'survive' for watcher and exterminator should consider using a buffed modulator or just controling when they do their kills (since they won't show 'kill' if they don't kill)

Witch is already set to kill since they are a passive killer.

If we remove Manipulate, what would the Enchanter be?  What about stun bombs?  No effect?  That'll mean the alien would show as 'survive'.  Meanwhile, Find turns into an 'investigator finder' to 'misc' with almost no meaning.

And what's wrong with the telepath iding the Enchanter and Warden?  So long as they aren't town-only it's not THAT bad a deal (unlike, say, finding the dopps like they do now).  It beats everything being Survive or Find (with the rare 'kill')
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on October 18, 2009, 07:54:49 pm
Good call on the Enchanter, but Survive works well enough. If more roles get added, another goal would be fine, however, for right now, especially with the aliens, it's too easy to know what they are beyond a shadow of a doubt to be a certain role. Like I said, it's not about flavour, it's about balance at this point, there really does need to be another alien that shows up as "Kill", preferably a leaning pro-town one. The Watcher being "Kill" works, and he's Doomspeaker for fuck's sake!

On that note, there really needs to be another alien with a "Protect" goal, since right now an alien with a Protect goal is an Operative, no exceptions. It would be nice if there was SOMETHING the operative could fake-claim, but I really can't think of what else could have a "Protect" goal.

I think things would be a lot better if the Dopp Seeker didn't lose from a miss and instead only has 1 abduction, but if he misses, becomes a mafia-ally. After all, if I figure out that the player isn't a dopp/cultist, why not just return to the planet and grab another player? I Meph, I would love to see an example flavor text of a Dopp Seeker who missed his abduction, it makes no sense to me that the Seeker wouldn't at least check their victim before leaving the planet.

If this happens, his pre-abduction goal would be "Find" but his post abduction goal would be "Protect".

Oh, and about the Agent Seeker: As it is, the Agent Seeker is pretty much a Vigilante who randomly wins and suicides if he hits scum. The Seeker should be allowed to not kill the people he/she contacts, but the scum should also not kill him in response to contact. After all, they're the only role that can get killed in response to doing anything to the scum (Minus the PWV), why do the scum suddenly lose the ability to kill people who do stuff to them during the night? They should totally be changed to be more anti-town, that's for sure. If they aren't changed, their weight should be moved toward +4 for the town, since they are pretty much a vigilante, just a smidge weaker.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 18, 2009, 09:07:34 pm
How does the telepath directly tell that the person they see are an alien.

Survive shows up for every role that isn't using their skill.

Find (the 'seeker' roles and some of the techs) is held by every one of the investigators (who will be using their skill every time).

Kill is meant to be the reason for the telepath to be useful for the town (who is most worried about such things anyway).  As it stands, you only see it when the person is actively killing (thus Exterminator NOT killing= survive) WITHOUT the Mod tech (you kill while hiding as a Guardian = Protect).  I'm NOT just thinking flavor: I'm thinking both "Why should we care to be a Telepath" and "what can we do if the telepath is against us".  The different types is so that the telepath has some real clue what's going on during the night.  The blend is to make sure they aren't an insta-win like they are now.

Exterminator can get around a telepath better than they can the detective.  They don't need a watcher as a 'telepath miller'.  Besides, I can fully see the watcher getting the Mod and choosing 'exterminator' just to pull a lynch on them. 

Operatives that do their ONE bodyguard move show up as Protect.  Guardians and Bodyguards also show up as Protect.  So will a bunch more if the Manipulate function is removed. 

So if the Operative was absolutely unlucky and gets spotted the one time they Protect, they can just claim Guardian. 

Note that this is still vague vs the other investigators.  Does an agent get 'town' if the Exterminator decided to hold their kill?  Does se see "town if a dopp wasn't the night killer?

If everyone showed as Find and Survive, we might as well remove the telepath. 

As for the dopp seeker: sounds pretty neat.

Agent Seeker: I like the whole 'kill if they contact' but I also like the 'don't die if they hit scum'.  If they hit scum, nothing happens, like the person was protected or shielded.  That makes them more anti-town than now.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 18, 2009, 09:36:35 pm
To rephrase what the telepath sees:

Message:  Possible role
Survive: Townie, Kook, Goth, Medium, nonactive Dopp/Cult, War vet turned off, Nonactive Vig/Agent/Detective/Telepath/Reporter/Guardian/Bodyguard/Warden/Enchanter/Scientist/Operative/Exterminator/Watcher,

Find: Active Agent/Detective/Telepath/Reporter, Inactive Hunters/Agentseekers,  Scientist with a Security System or using a Snooper, Any alien using the Scanner, Operative doing an investigate

Kill: Dopp/Cult with the mafiakill, War Vet, Witch, Scientist using Sentry Guns, Active Agent Seeker, active Exterminator, Operative making a kill, any alien using a Deadman bomb or Plasma bomb

Protect: Active Guardian, active Bodyguard, Operative using the bodyguard feature

Manipulate: Active Warden, Scientist/alien using the MCR, Witch, Enchanter, Operative using roleblock, Alien using the stun orb/bomb

Also, Modulator would turn the alien into any role they wish (with my alteration, this would be usable every night).


Not THAT easy to read a player and each anti-town role has a pro-town role they can fakeclaim.  The hardest part is that aliens can tend to look like different types when checked multiple nights, but telepath doesn't exactly have a lot of time to do that :P.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: CobaltKobold on October 18, 2009, 09:39:40 pm
Do remember that a seeker winning is like a town death: minus one non-dopp vote.

It hasn't mattered, but it could.
Telepath thoughts:
1. I like the present fluff/crunch melding for all the roles, telepath included.
2. I think the telepath working only on a 'used' role makes them too weak
3. the present "kill" result is waaaay too strong, since it gets the main antitown: Exterminator, Scum.

So yeah, some manner of telepath-miller abilities seems about right for me. I think the reason there's still only 'protect' and no 'manipulate' is that else, your protects are all good.

Enchanter gets better for both sides if they work instead like a Secret [daypick] Motivational Voter- thatis, they can secretly change who their second vote is on during the day (including nobody/themselves)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 18, 2009, 09:57:38 pm
There is one advantage with the telepath seeing the 'used' role:

Someone claims "I, a guardian, protected soandso last night".  Telepath, however, saw them as "Survive".  Telepath just caught a lie.

Even "I tried to protect but was roleblocked" gets ruined since the telepath still sees them as Protect if they did just that.

Thus while the telepath gets some means to read the role, their TRUE power is to see what people are DOING during the night.  Honestly, the detective is for "What role am I"  Telepath is for "What did I do".

We could always just do it the Mafiachat way and turn it into "you see if they do an action or not" like Mafiachat's 'Watcher'.  I'm giving the telepath more power than that and it wasn't exactly weak as it was.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: CobaltKobold on October 18, 2009, 10:10:34 pm
We could always just do it the Mafiachat way and turn it into "you see if they do an action or not" like Mafiachat's 'Watcher'.  I'm giving the telepath more power than that and it wasn't exactly weak as it was.
=one half of Reporter.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 18, 2009, 10:17:21 pm
Hmm...so this makes the Telepath a combination Reporter/Detective that is a bit weaker then either but has the advantage of not getting blasted by War Vets/Sentry Guns and can't be tracked by a Reporter. Seems like a decent combination.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on October 18, 2009, 10:23:23 pm
There is one advantage with the telepath seeing the 'used' role:

Someone claims "I, a guardian, protected soandso last night".  Telepath, however, saw them as "Survive".  Telepath just caught a lie.

Even "I tried to protect but was roleblocked" gets ruined since the telepath still sees them as Protect if they did just that.

Thus while the telepath gets some means to read the role, their TRUE power is to see what people are DOING during the night.  Honestly, the detective is for "What role am I"  Telepath is for "What did I do".

We could always just do it the Mafiachat way and turn it into "you see if they do an action or not" like Mafiachat's 'Watcher'.  I'm giving the telepath more power than that and it wasn't exactly weak as it was.

Good points. However, that's made me rethink, maybe the Telepath should be more like "What can I do?" instead of "What did I do?". That's making me rethink the idea of "Different actions and techs give different results". I just wanted to weaken the Telepath a little bit, not change the role a whole bunch. Besides, what goal does a player have if they're an Agent Seeker who both used a Scanner and contacted a player? That kind of thing needs to be dealt with BEFORE the changes get enacted.

Watcher is a good add.

Do remember that a seeker winning is like a town death: minus one non-dopp vote.

It hasn't mattered, but it could.
Telepath thoughts:
1. I like the present fluff/crunch melding for all the roles, telepath included.
2. I think the telepath working only on a 'used' role makes them too weak
3. the present "kill" result is waaaay too strong, since it gets the main antitown: Exterminator, Scum.

So yeah, some manner of telepath-miller abilities seems about right for me. I think the reason there's still only 'protect' and no 'manipulate' is that else, your protects are all good.

Enchanter gets better for both sides if they work instead like a Secret [daypick] Motivational Voter- thatis, they can secretly change who their second vote is on during the day (including nobody/themselves)

Actually, the Dopp Seeker is already a mafia-ally, so if one ever got to lylo, the smart thing for the player to do would be to claim and vote no lynch. Continue doing so until either the town mislynches or you get to 3p, there's no lynch, and you win.

There really needs to be a role that gets "Protect" as a goal but isn't actually protecting anyone. How about some straight mafia-ally? Doppleganger Surveyor and Cult Surveyor? Should probably get no tech slots at all, since they have an even easier time than the Dopp Seeker and Cult Seeker.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: CobaltKobold on October 18, 2009, 10:40:20 pm
by seeker I meant Agent seeker, sorry.

Dopp/cult-hunter can be (somewhat) protown because if they get it right, it's a 1-1 trade, which mafia do not like.

I was thinking "Hey, don't we need Reporter millers?" But we have the psychics(and techies) for that, and it's good.

I'm pretty sure you can't use tech and your baserole samenight.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 18, 2009, 11:11:50 pm
Good points. However, that's made me rethink, maybe the Telepath should be more like "What can I do?" instead of "What did I do?". That's making me rethink the idea of "Different actions and techs give different results". I just wanted to weaken the Telepath a little bit, not change the role a whole bunch. Besides, what goal does a player have if they're an Agent Seeker who both used a Scanner and contacted a player? That kind of thing needs to be dealt with BEFORE the changes get enacted.

Watcher is a good add.

That's where we differ.  I DO want to alter the telepath.  Detective is already there for the 'what can I do" question, while the Agent answers "What side am I on".  To have the telepath answer the same question is to then ask "Why bother with the telepath at all?"  If the telepath does the same things as the detective, then just allow more detectives. 

So, I'm asking to change the telepath completely.  We have a "What side am I on".  We have a "What can I do".  We even have a "Where did I do".  We DON'T have a "What have I done".  AKA:

Agent finds: "I am pro-town"
Detective finds: "I am a Guardian"
Reporter finds: "I went to Litia's house"
Telepath should find: "I protected someone"

Right now Telepath does :"I'm a protective role"  A weaker detective that's not in as much danger.  Thanks to the 'kill' aspect, they also are an agent that gets some false negatives.  They don't really do what the two roles don't do.

Telepath CAN play as a detective/reporter hybrid as said, but the detective can't see if you DID use your skill and the reporter can't see what you did when you went to someone.  It solves the imbalance problem it has, and it gives information no one else can give. 


Quote
There really needs to be a role that gets "Protect" as a goal but isn't actually protecting anyone. How about some straight mafia-ally? Doppleganger Surveyor and Cult Surveyor? Should probably get no tech slots at all, since they have an even easier time than the Dopp Seeker and Cult Seeker.

Why?  The operative being seen 'protecting' is so rare it's maddening AND it's not hard for him to just claim Bodyguard, since we have 3 of the roles around already.  Otherwise, they have an easy time finding bodyguards and guardians...which only partially help since it's very common for both to show up on town and dopp side.  It isn't overpowering for the telepath to find a guardian, so they don't need a 'protection miller' to mess that up.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on October 18, 2009, 11:38:15 pm
Because there shouldn't be any certainty that just because you found "Protect", there's protection running around. If that's what you want to see, just have the Telepath report back the name of the action the player can do. That just saves time, really. If they don't have an action, just report back "No strong desires"

Is that what you want?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 19, 2009, 12:19:39 am
You're worried about the 'doc' defense? 

Meh... well, then the 'manipulate' roles can become 'protect'. 

The idea of the stun orb being confused with the guardian is silly but...not like I've ever been turned away by 'silly'.

Watcher still gets 'survive' though.  Just make the Modulator a nightly thing instead of a one time use and there you go.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on October 19, 2009, 10:28:11 am
Quote
Watcher still gets 'survive' though.  Just make the Modulator a nightly thing instead of a one time use and there you go.
I don't think he would, to be honest.  There are easier ways to pull a lynch than to waste a tech slot...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 19, 2009, 04:21:23 pm
Ok, been pondering things.

Here are my current thoughts on changes for next round:

1) Drop Scientist down to 1 tech slot
2) Modify weights of aliens to better reflect their role in the game
3) Change Mind Control Ray to: Once per game you can take over someone's mind. During the Next Day & Night you choose who they will vote for at the end of the day and who their night target will be (if they have no night role, you just get to determine their vote)
4) Change Telepath to detect a player's current Goal rather then a static goal.  Current Goal is determined by Night Actions and Active powers. The returned goal can be 'Survive','Kill','Find','Protect'. Tech only comes into play if it is being used that night, and Actions override tech (So an Exterminator using a Stun Orb and Killing someone will return a 'Kill' result.)

List of Roles and Goals:
Spoiler (click to show/hide)

Tech:
Spoiler (click to show/hide)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on October 19, 2009, 04:25:41 pm
3) Change Mind Control Ray to: Once per game you can take over someone's mind. During the Next Day & Night you choose who they will vote for at the end of the day and who their night target will be (if they have no night role, you just get to determine their vote)
Would this be changeable throughout the day?  If so, how would that work?  Would the Mind Controller PM you and then you publicly announce the changed vote?  It would add some work on your part during that one day, but not too terribly much, methinks.

Also, I'd still like to see some sort of Vampire role... It gets some of the cult mechanic without growing too quickly.  Also, you have to actively scum hunt because you cannot feed off of scum and if you don't feed you die...

(I'm partial to my original proposal, but some variant of that would be cool too.)

Also, it gives the possibility of some new effect in the game to keep things fresh.  Paranormal doesn't usually have that problem (it's lasted 10 rounds thus far), but just in case.  Anyways, that's my 2 cents worth.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on October 19, 2009, 04:29:48 pm
Wait, that's pretty awesome.  You have to scum hunt so you know who to avoid.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on October 19, 2009, 04:31:37 pm
Quote
Stun Bomb   Protect if used
Doesn't really matter, since the telepath will also be stuck in his bed :P.

And the mind control ray is interesting.  Will it silently do it, Vote Mafia style, or will the person be forced to announce a change in vote?  Could be interesting if someone fakeclaimed mind control to justify a dodgy vote switch.

I could see the Watcher picking that if it were like that.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 19, 2009, 04:32:24 pm
@Janus: Hmm. I think what I'll do is have the person doing the mind control PM me with how they want the vote. I'll then PM the controlled player to let them know of the forced change. While Mind Controlled, you cannot tell people that you are mind controlled or that the votes are not yours. If the mind controlled player has not posted by the end of the day, I will place the MCd vote for them. But the more confusion and paranoia I can cause, the better. Hehe.

As for the Vampire, I'm still interested in the idea. However, I don't want to change too much between games. So we'll deal with the current balancing issues for the next round and new Paranormal stuff can be brought in after that.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on October 19, 2009, 04:33:25 pm
"No, I'm not scum!  I think the Confirmed Towny is scum!  That's why I'm voting him!  ARGH!!!"
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on October 19, 2009, 04:35:15 pm
"No, I'm not scum!  I think the Confirmed Towny is scum!  That's why I'm voting him!  ARGH!!!"
;D
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on October 19, 2009, 04:38:18 pm
Even if it's not allowed to be claimed, "Maybe he's being mind controlled" could become a new way to explain crazy-as-fuck behaviour ;D.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on October 19, 2009, 04:42:23 pm
Or, in the case of ToonyMan, to potentially explain less unusual voting patterns... ;D

Random comment of the day:
The maximum amount of time that the forums can track being logged in for is apparently somewhere between 5 and 6 days.  I've been at the 5 days and some odd hours for a couple of weeks now methinks...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on October 19, 2009, 04:47:16 pm
Oh wait, so if I vote normally I'm being mind controlled?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 19, 2009, 04:51:02 pm
Random comment of the day:
The maximum amount of time that the forums can track being logged in for is apparently somewhere between 5 and 6 days.  I've been at the 5 days and some odd hours for a couple of weeks now methinks...

Hmmm. No, it can go more then that. Here's mine: Total time logged in: 84 days, 8 hours and 27 minutes.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on October 19, 2009, 04:52:49 pm
Random comment of the day:
The maximum amount of time that the forums can track being logged in for is apparently somewhere between 5 and 6 days.  I've been at the 5 days and some odd hours for a couple of weeks now methinks...

Hmmm. No, it can go more then that. Here's mine: Total time logged in: 84 days, 8 hours and 27 minutes.

Dang.  I wonder why mine just sits at around 5 days then? Just about every time I look it's the same.  That's strange.

Also, 84 days!?  ;D
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 19, 2009, 04:53:19 pm
It must be your computer. I got:

Total time logged in: 36 days, 9 hours and 40 minutes.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on October 19, 2009, 04:55:02 pm
Quote
Total time logged in: 17 days, 6 hours and 12 minutes.
That does include the time I spent watching or playing something else with the forums still open though.  And the time I accidentally left my computer on overnight...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on October 19, 2009, 04:55:20 pm
Total time logged in: 50 days, 17 hours and 51 minutes.

It's the total time you've been browsing the forums.  It never goes down, odd if it does.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 19, 2009, 04:56:43 pm
Hehe. I pretty much always have a computer logged into here, either at work or home. And my work computer is pretty much on all the time.

Anyway, any comments on the changes for next round?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 19, 2009, 04:57:46 pm
Hehe. I pretty much always have a computer logged into here, either at work or home. And my work computer is pretty much on all the time.

Anyway, any comments on the changes for next round?
Scum finally have a chance :P
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on October 19, 2009, 04:59:36 pm
Hehe. I pretty much always have a computer logged into here, either at work or home. And my work computer is pretty much on all the time.

Anyway, any comments on the changes for next round?
Scum finally have a chance :P

Just make me scum with Web--wait....no, that wouldn't go to well.  Webadict would get investigated, protected, and killed all in the first night.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on October 19, 2009, 04:59:57 pm
Vampires!

Other than that, looks good.

I'm glad I got to play the Scientist before the reduction in tech points...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 19, 2009, 05:01:06 pm
Hehe. I pretty much always have a computer logged into here, either at work or home. And my work computer is pretty much on all the time.

Anyway, any comments on the changes for next round?
Scum finally have a chance :P

Just make me scum with Web--wait....no, that wouldn't go to well.  Webadict would get investigated, protected, and killed all in the first night.
Haha. Reminds me of... every game.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 19, 2009, 05:14:41 pm
Give web a mind shield and security system.


Then make him a jester :D

I'd watch that.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: CobaltKobold on October 19, 2009, 05:18:20 pm
Anyway, any comments on the changes for next round?
...Where are they? I'm not seeing a copy updated today anywhere.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 19, 2009, 05:22:24 pm
Give web a mind shield and security system.


Then make him a jester :D

I'd watch that.
Oh god... I can't win as a Jester...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on October 19, 2009, 05:22:43 pm
Clicky (http://www.bay12games.com/forum/index.php?topic=34959.msg822553#msg822553)

Sorry, I think that I sidetracked the conversation with the logged in time comment.  Click the link above for Meph's post.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 19, 2009, 05:29:46 pm
Give web a mind shield and security system.


Then make him a jester :D

I'd watch that.
Oh god... I can't win as a Jester...

Web, I could make you the lone SK in a game full of Vig confimed townies, write, in bold, "Webadict is a serial killer!" and give the town 10 days to lynch you and you'll STILL win.

Don't make me proove it.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: CobaltKobold on October 19, 2009, 05:33:02 pm
Oh.

So what goal returns if an activated role...doesn't? i.e. "find if investigating" but they don't in'estigate? It's not specified in the rules, though if the discussion holds, it's "survive".

Dakarian: I dunno. convincing all ten that you're doing a Bastard Game and some of them are mafia perhaps? All he'd need to do is get them not to target him, and watch them all drop- an All-Vig game would be SHORT.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 19, 2009, 05:37:45 pm
@Cobalt
Title:  Kill Webadict NOW Mafia

Bastard Mod
All of town = Vig
Webadict = SK
Max Days = 10

Rules: There is no mafia.  There is only scummy Webadict.  Kill him and you win. 

KILL HIM NOW!




That's JUST what I'll write.  I SWARE, Web will win.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 19, 2009, 05:42:53 pm
I doubt it. SOMEBODY would shoot me. Well, probably like 3 somebodies.

But I'm sure I could get a few to shoot each other.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: CobaltKobold on October 19, 2009, 05:52:12 pm
I mean, two-vig he could probably pull off. Possibly four, six is questionable. Ten is more on the "trickster god" le'el, since I think a number of mob-mentality tricks won't work in this format.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on October 19, 2009, 05:57:00 pm
I doubt it. SOMEBODY would shoot me. Well, probably like 3 somebodies.

But I'm sure I could get a few to shoot each other.

"Ok, ok, you the confirmed vig fella'.  Go shoot that other confirmed vig?  M'kay?"
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: CobaltKobold on October 19, 2009, 06:08:03 pm
Bastard Mod
Except he can argue that the confirmation means nothing by this.

Um. Sorry about sidetrack, Meph.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 19, 2009, 06:18:12 pm
Hehe... no one's played with me as a Bastard Host.

:D
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on October 19, 2009, 06:40:46 pm
Hehe... no one's played with me as a Bastard Host.

:D

One of my roles ideas for a mafia game is one where there's a mason group, but one of the masons is secretly a lyncher to the other. Oh, and I guess they would get told this little fact eventually, probably Night 3 or so.

Wait, what is this, a bastard modding contest?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on October 19, 2009, 07:25:29 pm
I was going to give scum a night-killproof, lynchproof, and vig uses every day/night so they have a chance.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on October 19, 2009, 07:58:15 pm
One of my Bastard Mod ideas was to have the Mafia contain an Illuminatus or two, who must survive while getting each of his/their partners killed.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Eduren on October 20, 2009, 02:06:37 am
Role Idea:

Spoiler (click to show/hide)
Separate the Witch and Warlock. Warlock stays the same and we get a new role.

Witch
    Race: Human
    Goal: Survive
    Rules: A witch living among human societies (Cult or Town) the witch chooses from two powers at the start.
        Killer witch: Has one(Depending on balance, maybe two) night-kill.
        Manipulator witch: Once per game, Abducts a person, cancelling all involved actions, and puts him under her spell. The bespelled person is not given the witches identity, but on his return to the game the next morning is told that he is under a spell. He is told that at any time of any day, the witch can tell the person who to vote for. It is up to the bespelled person to figure out how they vote, but if said person is not following the witches order by the end or the day, he is driven insane and kills himself on the spot (May also be the case with revealing his affliction TBD).
        Witchhunt: If at any time there is a 50% percent vote on the witches head(is that too hard to moderate?), she flies off on her broom, never too be seen again. A spelled person will remain so, even if the witch has flown off. She controls him from a distance now.
    Victory: Town/Cult win.

Other considerations: [Psychic]? I really think she shouldn't be.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 20, 2009, 08:18:28 am
Eliminate Killer Witch and make her Pro-Cult and I say yay.

Why not pro-town?  Why would the town need something like a vote manipulator?  That's a scumists dream right there, especially with the 'don't say you are being manipulated' role restriction.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 20, 2009, 10:26:55 am
I'm ok with the basic idea, although the flying off if she's going to get lynched is a bit odd.

Actually, flavor-wise, I think making it a Puppetmaster cult-only role would be cool. Still has to abduct the person and enchant them (Mind shield would protect the victim, although the Puppetmaster's power wouldn't be used up.) They can then send order through me to the puppet and force them to vote however the puppetmaster pleases.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Eduren on October 20, 2009, 03:35:50 pm
Eliminate Killer Witch and make her Pro-Cult and I say yay.

Why not pro-town?  Why would the town need something like a vote manipulator?  That's a scumists dream right there, especially with the 'don't say you are being manipulated' role restriction.
I'm thinking more along the lines of Witch=Vigilante. You could choose between a hazardous killing role, or a relatively safe manipulator role.

As far as pro-town, its the same deal as vigilante (Can help or hurt the town based on their actions).
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: NUKE9.13 on October 21, 2009, 04:10:10 am
Eh
No thanks.
A vote-manipulator is just asking for trouble. Because then it depends on the player chosen as to how effective your role is; choose someone who's idea of a pokerface is reflective sunglasses and your tinkering is going to be noticed pretty soon; however, choose a more talented individual who is good at bluffing and making up reasons, and you could not be noticed at all.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 21, 2009, 09:20:34 am
Eh
No thanks.
A vote-manipulator is just asking for trouble. Because then it depends on the player chosen as to how effective your role is; choose someone who's idea of a pokerface is reflective sunglasses and your tinkering is going to be noticed pretty soon; however, choose a more talented individual who is good at bluffing and making up reasons, and you could not be noticed at all.
So basically, when I start acting weird...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on October 21, 2009, 10:08:44 am
Yeah. Unless it's a total conversion, the person will just vote and refuse to say anything else - everyone know what's happening.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 21, 2009, 10:18:31 am
Actually, part of the neatness of the role is that the person WILL be trying to ruin your attempts.  Since the chosen's goal remains the same and, chances are, you are their enemy, they will make any attempt to let everyone know what's happening.  The role restriction is to just make it more....interesting.

The point is that the manipulator has a free vote and doesn't have to play dumb about it.  They can use it to force a tie, stop a lynch, attempt to kill someone, or just bring chaos and WIFOM for all.  The town ends up knowing it's happening BUT doesn't know who's doing it. 

The #1 best part, though, is that the only true sign of it happening is the words of the one being 'manipulated'.  That means it's pretty easy for someone to 'act' controlled.  Since the only way to find out whether it's a townie being controlled or scum acting the fool is to either find/kill the manipulator or lynch the 'chosen', it's lots of fun WIFOM for ALL.


Oh, and an incentive to stop the person from lurking:  If they lurk or otherwise fail to follow orders, they die AND the day ends.  Thus, not following along will cost the town a mislynch. 

Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on October 21, 2009, 10:42:44 am
Will their roleflip show they were controlled?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Alexhans on October 21, 2009, 10:53:25 am
Hi Meph... I was tired of fulfilling my responsibilities so I learned the basics of Perl. 

I like it very much. 

Can you send me the scripts (and needed csv's) for the latest paranormal builds?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 21, 2009, 11:11:26 am
Nope.  Roleflip says nothing about it.  ;D

Neither does killing the manipulator show that anyone was controlled
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Eduren on October 21, 2009, 11:16:41 am
If they lurk or otherwise fail to follow orders, they die AND the day ends.  Thus, not following along will cost the town a mislynch. 
Actually, I think all regular lynches should still happen when a Controlled person kills themselves.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 21, 2009, 12:34:39 pm
Problem, though, is that it means it's best if the controlled person just lurks instead and lets themself die.  Messing up the town with crazy votes and wifom is worse than just leaving the game alone and ruining the entire point to the manipulation.

And if we let that be then the role is just a one shot vig.

There has to be a good, STRONG reason for the controlled person to actually come in and accept the control.  Accepting the manipulation to avoid losing the day will do just that.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on October 21, 2009, 01:46:45 pm
I was a townie in Paranormal 10.

Being townie isn't as fun to play as a role with an ability.  I only have logic to guide me.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on October 21, 2009, 02:01:40 pm
I was a townie in Paranormal 10.

Being townie isn't as fun to play as a role with an ability.  I only have logic to guide me.
What are you talking about, Toony?  Now you get to spend all eternity drifting around in space with me, RedWarrior0 and Apost.  It'll be fun!  I'll get the marshmallows.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on October 21, 2009, 02:06:37 pm
I was a townie in Paranormal 10.

Being townie isn't as fun to play as a role with an ability.  I only have logic to guide me.
What are you talking about, Toony?  Now you get to spend all eternity drifting around in space with me, RedWarrior0 and Apost.  It'll be fun!  I'll get the marshmallows.

IM THE ONLY NORMAL DUDE
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on October 21, 2009, 02:08:37 pm
It's clear that you're Arthur Dent, or someone similar then.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 21, 2009, 02:36:06 pm
I was a townie in Paranormal 10.

Being townie isn't as fun to play as a role with an ability.  I only have logic to guide me.
What are you talking about, Toony?  Now you get to spend all eternity drifting around in space with me, RedWarrior0 and Apost.  It'll be fun!  I'll get the marshmallows.

IM THE ONLY NORMAL DUDE
At least you're not stuck with Janus every time...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on October 21, 2009, 02:43:56 pm
At least you're not stuck with Janus every time...

Come on... I've only kidnapped you twice...

Granted, last game I was the only living person you could talk with after awhile, but still.

Don't worry, I'll try to target someone else next time.

;D
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Alexhans on October 21, 2009, 05:47:50 pm
I was a townie in Paranormal 10.

Being townie isn't as fun to play as a role with an ability.  I only have logic to guide me.
ARGHH!!! That's what mafia is all about... Roles are only candy for the foolish and possible poison for the wise.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on October 21, 2009, 05:48:59 pm
I was making fun of people that have abilities.  I was saying they didn't use logic, but eh.

WORK BY WHAT PEOPLE SAY.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on October 21, 2009, 05:49:29 pm
I was a townie in Paranormal 10.

Being townie isn't as fun to play as a role with an ability.  I only have logic to guide me.
ARGHH!!! That's what mafia is all about... Roles are only candy for the foolish and possible poison for the wise.

No, roles are tools for the smart to take advantage of.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 21, 2009, 06:57:38 pm
After seeing NSBM, I disagree.  Roles assist but you can't win with them.  Without a proper day game the mafia can ruin role setups that aren't clearly overpowered.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on October 21, 2009, 07:06:36 pm
NSBM had a town crippled by role dependency.

Without Leafsnail's scans, Toony and I would have had a flawless victory.

Even with it, we won when we shouldn't have because Free Beer and Vector dayfailed.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 21, 2009, 07:50:14 pm
Hmm...I've been pondering the Scientist, and I'm wondering if he needs to be a little more Anti-town to balance him out (he's supposed to be a totally neutral role, like the Watcher). Would having him take 2 normal humans instead of 1 help with this? The town shouldn't just go 'oh, sure, we'll help you. Take whoever you want in exchange for a scum'. But that's pretty much what we have going on currently.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on October 21, 2009, 08:02:21 pm
It's worth it for Town.  They have more players.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 21, 2009, 08:07:25 pm
Hmm...I've been pondering the Scientist, and I'm wondering if he needs to be a little more Anti-town to balance him out (he's supposed to be a totally neutral role, like the Watcher). Would having him take 2 normal humans instead of 1 help with this? The town shouldn't just go 'oh, sure, we'll help you. Take whoever you want in exchange for a scum'. But that's pretty much what we have going on currently.
No, the problem was that he was like "Oh, here's my info, leave me alone while I win."
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 21, 2009, 08:12:40 pm
The problem is that the town's advantage is numbers.  They are more than willing to sacrifice themselves in order to claim one of the informed minority. 

What will probably balance him out is to make it harder for him to locate the dopp/cult and, thus, be more capable of making misabducts, similar to the Vet.  What's been allowing the scientist to succeed in finding dopps so easily?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 21, 2009, 08:47:24 pm
The problem is that the town's advantage is numbers.  They are more than willing to sacrifice themselves in order to claim one of the informed minority. 

What will probably balance him out is to make it harder for him to locate the dopp/cult and, thus, be more capable of making misabducts, similar to the Vet.  What's been allowing the scientist to succeed in finding dopps so easily?
CTs
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: RedWarrior0 on October 21, 2009, 08:52:19 pm
I was a townie in Paranormal 10.

Being townie isn't as fun to play as a role with an ability.  I only have logic to guide me.
What are you talking about, Toony?  Now you get to spend all eternity drifting around in space with me, RedWarrior0 and Apost.  It'll be fun!  I'll get the marshmallows.

IM THE ONLY NORMAL DUDE
Oh, don't worry. It'll be fun! For me at least. I get to perform all sorts of experiments on you guys and it seems I misplaced my anesthetic.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on October 21, 2009, 08:55:31 pm
CTs are a big help towards that...

Psuedo-edit: Ninja'd by webadict.

Perhaps they need to kidnap at least two humans and will kill and extra humans that they kidnap... (So that they won't talk).

They won't kill other Aliens because of that special Alieny bond that they share and they won't kill Dopps because they are still interesting in observing how the rest of the situation plays out.

This would make them at least somewhat more anti-town.  I'm not sure about the details though.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 21, 2009, 09:38:54 pm
He won't kill dopps because he doesn't have the means to do so and trying to hold two is a security risk.  He won't kill aliens for PR purposes (he's a famous scientist after all.  You can kill off your specimens but not your own kind.  Using them for a control group is fine though).
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on October 21, 2009, 09:41:42 pm
Mmm... I like yours even more.

Although all of this talk may not be necessary with only one tech point (no Intel) and without easy CTs to worry about (we hope).
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 21, 2009, 09:49:16 pm
Mmm... I like yours even more.

Although all of this talk may not be necessary with only one tech point (no Intel) and without easy CTs to worry about (we hope).
I'll exclaim Day 1 for everyone to scan me with all abilities and protect me. CT!
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on October 21, 2009, 09:51:47 pm
Mmm... I like yours even more.

Although all of this talk may not be necessary with only one tech point (no Intel) and without easy CTs to worry about (we hope).
I'll exclaim Day 1 for everyone to scan me with all abilities and protect me. CT!
And after I already went out and said that I wouldn't target you this time around... ;D

Edit: Or, even better, there's an Exterminator around with a Plasma Bomb and an amusing sense of humor.  BOOM! Half the town is killed in a single night. :P
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 21, 2009, 09:58:21 pm
Mmm... I like yours even more.

Although all of this talk may not be necessary with only one tech point (no Intel) and without easy CTs to worry about (we hope).
I'll exclaim Day 1 for everyone to scan me with all abilities and protect me. CT!
And after I already went out and said that I wouldn't target you this time around... ;D

Edit: Or, even better, there's an Exterminator around with a Plasma Bomb and an amusing sense of humor.  BOOM! Half the town is killed in a single night. :P
lol, it's me :P
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on October 22, 2009, 10:01:19 am
Mmm... I like yours even more.

Although all of this talk may not be necessary with only one tech point (no Intel) and without easy CTs to worry about (we hope).
I'll exclaim Day 1 for everyone to scan me with all abilities and protect me. CT!
It would be hilarious if you turned out to be a cult PWV.  You'd die, but along with most of the town PRs :P.

As for Scientists... they are possibly too pro-town, yes.  What if they had to abduct a normal human (so VT or some other low down role) and a stronger town PR of some kind?  Not sure where to draw the line between strong role/ weak role, but it would certainly stop the Scientist from being able to claim so easily.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on October 22, 2009, 02:21:21 pm
Nah, Scientist should return VT so they can run free away from horrible sitcoms.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 22, 2009, 02:28:02 pm
Hmmm...what if the Scientist had to capture a Psychic Human to study? That would automatically make the player in question much more valuable as well as provide a reason for the capture.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 22, 2009, 02:31:54 pm
So a normal human, a Psychic human, a scum, and an alien.

And he kills any extra humans he catches but just lets go extra aliens/dopps?

Add one more: MUST abduct every night (so that they can't just sit back and organize with the town to make their catches). 

And there, not completely anti-town, but more of a very quirky hyperactive vig.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on October 22, 2009, 02:32:58 pm
Hmmm...what if the Scientist had to capture a Psychic Human to study? That would automatically make the player in question much more valuable as well as provide a reason for the capture.
Ah, that would make sense.  So he'd have to grab a telepath (pretty valuable), medium (super valuable), warden (fairly useful), warlock (can be useful) or enchanter (not so useful, but pretty damn hard to find).  I don't think the town would happily trade a medium and a towny for a scum player...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 22, 2009, 02:39:12 pm
Kills extra townies? Nah, he just gets a larger 'control group'. Which means the town has more reason to kill him off, since they can get valuable power roles back. That alone should make the Scientist much less interested in being discovered. Not to mention the fact that the only reason RedWarrior0 survived in round 10 was because the Watcher made a prolonged game undesirable for both town and scum. There really wasn't anything to stop the Cult from killing him otherwise.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 22, 2009, 03:03:06 pm
Abducting extra townies.. I like.  I can see the watcher wanting that scientist dead to bring back those people.

Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on October 22, 2009, 03:04:56 pm
Abducting extra townies.. I like.  I can see the watcher wanting that scientist dead to bring back those people.
And I can see the Watcher not being able to do anything about it other than send the scientist angry pms.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 22, 2009, 03:14:15 pm
Abducting extra townies.. I like.  I can see the watcher wanting that scientist dead to bring back those people.
And I can see the Watcher not being able to do anything about it other than send the scientist angry pms.
Assassin Bot?

But yes, the Watcher has a relatively low chance of winning. Very low. Almost as low as the Exterminator (He has higher chances)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on October 22, 2009, 03:17:08 pm
Quote
Assassin Bot?
Which means no stun bomb, and therefore no other ways to influence the game...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 22, 2009, 03:20:12 pm
Quote
Assassin Bot?
Which means no stun bomb, and therefore no other ways to influence the game...
And he'd have to know if there was a Scientist.

I think the Watcher needs a physical roleblock in order to have a chance.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 22, 2009, 03:23:17 pm
Jack of all trades?

One shot access to Roleblock + kill + Protect + redirect and 2 slots?

Sounds crazy but considering his job it's not that easy for him.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 22, 2009, 03:26:21 pm
Jack of all trades?

One shot access to Roleblock + kill + Protect + redirect and 2 slots?

Sounds crazy but considering his job it's not that easy for him.
Replace redirect with a brain control and then it'd work. :)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 22, 2009, 03:29:37 pm
Honestly, I think if he took a Mind Control Ray and a Stun Orb and was quiet about everything he'd have a decent chance. Leafsnail's biggest problem this time was making it obvious that he existed to everyone (plus the Scientist having Intel, which won't happen in the future).
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on October 22, 2009, 03:39:15 pm
MCR and Stun Orb would stop a couple of kills, I suppose, although the CT could've rumbled such a claim fairly easily.  I suppose the upgraded MCR will be better, since it could also create a NL the day after.  Although, if you pick SB, you know you're going to do something to extend the game.

And MCR/ Stun Orb combo would make me little more than a 2 shot RB...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 22, 2009, 04:38:42 pm
A few things to help though:

1. There probably won't be another CT due to the new changes. 

2. No Intel for the scientist.


However, note that the Exterminator has an ally (operative/controlled dopp), 2 slots, and nightly killings and his role is STILL harder than most others.  Watcher is even worse.  Even without being spotted immediately how exactly is he going to slow anyone down?  If he votes too awkwardly, he'll be spotted and probably NKed or ignored.  if the game drags on, it'll probably be due to natural events: not so much anything the watcher does.  That makes the role rather random and dull.

I still vote for at least a one shot JOAT + 2 slot.  Stun bomb is a no brainer, but being able to trip up various key events could be what he needs to get through.  A protect on a NK here, a Redirect of an intel there.  A kill on a scientist or exterminator over that way, then a nice stun bomb right at the critical moment.

Just give him a one shot on every move you can think of and let the watcher try to sort of how to works for them.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 22, 2009, 04:40:23 pm
How broken would it be to give him 4 tech slots instead?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Eduren on October 22, 2009, 04:40:56 pm
What is the final verdict on the Witch idea?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 22, 2009, 04:50:31 pm
I'm not sure you COULD overpower the Watcher beyond making him unkillable and giving him endless amounts of stun bombs.  Everything we give him can backfire on him, ruining his win.

Hmm, 4 slots

That's one instant end to a night, then 2 roleblocks. 

Still voting for OS JOAT + 2 slot.  I'd be happy to play watcher just for the sheer crazy you could pull with that and I still don't think it'll make it that easy to play.  You're going against every single other player in the game who's mentality is a fast win without being able to just wipe out the annoying ones like the Exterminator.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 22, 2009, 04:59:04 pm
Or, he could take Intel, scanner, and Mind Control. Basically fake himself as a detective and form a 'town base' while directing things so that the game moves as slowly as possible. He could use his Watching ability + Intel to know what roles to be on the look out for and who to try to direct/kill using the scanner.

4 Tech slots gives him a lot of interesting options, although 2 + a bunch of One-shot abilities does as well.

@Eduren: I might use the basic idea for a Cult Puppetmaster. 'Witch' itself won't be used simply because the whole reason that the Warlock is the Warlock is that guys didn't like being called a Witch for some reason.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 22, 2009, 06:20:57 pm
He'd need a Holoform to even come close to a town base.

4 slots on a Watcher... Not all that overpowered. It's just that he still won't get anything helpful for himself. Sure, MCR, Holoform, Assasin Bot, and... Oh I dunno... Shield?

He still got so little of a chance.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: RedWarrior0 on October 22, 2009, 06:37:50 pm
Seriously, just give him everything: OS JOAT + all alien tech. Then see if he's still underpowered. If he is, less power roles.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 22, 2009, 06:46:12 pm
One shot:
Kill
Protect
Redirect
Roleblock
Inspect
Role inspect
Enchant

2 slots (which will probably mean the Stun Bomb)

Give him that, he won't be overpowered: It'll only LOOK like it till you start playing in your head HOW he's going to use that to extend the day by 3-4 days.  Bomb gives you one day but it's a dead giveaway to everyone.  Everything else requires a good read on the players-not just what they are but what they mean to do-in order to do more than just annoy or, worse, help one side win faster (i.e. ending up killing a Dopp, or Protecting the medium or an enchant that turns a tie into a win).
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 22, 2009, 06:55:39 pm
Well, it helps that he really only has to extend the game by 2-3 days in most cases.

Even in Round 10, which had the stun bomb but also had a Cult Hunter and Scientist (combined they removed 6 players from the game) is still at day 5. It's 3-2 town/cult, so the game could end today on a mislynch. But if the town is successful they still won't win until day 6 through lynching.

Given a game with, say, just a Watcher as alien, I could easily see a few minor effects pushing the game out to the deadline.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Eduren on October 22, 2009, 06:57:50 pm
So, he'd be the ultimate manipulator, but without the power to actually change anything? Sounds kinda poetic.

I don't think it should be a role that is easily winnable. That said, give him JOAT, because from the sound of things, it wouldn't make much difference anyway.

Also, I really think it should be a rare role, just because of the effect he has in winning.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: RedWarrior0 on October 22, 2009, 07:04:22 pm
Idea: make the number of required days go down.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on October 22, 2009, 07:07:08 pm
Also: Vampires!

;D
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 22, 2009, 08:11:33 pm
I stand by One shot JOAT and two slot.  If he wins with that, he's purely epic in people manipulation.  No need to lower the days though.  The wins should be based on his manipulations, not just because one side didn't fully sweep over the other side.

Vamps... how are they going to go again?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on October 22, 2009, 08:15:58 pm
Vamps... how are they going to go again?

For Round 11, I don't think they will.  But after that, they're basically a Cult that chooses a target and then one of four random effects will happen.
- No result
- Roleblock
- Kill
- Conversion

In each case, the target knows they were targeted by a Vampire in the morning (granted it's not really helpful in the third case).

At least that's what I'd like to see...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 22, 2009, 08:18:43 pm
Vamps... how are they going to go again?

For Round 11, I don't think they will.  But after that, they're basically a Cult that chooses a target and then one of four random effects will happen.
- No result
- Roleblock
- Kill
- Conversion

In each case, the target knows they were targeted by a Vampire in the morning (granted it's not really helpful in the third case).

At least that's what I'd like to see...
Does each converted Vampire get those abilities?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 22, 2009, 08:29:54 pm
Still not sure about the randomness. 
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on October 22, 2009, 08:32:49 pm
Does each converted Vampire get those abilities?

Yes.

Drawbacks:
- Cannot go without feeding for more than three nights.
- Can only feed on pure humans (only affects townies).
- Feeding on an Alien will merely waste the Vampire's action.
- Feeding on a Dopp will kill the Vampire.

Basically, they are anti-town because they have to feed on townies to survive.  But they're also anti-dopp because they have to find the dopps just as much as the town does.  (Once the dopps have identified a Vampire, they could probably work together).

Win condition: Replace the entire town with Vampires and move on to the next town.

Still not sure about the randomness. 
That's mainly to counteract the problems that Cults usually introduce.  It's not likely that a given Vampire will spawn more than 1 or maybe 2 children, but still possible.

Heck, I think it would be interesting to play one...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on October 22, 2009, 08:34:00 pm
Or maybe instead of having a set amount of time they can go without feeding, just stipulate that they have to try to feed every night?

The way I had it, they would be most affected by things like role blockers and protections.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: RedWarrior0 on October 22, 2009, 08:34:56 pm
Still not sure about the randomness. 
Truth. I don't like the Random effect thing. Also, the abduction equivalent of assassin bot would be nice for the aliens that aren't planning on killing anyone. Could also be nice for the Watcher (abduct, then if he's lynched, someone else comes out)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 22, 2009, 08:36:24 pm
I probably won't do random. I was thinking more along these lines:

The Vampire must feed on a normal human each night. Feeding on a player will role-block them, and players without Mind Shields will not remember the cause of the roleblock. The Vampire's identity is not known by the victim. If he fails to feed for two nights in a row, he goes comatose and is out of the game. If the vampire feeds on the same victim twice, that player will become a vampire (with the same rules).

The Vampire's goal is to be alive at the end the game with only Vampiric players living.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on October 22, 2009, 08:39:46 pm
That's interesting too...

Less random and more like a traditional vampire.

Shiny!
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 22, 2009, 08:41:45 pm
I probably won't do random. I was thinking more along these lines:

The Vampire must feed on a normal human each night. Feeding on a player will role-block them, and players without Mind Shields will not remember the cause of the roleblock. The Vampire's identity is not known by the victim. If he fails to feed for two nights in a row, he goes comatose and is out of the game. If the vampire feeds on the same victim twice, that player will become a vampire (with the same rules).

The Vampire's goal is to be alive at the end the game with only Vampiric players living.
How would you make the roleblock look like? Like a standard Warden?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 22, 2009, 08:46:57 pm
I like.

Conversion slown down, but devastating if left be.  And no killing so it's unclear what's going on.

Have it so that attempting to feed off a dopp/alien causes a failed feed.  It won't be bad that they can tell that it's a non-human since they can't exactly expose themselves. 

Hmm, wait, though, that would mean an odd situation if the game is left with aliens, vampires, and scum.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 22, 2009, 08:48:29 pm
@Web: Or a stun orb. They'd basically black out and wake up the next morning not knowing what happened, and I'd write it so that it wasn't obvious what happened with any of the role-blocks.

@Dak: Well, the Vamps would need to lynch the Scum and the aliens would need to do...whatever their goal is. Game ends when all parties have won or lost.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 22, 2009, 08:52:20 pm
Sounds like the vamps start off pro-town since they NEED those dopps to die.  As the dopps die they become more anti-town since they can turn to their true goal.  EVIL! :D

Sidenote: it sounds like the best people to target are those without active skills.  That way, the roleblock simply doesn't show?

Meanwhile, it sounds like they are the enemy of Survivors, Watchers, and Exterminators and allies to the other aliens. 

Yah.. sounds good. 
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on October 22, 2009, 08:53:01 pm
Hah, the end game where Town is gone and the remaining parties battle.

Hilarious.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 22, 2009, 09:03:24 pm
Oh, thought of two clarifications.

If more then one Vampire feeds on a player in the same night, that player is killed instead of simply role-blocked. ( Too much blood loss )
A player must be fed on twice in the game by the same Vampire in order to turn.

I think a Vampire attempting to feed on Alien/Scum will work as a role-block but won't count as a successful feeding. So they can't afford to help the town *too* much without risking dying.

Let's see:

I think that covers everything.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on October 22, 2009, 09:09:01 pm
I like it.

Do they treat Human Cultists like Dopps?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 22, 2009, 09:11:44 pm
Yes. The Corruption of the Great Old Ones makes the blood of Cultists unpalatable.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 22, 2009, 09:21:55 pm
*cough* Remove Cultists *cough*
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on October 22, 2009, 09:24:36 pm
*cough* Remove Cultists *cough*
I do not disagree with this.

The Vampire serves the purpose of being an actual cult and the dopps serve the purpose of being Mafia.  Also, it cleans up the Human/Human Cultist thing.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 22, 2009, 09:26:34 pm
I'll probably rename the Cult's race to Corrupted Human or something like that to help clear up some confusion about them.

And I don't really want to get rid of them, since we have some interesting new roles we can give them to make them distinct from the dopps.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on October 22, 2009, 09:29:23 pm
Distinct is good.

Will you update the roles/rules in the OP at some point?  No hurry, just curious when.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 22, 2009, 09:31:48 pm
I will. Possibly tonight as I'm going to be stuck working until 2am or so.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on October 22, 2009, 11:39:12 pm
I think, to make information on the third parties slightly less available, all of the non-town, non-dopp, non-cult roles should show up as "Unknown" to the agent, especially if you plan on adding more of them. So in that case, you could get 3 results on an inspection, which would pretty much be "Town", "Doppleganger" (or whatever you do for the cult), or "Unknown", for everything else.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on October 22, 2009, 11:44:11 pm
Good way to hide the Vamp and anything else that shows up.

I approve.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 26, 2009, 02:09:05 pm
Hmmm, yeah Unknown sounds good. It's really no more ambiguous then 'Alien' is without non-alien 3rd party roles, so that works fine for me.

Hmm...next big question is whether or not we want to add the Vampire in as an option for Round 11 or if we should wait until after the current changes are tested for a round.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on October 26, 2009, 02:09:47 pm
Doesn't matter.  I'll just be a townie.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on October 26, 2009, 02:13:55 pm
I think we should go ahead and add the Vampire in. (Of course I would say that...) In a more scientific frame of mind, I'd say go slowly to see what exactly is breaking, but everything breaks in some way or another so it really cannot hurt.  And there's always the possibility that one isn't even generated, so... Go for it.

Potentially from Toony's standpoint, what would you say to removing Townies from the game?  He's been among very few in the last few games (yes?) and I don't think it would hurt too much to completely remove them.  Or weight them to be less likely.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Vector on October 26, 2009, 02:17:02 pm
Wouldn't that kind of screw around with the flavor some?  I feel like this game is already too power-role-heavy, so it's important to have a reasonably large townie base.  Power roles are fun, of course, but there is such a thing as too many (especially in a non-Toon/Weirdo/Ridiculous/whatever game).
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on October 26, 2009, 02:18:41 pm
The thing is that we really haven't had a townie heavy Paranormal since the one with two mafias (which turned out !!great!! albeit for other reasons).  I'm good either way, but I like having more roles rather than less.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 26, 2009, 02:19:58 pm
Removing townies would also cause problems for Dopp and Cult Leaders, as well as some of the Aliens (since No Role won't really show up from a legitimate source).

I am considering making Kook and Goth abilities rather then Roles, however.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on October 26, 2009, 02:22:14 pm
I am considering making Kook and Goth abilities rather then Roles, however.


This.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on October 26, 2009, 02:26:40 pm
That's a kooky townie then.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on October 26, 2009, 03:00:25 pm
That's a kooky townie then.

But the key is, it could be a kooky Vigilante or a kooky Medium or whatever.

I say go ahead and add the Vampire. On the other hand, Meph, you really should add rarities to roles, so Reporters, Heroic Bodyguards, and Townies are common; Exterminators, Agents, and Vigilantes are uncommon; Telepaths, War Vets, and Guardians are rare; and Watchers, Vampires, and Scientists are super-rare, for example. You do what you want, but it's getting strange to see a Scientist in every single game. Even if you change them around, it will still get odd to see so many powerful and somewhat crazy roles every game. I'm fine with having them and a few showing up, but there's a few too many, at the moment.

Oh, and about the Scientist. If you do add the Vampire in, what happens if the Scientist abducts a Vampire? Does he count as an Alien? Perhaps you should change the Scientist to grab "2 humans and a non-human being", or possibly even changing it so there's several varieties of Scientist and they have a "Scavenger Hunt" style list of beings to grab eg. "a human and 2 non-humans", "3 Humans, one of whom is psychic",  "4 specimens of any kind", "2 beings who are willing to kill", or even something specific like "Get the Agent" or "Grab 2 Aliens". There's a lot of things that can be done with the Scientist. On the plus side, you could merge in the Agent Seeker, the Dopp Seeker, and the Cult Seeker. On the down-side, somebody will probably find a way to break it if all the possibilities are public, it would be confusing as hell to see the role list double in size for one role, and just imagining all the work that would have to be done for ONE ROLE is just insane. Again, just throwing ideas out, feel free to ignore them.

Oh, and thank you Meph for making and keeping Paranormal alive for 10 games. You're a really great host, I don't care how many broken-ass roles you make.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 26, 2009, 03:11:23 pm
Oh, and thank you Meph for making and keeping Paranormal alive for 10 games. You're a really great host, I don't care how many broken-ass roles you make.

Thanks, I appreciate that. :)

Rarity isn't a bad idea. It's already there for most roles because of the Weight. It does break down for the Aliens, though, since they're more neutral and have weights at or closer to 0. So the script can throw in a Scientist whenever it wants without messing with things.

I'm going to go through and consolidate all of the changes I'm thinking of making. Then I can decide if it's ok to add in Vampires this round or not. I'm also considering Werewolves as an NK-immune serial killer role and a Monster Hunter who's victory goal is to kill all Vampires and Werewolves (and if I add in other non-alien 3rd parties them too). He'd be able to do an investigate each night like an Agent, except he gets 'Vampire/Werewolf or Not' as a result instead of Human, Dopp, whatever. He would also get night-kills, and is the only role that can NK a werewolf.

All of that might be a bit much for one game, though, so it might be the basic role changes for next time with the new roles for Round 12.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 26, 2009, 03:16:14 pm
Round 11 (http://www.bay12games.com/forum/index.php?topic=43945.0) now has sign-ups open. We'll finish up hashing out rules changes before it starts, of course.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: CobaltKobold on October 26, 2009, 08:38:11 pm
I think game10 showed that scientists are not necessarily so pro-town as claimed, as they can really make a deal with either side. And, in fact, since the $scum get the low-level intel (scum v notscum)  they should be more likely to deal with scum in future. It looks like intel makes for incredibly powerful alliances, rather than personal power.

Personally, I'm kind of surprised the scientist has managed to nab Aliens each go...since they should be the low-probability and likely the one on which they're most likely to fail, as they should be in shortest supply, and can e'en leave early!

Oh. Suggest New Role: Human Hunter. One slot tops, needs abduct one or two.
Helps balance out the "alien-find" roles in terms of pro/anti as well as fla'or.
Because it is easy to get a Confirmed Cow.

I'm thinking some roles may need to get a Partial Victory condition...Scientist(ran out of aliens, but got human/scum) and Exterminator team(alien(s) escaped, with abductees) - I guess they already sorta get that.

Presumably the Scientist can get an Alien somewhere else, an the Exterminator might be trying to eliminate [rival alien  dopp-creator group's] interests on Earth. Because if a dopp/other aliens fly off, they weren't on that side anyway, and are just helping ruin the place with you. And they'd kill remaining humans so further dopps would be useless- salting the earth, if you will.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on October 27, 2009, 04:10:49 am
Quote
Personally, I'm kind of surprised the scientist has managed to nab Aliens each go...since they should be the low-probability and likely the one on which they're most likely to fail, as they should be in shortest supply, and can e'en leave early!
I made a judgement error.  I was hoping that, if there were a Scientist, he would grab me, keep me safe for a day or two in his ship and then be killed off by the cultists after being forced to publicly claim.  Didn't realise the town was doing so badly that that wouldn't be necessary...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 30, 2009, 05:27:13 pm
Ok, here are the current changes that I'm looking at for Round 11. I think the new roles will go in for round 12.


Accepted Changes:

Rules Change: Telepathy no longer shows a static Goal for a Role. Instead, it shows the Goal that the player has that night, based on what action they are taken and what role they have. Roles with passive abilities will usually show up with a specific Goal always. All other roles show 'Survive' unless they performed an action that night which changes their Goal. Doppelgangers, for example, now show 'Survive' if they do nothing, 'Kill' if they are performing the Night-kill, or 'Find'/'Protect' if they are using a Role with that goal.


List of Roles and Goals:
Spoiler (click to show/hide)

Tech:
Spoiler (click to show/hide)

Role Changes:

Goth and Kook are changed to Abilities instead of Roles.

Changed Tech:
         

Possible Changes

Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Org on October 30, 2009, 05:47:58 pm
Maybe a Vampire that is an Alien instead of regular undead-ish vampires?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: CobaltKobold on October 30, 2009, 07:37:15 pm
Ummm...hmm. It seems too crunch-y for the ASci to need to grab a psychic human, but I see the balance reasons. I sort of favor "one each: human, psychic (any), scum, 3rd-party"
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: RedWarrior0 on October 30, 2009, 07:40:51 pm
I like M.P's suggestion about the scientist. Possibilities should not be public, however. It adds to the mystery. They might be "abduct three town-aligned find or protect roles" for all the town knows. The problem would be that the Scientist can throw off the balance depending on goal. I'm thinking maybe 5 or 6 "Scientist" roles, each with a different weight and each with a different goal.

Also, one possible game-break: What happens if the town finally realizes that scum are more likely to get the really powerful roles (same weight over less players)?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on October 30, 2009, 09:40:55 pm
Also, one possible game-break: What happens if the town finally realizes that scum are more likely to get the really powerful roles (same weight over less players)?
Then the scum should fakeclaim powerful roles.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Kashyyk on November 12, 2009, 04:58:22 pm
THe possessed and Charismatic Cultists look identical to me. Was that intentional or did I miss something?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 12, 2009, 05:14:50 pm
Possessed cultist has been updated.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on November 12, 2009, 05:19:39 pm
Could we add the Werewolf/ Monster Hunter to possible changes?  Also, the proposed changes/ possible changes things in the OPs seem a bit confusing...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 12, 2009, 05:21:14 pm
What about it is confusing?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on November 12, 2009, 05:23:18 pm
Well, Possible Changes has the roles we've been talking about recently.  Proposed Changes has several roles which haven't been mentioned for ages, and there is some overlap between the two lists.  I dunno, it's not particularly important, just a bit messy.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 12, 2009, 05:24:15 pm
Ah, ok. Well, I'll update those when I get a chance to bring them in line with where we're at.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: CobaltKobold on November 13, 2009, 02:11:29 am
No werewolves yet please.

On another thing, your flavor seems to lighten in detail with each passing game.  :-[ Ne'er again will we hear of the Mudhollow Times' Soul[sic] Remaining Reporter.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: RedWarrior0 on November 14, 2009, 07:53:57 pm
Wait, was there a Medium-Reporter blend in one person (joking)?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: CobaltKobold on November 14, 2009, 09:57:21 pm
No. Just someone with a confused spelling of sole. :) That one (Para4b) is quite fun to read, if just for that. Most of the early ones are.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 16, 2009, 06:25:21 pm
Any particular reason you don't want the Werewolf in the game, Cobalt?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: CobaltKobold on November 16, 2009, 06:33:48 pm
Primarily.
Spoiler (click to show/hide)
Secondarily, because "werewolf" seems to be starting to go nearer fantasy than "paranormal", to me. (My rule-of-thumb is sort of "blurry photograph on tabloid: does it fit?")
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 16, 2009, 06:44:25 pm
Hehe, well, an actual Werewolf mafia game is a bit different then a werewolf role in a mafia game.

As for the 'Paranormal' aspect of it, Werewolves still mostly fit to me. I can easily see a tabloid cover saying 'Man is discovered to be an actual Werewolf!' with picture of a very hairy man in cuffs or something.

Unrelated note, I think I know what I'm going to do for the Exterminator. He will always have a regular Mind Shield, but I'll make a one-slot tech item that he can choose which has the Advanced properties. That should be it useful while not being a 'required' item to survive, since its presence means the town can't just assume that if they find everyone with a Mind Shield they'll find the Exterminator. The Advanced version will simply return 'Survive' to Telepaths and return a false result for all other Psychic powers.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: CobaltKobold on November 16, 2009, 06:48:49 pm
I'd rebut but that would be saying too much.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on November 16, 2009, 07:06:31 pm
Perhaps scientist should be able to take an Advanced Mind shield as tech?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 16, 2009, 07:09:18 pm
Hmm, possible.

Perhaps a Mind Shield tech item for Aliens and Mad Scientists. If you already have a Mind Shield, it acts as an Advanced Mind shield. That way Exterminators can always have an Advanced Mind Shield if they wish, and other Aliens/MS can either get a Mind Shield or upgrade their own.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: CobaltKobold on November 16, 2009, 07:18:02 pm
would, then, one be able to pick two mindshields if two-slots to get Advanced?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 16, 2009, 07:20:59 pm
Yes, if you had two slots and didn't already have a mind shield you could use both to get an Advanced mind shield. Not sure who would do that at this point, since the Watcher doesn't need a Mind Shield to win and the Scientist only has one slot now, but it would work that way.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on November 16, 2009, 07:50:07 pm
Problem: Only scum (Dopps, Cult, Exterminator) receive a substantial benefit from a Mind Shield

Problem: Exterminator is screwed without a Personal Shield more often than not.

Suggestion: The Exterminator has two tech slots, a Large Tech Slot and a Small Tech Slot. Small Tech can only take 1-value techs, Large Tech can take a one-value or two-value tech. This alleviates the fear of the Exterminator going, say, Assassin Bot + Deadman Bomb + Personal Shield

Quick Question. Are there any techs you can take multiples of? Like double assassin bot?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 16, 2009, 07:56:31 pm
Hmm, that's an idea.

Currently you are restricted to a single one of each tech.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on November 17, 2009, 11:01:08 am
Pandar's sounds quite interesting, actually.  Plasma bomb + Shield would be fun ;D.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 20, 2009, 05:25:06 pm
Could be interesting. I think for this time, though, we'll stick with the proposed changes I have in the 3rd post (or whatever it is on page one).

I'm thinking of holding off on starting until after Thanksgiving. Say, Monday 11/30?

Sign-up Thread (http://www.bay12games.com/forum/index.php?topic=45118.0) is up!
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 20, 2009, 11:00:07 pm
That's great, but this is a signup thread. If you have issues with the rules discuss them in the rules thread please. You don't need to make some sort of statement by your absence. You won't be missed.
Did. Alas, if I am not to be listened to I shall make one last stand and renounce all ties. I only support the olde system, for it has undergone a change so drastic it has lost most, if not all, presence of its former self.

Perhaps you see not the consequences. I blame you not. You are but a young mind, corruptible by nature, and unable to foresee the actions as they unfold.

Ye. Ye are scum. Forsaken we, the ancients, are. Forgiven ye will never be, till time has gone full circle and be thou where I stand.
And lo, the Webadict didst turn his back upon the game, forsaking it, secure in his knowledge that without his support, it will have lost all legitimacy.

God, you're rather full of yourself.

If the new additions are shit, it will become evident, and they will be dropped from later incarnations. If not, they will be a welcome inclusion, irregardless of whether you accept that you were wrong.

tl:dr, you're on a fucking power trip, and I just bitchslapped you back to reality. Can we all grow up and get back to signing up for this game now?
Then I'll move the discussion to this thread: You're clearly misguided if you believe that I'm wrong by the mere fact that a game hasn't run. I run 50,000 games in my head every second (50 Kilogameperes, as it's called), and they aren't turning out right. Sure, you will have a game turn out right once in a while, but an NK-proof SK? These vampire things? Where did the aliens go? I thought that was a main fature in this game: Aliens are third parties.

Nah, now it's about vamping (Pun intended) the third parties up. We never really got around to fixing some of the problems the game has OH HEY LOOK AT THESE NEW ROLE!

You can't fix a problem by throwing more problems at it. Only through balancing of the previous set-up will progress be made.

I make these statements because I SEE the problems. I wouldn't have a problem with this game a lot if it didn't keep ending up with additional roles every game, many of them ridiculously overpowering some of the other roles we currently have, and then our solutions is to POWER UP those previous roles and then underpower the new role and HEY LOOK MORE ROLES!

So, go suck a lemon, kid. You'll look a whole lot smarter.

You can slap me back into reality when you get there.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: rickvoid on November 20, 2009, 11:08:15 pm
That's great, but this is a signup thread. If you have issues with the rules discuss them in the rules thread please. You don't need to make some sort of statement by your absence. You won't be missed.
Did. Alas, if I am not to be listened to I shall make one last stand and renounce all ties. I only support the olde system, for it has undergone a change so drastic it has lost most, if not all, presence of its former self.

Perhaps you see not the consequences. I blame you not. You are but a young mind, corruptible by nature, and unable to foresee the actions as they unfold.

Ye. Ye are scum. Forsaken we, the ancients, are. Forgiven ye will never be, till time has gone full circle and be thou where I stand.
And lo, the Webadict didst turn his back upon the game, forsaking it, secure in his knowledge that without his support, it will have lost all legitimacy.

God, you're rather full of yourself.

If the new additions are shit, it will become evident, and they will be dropped from later incarnations. If not, they will be a welcome inclusion, irregardless of whether you accept that you were wrong.

tl:dr, you're on a fucking power trip, and I just bitchslapped you back to reality. Can we all grow up and get back to signing up for this game now?
Then I'll move the discussion to this thread: You're clearly misguided if you believe that I'm wrong by the mere fact that a game hasn't run. I run 50,000 games in my head every second (50 Kilogameperes, as it's called), and they aren't turning out right. Sure, you will have a game turn out right once in a while, but an NK-proof SK? These vampire things? Where did the aliens go? I thought that was a main fature in this game: Aliens are third parties.

Nah, now it's about vamping (Pun intended) the third parties up. We never really got around to fixing some of the problems the game has OH HEY LOOK AT THESE NEW ROLE!

You can't fix a problem by throwing more problems at it. Only through balancing of the previous set-up will progress be made.

I make these statements because I SEE the problems. I wouldn't have a problem with this game a lot if it didn't keep ending up with additional roles every game, many of them ridiculously overpowering some of the other roles we currently have, and then our solutions is to POWER UP those previous roles and then underpower the new role and HEY LOOK MORE ROLES!

So, go suck a lemon, kid. You'll look a whole lot smarter.

You can slap me back into reality when you get there.
Now this is where the discussion belongs. I'm glad we could move it back here.

I agree that the roles seem overpowered. NK immune SK is fairly ridiculous. Can the Monster Hunter even kill a werewolf?

Anyway, at some point the game has to be run with the new stuff, somewhere other than the alleged 50,000 times in your head. Y'know, with real people. As I stated before, if it turns to shit, it turns to shit, and the new roles get scrapped. If they don't nothing is stopping anyone from running "Old-School" Paranormal sessions.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Vector on November 20, 2009, 11:10:45 pm
Now this is where the discussion belongs. I'm glad we could move it back here.

I agree that the roles seem overpowered. NK immune SK is fairly ridiculous. Can the Monster Hunter even kill a werewolf?

Anyway, at some point the game has to be run with the new stuff, somewhere other than the alleged 50,000 times in your head. Y'know, with real people. As I stated before, if it turns to shit, it turns to shit, and the new roles get scrapped. If they don't nothing is stopping anyone from running "Old-School" Paranormal sessions.

Yeah, but the problem is that pretty much the last 4?  5? games have been hopelessly broken due to new roles.  It's really time to stop adding new stuff, then try to fix the old mess... and then we can add new things, with time.  As-is, the setup just hasn't worked for a few months, now, and I think the players are getting kind of sick of it.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: rickvoid on November 20, 2009, 11:32:44 pm
Now this is where the discussion belongs. I'm glad we could move it back here.

I agree that the roles seem overpowered. NK immune SK is fairly ridiculous. Can the Monster Hunter even kill a werewolf?

Anyway, at some point the game has to be run with the new stuff, somewhere other than the alleged 50,000 times in your head. Y'know, with real people. As I stated before, if it turns to shit, it turns to shit, and the new roles get scrapped. If they don't nothing is stopping anyone from running "Old-School" Paranormal sessions.

Yeah, but the problem is that pretty much the last 4?  5? games have been hopelessly broken due to new roles.  It's really time to stop adding new stuff, then try to fix the old mess... and then we can add new things, with time.  As-is, the setup just hasn't worked for a few months, now, and I think the players are getting kind of sick of it.
Intervention time then?

Paranormal Mafia, we love you, and we think you need help. Please, take the help.  ;D

Seriously though, let's get some fix discussion going then. Let's start from the beginning: All Mafia's have two sides to begin with: town and scum. In this case, it was town and dopps. Then we had Aliens, with their own separate victory conditions. How well was that working?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 21, 2009, 12:13:23 am
Now this is where the discussion belongs. I'm glad we could move it back here.

I agree that the roles seem overpowered. NK immune SK is fairly ridiculous. Can the Monster Hunter even kill a werewolf?

Anyway, at some point the game has to be run with the new stuff, somewhere other than the alleged 50,000 times in your head. Y'know, with real people. As I stated before, if it turns to shit, it turns to shit, and the new roles get scrapped. If they don't nothing is stopping anyone from running "Old-School" Paranormal sessions.

Yeah, but the problem is that pretty much the last 4?  5? games have been hopelessly broken due to new roles.  It's really time to stop adding new stuff, then try to fix the old mess... and then we can add new things, with time.  As-is, the setup just hasn't worked for a few months, now, and I think the players are getting kind of sick of it.
We COULD run old-school paranormal sessions. But why would we want to run someone else's idea? We can make our own idea and prefer to make this idea better, because it IS a good idea.

The problem is that the last few games have been ridiculous. Watcher role? Somehow, we still have it. That Disciple of Truth is FINALLY gone. We got horribly crushed last game, and there were only like two mislynches. That's a game where everyone had powerful roles in a small game. That is a BAD combination. You want powerful roles in BIG games, so the powers are distributed equally, instead of horribly OP scum vs. slighty powered town. Because every mislynch in a small game is much more hard hitting in that game.

Heck, it took a full PAGE of me explaining about the Telepath to prove it was overpowered. I think there's a couple of things we can change as well.

Now this is where the discussion belongs. I'm glad we could move it back here.

I agree that the roles seem overpowered. NK immune SK is fairly ridiculous. Can the Monster Hunter even kill a werewolf?

Anyway, at some point the game has to be run with the new stuff, somewhere other than the alleged 50,000 times in your head. Y'know, with real people. As I stated before, if it turns to shit, it turns to shit, and the new roles get scrapped. If they don't nothing is stopping anyone from running "Old-School" Paranormal sessions.

Yeah, but the problem is that pretty much the last 4?  5? games have been hopelessly broken due to new roles.  It's really time to stop adding new stuff, then try to fix the old mess... and then we can add new things, with time.  As-is, the setup just hasn't worked for a few months, now, and I think the players are getting kind of sick of it.
That worked well. It made you think past just Spy vs. Spy. But it was only a Survivor.
Intervention time then?

Paranormal Mafia, we love you, and we think you need help. Please, take the help.  ;D

Seriously though, let's get some fix discussion going then. Let's start from the beginning: All Mafia's have two sides to begin with: town and scum. In this case, it was town and dopps. Then we had Aliens, with their own separate victory conditions. How well was that working?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Vector on November 21, 2009, 12:16:02 am
We COULD run old-school paranormal sessions. But why would we want to run someone else's idea? We can make our own idea and prefer to make this idea better, because it IS a good idea.

Yes, we should make our own games.  The question is this: do we want to allow Paranormal to die here and now, or do we want to try to fix it and keep playing?  There are advantages to both, and I don't feel that I can decide (given that I've really never played a game of it).
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on November 21, 2009, 12:28:21 am
It seems that the this particular forum has been struck with a case of entirely too many games and not enough overall interest to keep all of the games lively; however, Paranormal is my favorite of the more traditional mafia games on this board and I'd hate to see it go.  Therefore, I'm strongly in favor of trying to come to some sort of consensus on what would make for a fun Paranormal game for everyone involved and working towards that.

Having said that, I have been a proponent of adding more things and seeing what works in the past, but between seeing the last game and with the number of people withdrawing from this one, I think we may need to take stock of what we have and see if we can clean this up.  Please keep in mind that all of the following are suggestions and that I haven't had much sleep for a few days, so all of these are up for debate.

Basically, what I did is go through all of the roles put them into three categories.  Things that every mafia should have, things that we probably don't need, and things I'm not sure about.  Overall, I'm suggesting that we remove about half of the roles focusing the game on a standard mafia with a few twists and third parties.  If this works, then we can start branching out again.

Another point is, like I've said before, I'm fine with power role heavy games, but I think that we may have pushed Paranormal a bit much.  Perhaps there should be a hard limit on the town of no more than half power roles?  (With the dopps only being limited in points rather than numbers).  That way there would be plenty of townies to go around but also a good number of power roles to keep things interesting.  Also, I think that allowing any power role to be either town or dopp has helped to avoid having any confirmed townies (including the ability for more than one to show up), and I think we should continue with that.

Mephansteras, I hope I'm not stepping on any toes here.  After all, this is largely your brainchild and I thank you for running it for so long and hope you continue to do so.

Anyways, these are my thoughts...  What do others feel about it?

Spoiler: Keep these (click to show/hide)

Spoiler: Remove these (click to show/hide)

Spoiler: Could go either way (click to show/hide)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 21, 2009, 01:00:30 am
I think if you're going to have a Vigilante, you'd need to have a SK, because the chance that the Dopps get a Vig are extremely low.

I do like the list though. Add in the Exterminator and it's almost perfect.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on November 21, 2009, 01:03:24 am
What do you think of an Exterminator as a basic serial killer (with Alien flavor)?
- One kill per night
- Has to kill everyone (or just townies?  I'm a little fuzzy on this one)
- No tech (it would be odd to have them as the only ones with tech)

Granted, it would be really difficult to pull off, but I'm sure someone could do it.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 21, 2009, 01:08:12 am
Hmm... They could pull it off, IF they had some ability to avoid instant Copness. You'd also need Cops to be less than 100% awesome. Sanities might work.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on November 21, 2009, 01:12:12 am
Strongly seconded, with slight changes suggested in accordance with my fierce love of the Exterminator.

Aliens should still get the Tech pool, Exterminator should be there with the "1 small, 1 large" tech options. Remove Stun Bomb - Mind Control Ray does everything it can and more, better.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on November 21, 2009, 01:19:17 am
I guess that the tech pool does allow the 3rd parties to be a little more interesting (and gives them more of a chance, perhaps).
How would you work out the tech then?  Currently it's 1/2 slot items; how does that translate to small/big?  (Unless I've missed newer rule sets)

With Exterminator, Survivor, and Scientist, would it be better to require the Scientist abduct one of each or to stay with vanilla townie, power townie, dopp?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on November 21, 2009, 01:25:31 am
Anything 2-slot now becomes a Large Tech (intel, Plasma bomb, etc.)

Anything 1-slot now becomes a Small Tech.

You can take 2 small if you want to, like now, but taking a 2-slot tech doesn't deprive you of the ever-precious Personal Shield.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on November 21, 2009, 01:31:41 am
Got it.

How many slots for the other aliens then?  (Primarily Scientist and Survivor from my list
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 21, 2009, 01:39:56 am
But with Plasma Bomb and Personal Shield, we've got a formula for serious BOOM
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 21, 2009, 01:42:20 am
Well, we obviously have a problem if people are not signing up due to the role set.

I'll look over everything tomorrow, see what I come up with.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on November 21, 2009, 01:44:29 am
But with Plasma Bomb and Personal Shield, we've got a formula for serious BOOM

Perhaps if the Alien wasn't intrinsically protected from the Plasma Bomb, but the Personal Shield would protect against it?

That way, an Exterminator would have to choose between taking Plasma Bomb and some non-shield item and blowing himself up or using his Personal Shield to keep on wrecking havoc on the town (sans shield and probably existence revealed).

Thoughts?

Well, we obviously have a problem if people are not signing up due to the role set.

I'll look over everything tomorrow, see what I come up with.

Personally, I like a lot of things about the ruleset, but I like having a bigger / more active game more.  If that requires backing off a bit, I'm for it.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on November 21, 2009, 01:46:50 am
Plasma can't harm the Exterminator anyway.

Ninja'd by Janus; an interesting idea. Maybe we could change the Plasma Bomb's flavor to explain that; perhaps aggressive gray-goo style nanobots that morningkill indiscriminately, but can be stopped by the Personal Shield since it works at all times?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 21, 2009, 01:48:27 am
Plasma can't harm the Exterminator anyway.

Ninja'd by Janus; an interesting idea. Maybe we could change the Plasma Bomb's flavor to explain that; perhaps aggressive gray-goo style nanobots that morningkill indiscriminately, but can be stopped by the Personal Shield since it works at all times?
Plasma -> Cop -> Exterminator.

It CAN kill the Exterminator if he's unlucky. Or if he uses it on himself.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on November 21, 2009, 01:51:33 am
It specifically says in the explanation that if it reaches him, it still doesn't affect him.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 21, 2009, 02:42:58 am
Does this stop it from being overpowered?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on November 21, 2009, 02:57:13 am
Is it the only item you can bring = Concern 1
Can it harm the Exterminator = Concern 2

Old version, 1Y2N: Not overpowered
New version type A, 1N2N: overpowered
New Version type B (preferred) 1N2Y: Not overpowered.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 21, 2009, 03:24:03 am
I suppose with a smaller percentage of power roles, this is a more optimal solution.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: CobaltKobold on November 21, 2009, 02:03:16 pm
I think you should keep the seekers, and add a Human Hunter alien- of course, with the surfeit of humans, you should need to take back more than one for your purposes.

Implementation details, not sure. Two abducts, hitting nonhuman results in death?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on November 21, 2009, 02:59:57 pm
The problem with the seekers is that I have yet to actually see them fail and they duplicate the ability of the Scientist. They're neat, but not really necessary IMO.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 21, 2009, 04:57:30 pm
The problem with the seekers is that I have yet to actually see them fail and they duplicate the ability of the Scientist. They're neat, but not really necessary IMO.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on November 21, 2009, 05:05:48 pm
The problem with the seekers is that I have yet to actually see them fail and they duplicate the ability of the Scientist. They're neat, but not really necessary IMO.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 21, 2009, 05:20:09 pm
I agree. They've been interesting, but they always succeed so they don't add all that much to the game. Well, Dopp/Cult hunters anyway. Agent Seekers don't do as well, although I still don't know if they add much.

Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: forsaken1111 on November 21, 2009, 06:09:59 pm
I tend to favor games where everyone has an interesting role, which is the reason I started playing this to begin with. Normal mafia is a bit boring to me, as it's just a glorified guessing game where you try to fool people into giving away too much information or make false assumptions based on erroneous data.

Just my 2c, I like the power roles and fun tech.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: forsaken1111 on November 21, 2009, 06:10:41 pm
To clarify, I like the power roles being in the game. I haven't gotten one yet, so I don't know how much fun it is to play as one but I do like them being there.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on November 21, 2009, 06:16:05 pm
I dunno if the werewolf would be too overpowered... while he is immune to NKs, he has no tech, no mindshield and no operative.  That means he has less votes, he has less power and no resistance to investigative roles or roleblockers.

I don't think wiping the EA's tech would be a great idea, although trimming down the power roles in general might work.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 21, 2009, 06:21:42 pm
I dunno if the werewolf would be too overpowered... while he is immune to NKs, he has no tech, no mindshield and no operative.  That means he has less votes, he has less power and no resistance to investigative roles or roleblockers.

I don't think wiping the EA's tech would be a great idea, although trimming down the power roles in general might work.
Okay, he's still not an Alien, and, given your description, he is worse.

It's not the investigative powers fault they're 99.9% accurate.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on November 21, 2009, 06:24:06 pm
I'm not too keen on the werewolf as-is, myself. Flavorwise it doesn't make sense either. I liked the Exterminator.

I also want the cult gone, kind of. :I
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 21, 2009, 08:03:53 pm
Sounds like it might be best if I split off the more supernatural elements, like the Cult, Vampire, Warlock, and so on to a different Mafia game.

That should remove some of the clutter, and let us figure out what aspects of the game we want to keep.

It is going to remain a power-role heavy game. That's just how Paranormal is, and there are plenty of other games for people if they want a more 'normal' style Mafia.

That's where roles like the Bodyguard come in. They give people a role that they can use and be helpful without overpowering the game too much.

Biggest question, I think, is the Mad Scientist. It's a neat role, and does fit the theme pretty well. Question is, what should we do with it?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on November 21, 2009, 08:05:02 pm
Not give it to webadict.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on November 21, 2009, 08:27:24 pm
<3 Toony

On a more serious note, Mad Scientist...

It shouldn't be town-only, and it shouldn't EVER be in the hands of a Doppelganger, at least as-is. Body-Double, Sentry (maybe), and Assassin Bot are all things Dopps shouldn't have. So... I'm on the fence about that one.

Question: Do we want to keep Psychic roles in? Like, Warden works, Telepath not so much... so yeah.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on November 21, 2009, 08:30:57 pm
I was thinking of Day Doctors.

They choose a target to protect during the day.  How does that sound?  Pretty useless unless mad scientist are around I guess...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on November 21, 2009, 10:45:36 pm
I like power role heavy games.  Just not necessarily so many different power roles perhaps?

Anyways, the Mad Scientist has always felt like an alien that wasn't third party.  In my opinion, the point of giving the aliens tech was to counter the fact that they (theoretically) have a harder goal than the town or scum.  Giving that same amount of flexibility and power to a single character that's either town or dopp seems kind of squirrely.  Most (if not all) of the stuff that a Mad Scientist can do, another role can do, they just don't choose it.

Perhaps there is something else that the Mad Scientist could do rather than choose tech?  Maybe get two set (but random) one-shot abilities?  I don't know, that really just sounds like the same thing without a choice.

For the bodyguard, I would either keep the bodyguard (with up to its three variants, but weighted to occur as a single role) or the guardian.  Having four different types of protecting characters seems like overkill.  The bodyguard variants are neat though.

For the psychics, I like the flavor of the Psychic Warden (and it's ability as a Role Blocker isn't uncommon to mafia setups).  Same with the Medium (which is a sort of psychic role).  On the other hand, I don't think that the Telepath brings something new to the game (it's basically another Cop, which we already have two of).  And the Enchanter is neat enough, but I don't particularly care for passive roles and I've never seen one be useful.

Day Doctor sounds like a useful role, but like you said.  In this game they would only be useful to counter a Mad Scientist.  That is to say not really useful at all (especially if we remove them).  At this point, I think we should focus on removing extra roles then come back to add in anything neat at some later point.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: RedWarrior0 on November 21, 2009, 10:50:19 pm
For bodyguard/guardian issue, just make the Guardian a fourth Bodyguard varient. 4 types isn't bad if there's only going to be 2 of them on each side.

Day Doctor would be nice if there were more DK roles. But we don't want more kills, we want to give Paranormal a liposuction.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on November 21, 2009, 10:52:17 pm
Maybe make the Mad Scientist a one-shot Poisoner, like the Jack of Arsenic Tablets from KWN?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: RedWarrior0 on November 21, 2009, 11:01:44 pm
Or be like the Mad scientist here (http://www.mafiascum.net/forum/viewtopic.php?t=12368), f---ing with people's roles. But that would be cruel.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on November 21, 2009, 11:05:42 pm
f---ing with people's roles.

NO.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: RedWarrior0 on November 21, 2009, 11:06:50 pm
But still, there's probably SOMETHING in that list we could use.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on November 21, 2009, 11:08:46 pm
You know, I wouldn't mind that.  Having four Bodyguard Variants that all share a single spot.  I would change the Guardian's name to match the other's then though:

Heroic Guard - Gives own life to stop all night kills
Observent Guard - Gives own life to protect against first night kill, reveals turn protectee
Vengeful Guard - Gives own life to protect against first night kill, kills attacker in turn
Careful Guard - Protects against first night kill, does not die himself

I'm not sure about the name on the new Guardian, but I still think it should be changed to match the other three.

Having a Mad Scientist as a Poisoner would be neat though.  A poisoner has a one shot action to poison a target who will die the next night correct?  (And will know that they have been poisoned?)

It's different enough that it doesn't feel like the aliens but it still has a bit of Mad Scientist flavor to it.  I like it.

And wow.  I don't think that mutation really works well with the flavor as much as a Mad Alchemist.  But that might just be me.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: RedWarrior0 on November 21, 2009, 11:24:37 pm
I was mostly joking with the Xyl MS. And the OS SuperPoisoner is nice.

Guardian: Careful? Enduring? Something?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on November 21, 2009, 11:27:26 pm
Professional?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 21, 2009, 11:29:14 pm
Doctor?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on November 21, 2009, 11:38:32 pm
Doctor?
Depends on if we want Doctor/Guardian to be weighted as BEING one of the bodyguards. :I
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on November 21, 2009, 11:48:03 pm
I like both Enduring and Professional (leaning towards Professional).  Also, maybe change the Guard in each name to Guardian (make them a subset of Guardian rather than Bodyguard then) to better fit the theme.  Although this is all semantics really and we should get back to the main discussion...

So far as weighting them as four possibilities for one Guardian spot or as three Guardians versus one Doctor, I prefer putting all four together for the time being.  They're all pretty similar and one of my goals was to compress redundant roles.

If they are split, I think that the three Guard should get the name Guardian and the Doctor should get a new flavorful name for himself.  Perhaps some sort of psychic flavor (that would explain why he isn't around to get killed).  Actually Psychic Warden would work well for this (although it's already in use), I always though of a Warden as a defensive kind of person, but then we need a new name for the Roleblocker (which also makes sense to be Psychic).

On a separate note, I'm curious to hear from the player that were backing out from Round 12. (webadict, ToonyMan and Pandarsenic, I think, I've been known to be wrong though)

Would the changes that have been proposed be enough to convince you to try another round of Paranormal?

If not, what do you still think is broken?  (Granted, I think we should reach a consensus, not just try to bribe people, but as three of the more active players in previous games, your opinions are rather helpful)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on November 21, 2009, 11:58:38 pm
Excess of roles instead of rebalancing of old ones was the problem. We were Microsofting - ignore the defects, look at all these shiny new features!

NK-immune SK is too much. Supercult is too much.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on November 22, 2009, 12:09:06 am
Excess of roles instead of rebalancing of old ones was the problem. We were Microsofting - ignore the defects, look at all these shiny new features!

NK-immune SK is too much. Supercult is too much.

Which I believe we have (more or less) fixed or at least are fixing with the proposed changes.

Where there any other problems?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 22, 2009, 12:46:22 am
The two complaints I saw was the overkill of roles and the shift in flavor away from the Alien dominated one the game had originally.

I'm fine with making the Guardian another Bodyguard variant. Might just keep the name, since the point is the restriction/role type not the name.

Hmm...Mad Scientist could work as a Jack of All trades. That'd use their current flexibility without being quite powerful.

I'm still leaning towards keeping the Telepath in with the changes we had last time. Yes, it's a cop-type role, but it still has the useful feature of being untrackable and safe against the War Vet. Plus, it fits the flavor pretty well.

I don't know if the Enchanter is a problem or not, but we can cut it if people want.

Another thought, though, is to mix the Telepath idea with the day-power idea of the Enchanter and make the Telepath a Duke-like character who has a one-shot power to stop a lynch.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 22, 2009, 12:51:06 am
No lynch stoppers.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on November 22, 2009, 01:02:06 am
No lynch stoppers.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on November 22, 2009, 02:23:20 am
Mad Scientist as JoAT?  Acceptable, if potentially powerful.  That's one-shot inspect, role-block, protect, and kill (only one per night), yes?  It's different enough that it could work.  I'm just wondering on how powerful that is compared to other town power roles, although this could be tweaked in the weights.

To expand somewhat on the (potential) thoughts of webadict and Pandarsenic, I think the main problem with any character that can stop a lynch is that it is really easy to confirm as their role.

Since it would be rather silly for the role to be town only that means one of two things:
- We have a townie that single handedly controls a lynch (potentially against the wishes of the town).  Not necessarily a good idea.
- We have scum that can stop fellow scum from being lynched (probably will offset the balance).

Telepath as a cop-variant is acceptable if moving towards redundancy.

Enchanter isn't a problem so much as just not very interesting.

On the other hand, if there are enough psychic characters around, the scientist could have the harder goal of 1 psychic human, 1 regular human, 1 dopp.  If there are enough psychics to make that doable.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on November 22, 2009, 03:23:45 am
The only thing worse than a self-confirming town-only role is the scum being able to quietly stop their own lynches all the time forever until the magistrate gets NKd or lynched himself.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on November 22, 2009, 04:32:22 am
Meph did say one shot lynch pardon.

Perhaps if the lynch can only be stopped if no majority has been reached and it's not on the Enchanter himself?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on November 22, 2009, 05:55:22 am
Even a one-shot one is still immensely irritating in the hands of scum.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on November 22, 2009, 10:54:31 am
Somewhere around Round 4.  That's when there was Dopps, Humans, and Aliens?

Main problem right now is three or four things:

1.  The Lurkers/Flakers, I can't stand some players now, but it's hard to avoid them...I don't care if you bash me or whatever, just make sure to PLAY THE GAME.  This is an over-all problem though.

2.  Too many roles that aren't being tested, maybe on paper IF THAT.

3.  Exterminator gets no love.  :[

4.  Being a townie.  Heeheee.  I've been in ONE game so far in which I wasn't a townie and the game didn't have that many problems with it.  The one when I was a Psychic Warden.  I thought Paranormal was role heavy, but I get no roles!
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: forsaken1111 on November 22, 2009, 12:34:36 pm
Maybe we should eliminate the town and do cult vs dopps. :P

Or just guarantee no vanilla townies
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: forsaken1111 on November 22, 2009, 12:36:28 pm
or perhaps just make sure everyone has an active role, not one that relies on other people's actions to function. Maybe passive roles should be separate?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Frelock on November 22, 2009, 01:24:10 pm
I personally don't see what's wrong with the mad scientist as is.  The only real unbalancing thing about it is the possibility of the dopps using an assasin bot to win at lylo, like in Round 11.  A solution is to just remove the assassin bot or up the weight in the script for dopps.  Other than that, I can't think of a single instance where the mad scientist has had a huge contribution either way.

Personally, I think the game is fairly balanced as is (though with the addition of the werewolf and vampire, that may not be true).  The only reason that Round 11 seemed so unbalanced is that the dopps got really lucky: 2 townies killed other townies, web got himself lynched, they successfully converted the vigilante and day-killed the enchanter (if we hadn't hit that enchanter, I would have been obvious scum).  They also were not blocked by either the vengeful guard or the guardian either night.  If that many things go right for the dopps and they don't win, I might call the game unbalanced in the town's favor.

I will, however, agree that the seekers always seem to win, though thus far it's mostly been with the help of a CT.  So perhaps they could use with some balancing.

I also don't see why you dislike semi-redundant roles, Janus.  They're still somewhat different.  For example, we have a role cop, a normal cop, and an action cop (the telepath) which tells what type of action the person was taking that night.  I see nothing extremely redundant there; they're all doing different things.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on November 22, 2009, 01:31:37 pm
Last one was/is just my bad luck, nothing bad on Meph's part.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on November 22, 2009, 07:14:38 pm
I personally don't see what's wrong with the mad scientist as is.  The only real unbalancing thing about it is the possibility of the dopps using an assasin bot to win at lylo, like in Round 11.  A solution is to just remove the assassin bot or up the weight in the script for dopps.  Other than that, I can't think of a single instance where the mad scientist has had a huge contribution either way.

Dopp Mad Scientist claims Doppelganger when he has body double; town lynches correctly, still loses.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Frelock on November 22, 2009, 07:26:48 pm
Then rate a dopp mad scientist the same as, say, a dopp detective.  Makes it very unlikely it will ever show up, and give the town plenty of counters if it does.  I do recall Org being a dopp mad scientist with a body double one game, and the dopps still lost.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on November 22, 2009, 07:37:29 pm
Well to be fair, Webadict basically handed us the win on a silver platter.

You just have to be fully intending to break Lylo by doing that, like we were with the Assassin Bot.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on November 23, 2009, 10:23:34 am
Or just hoping to have your arse saved from an early lynch/ NK.  Org was also a Reviver in BYOR and the town still won with my unintentional help :P.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 25, 2009, 11:29:54 am
So, right now we have this list of roles:

Vanilla Townie
Doppelganger
Advanced Doppelganger
Doppelganger Leader
War Vet
Vigilante
Agent
Detective
Telepath
Reporter
Medium
Guardian + Bodyguard Variants  (2 total per side)
Psychic Warden
Mad Scientist
Enchanter
Alien Scientist
Alien Survivor
Alien Exterminator
Alien Operative

Ability: Mind Shield
Ability: Kook

Everyone comfortable with that role set for round 12? We can then start tweaking things after that.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on November 25, 2009, 11:33:36 am
That would be a nice testing round, I think.

Would the Alien Scientist be changed a bit?  Having to grab the only other alien in the setup could be pretty tough...

Also, the Mad Scientist has a couple of balance issues when given to the dopps.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 25, 2009, 11:36:28 am
Mad Scientist will be given a higher weight for the dopps.

Alien Scientist...I think is fine. We'll have to see, but I like him having to capture the other alien since it gives him a reason to care about the Exterminator and gives the Survivor good reason to keep his mouth shut.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 25, 2009, 12:30:07 pm
Mad Scientist will be given a higher weight for the dopps.

Alien Scientist...I think is fine. We'll have to see, but I like him having to capture the other alien since it gives him a reason to care about the Exterminator and gives the Survivor good reason to keep his mouth shut.
You know what's really interesting? The Advanced Doppelganger is actually a lot better the more expensive everything is. Since it's randomly given out when there's really expensive stuff, it's a lot better because they basically take out a good role and replace themselves with a whole 'nother player.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on November 25, 2009, 12:38:27 pm
I think that that should be fine.  It removes a decent amount of the complexity while still keeping the core of the game: a role-heavy, paranormal themed mafia.

Alien Scientist should be fine.  So long as there is at least 1 other Alien, then it's possible for him to win.  It's been somewhat over easy in the past, this might make it a little more difficult.

Will the Mad Scientist be the version from games past, just weighted more heavily against the dopps?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 25, 2009, 12:48:14 pm
The Alien Scientist only shows up if there is at least one other alien, so he should be fine. Especially since all other aliens now stick around until the end of the game (unless they die).

Yeah, the Mad Scientist won't change this time around, he'll just be more expensive for the dopps. We can tweak him later if we want.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on November 25, 2009, 02:19:49 pm
Can the Deadman Bomb be triggered by an Abduction?

Also, Meph, we need the status of tech for various alien types.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 25, 2009, 03:21:50 pm
That's the next topic for discussion, I think. Tech and what changes we want to make.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on November 25, 2009, 03:34:34 pm
We can probably remove Stun Bomb, Intel and Stun Orb, since the aliens who used those are now gone...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on November 25, 2009, 04:00:33 pm
Intel might be an option for others if we take the Large/Small tech sizes option.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 30, 2009, 01:04:43 pm
How about a system where each alien is given a Tech Allotment (S, M, L, or a combination [Exterminator {M, L}]), and setting up the tech like this:

Personal Shield: Small Tech.
Holoform Modulator: Change this to show any action you want as well, and make it a Small/Medium Tech.
Scanner: Small Tech.
Deadman bomb: Medium Tech.
Assassin bot: Medium Tech.
Mind Control Ray: Medium Tech.
Intel: Take this out. Too much pro-town Scientist action.
Plasma Bomb: Large Tech.
Stun Orb: Small Tech.
Stun Bomb: Large/Medium Tech.
Human Tech: Pointless? I think it should be kept out.
Combat Camouflage: Equally pointless?

They can take any tech the is equal or less than their allotment size (You can make the sizes different, but this is a fair way to do it.)

Brought over from Paranormal 12.

So...similar to Panda's idea, but expanded a bit.

I like the basic idea. Here is what I'm thinking for it:

Survivor: 1 small tech
Scientist: 1 Medium tech
Exterminator: 1 Medium + 1 Large tech
Operative: No tech

Personal Shield: Small Tech.
Holoform Modulator: Small Tech (kept as-is, I don't intend for it to effect Reporters or Telepaths)
Scanner: Small Tech.
Deadman bomb: Medium Tech.
Assassin bot: Medium Tech.
Mind Control Ray: Medium Tech.
Intel: Large Tech (so, Exterminator only, which should be ok)
Plasma Bomb: Large Tech.
Stun Orb: Small Tech.
Stun Bomb: Large Tech (Does not effect the user)
Human Tech: Small Tech (Fits how some players want to play the Exterminator)
Combat Camouflage: Medium Tech (Perhaps add in a stealth suit that makes the user untrackable?)

Thoughts?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on November 30, 2009, 02:10:15 pm
The only thing I wonder about is what medium tech the Scientist would even take. Deadman doesn't help at all, Assassin is of limited use, maybe Mind Control. I know they can take a small item, I'm mostly curious.

Can a Scientist abduct and use tech the same night or is it either or?

Is the Scientist still human/alien/dopp or something else? I think we have enough Aliens so it should work, just want it to be clear.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 30, 2009, 02:20:27 pm
I mostly gave them Medium so they could have the Mind Control if they wanted it. If we give combat camouflage a stealth ability, that would also be useful for them.

I think the Alien Scientist will go with Human(any), Human(psychic), Alien, and Dopp (any). That makes them a bit less pro-town and makes it so they're not so sure to win.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 30, 2009, 03:02:20 pm
I like the basic idea. Here is what I'm thinking for it:

Survivor: 1 small tech
Scientist: 1 Medium tech
Exterminator: 1 Medium + 1 Large tech
Operative: No tech

Personal Shield: Small Tech.
Holoform Modulator: Small Tech (kept as-is, I don't intend for it to effect Reporters or Telepaths)
Scanner: Small Tech.
Human Tech: Small Tech (Fits how some players want to play the Exterminator)
Stun Orb: Small Tech.

Deadman bomb: Medium Tech.
Assassin bot: Medium Tech.
Mind Control Ray: Medium Tech.
Combat Camouflage: Medium Tech (Perhaps add in a stealth suit that makes the user untrackable?)

Intel: Large Tech (so, Exterminator only, which should be ok)
Plasma Bomb: Large Tech.
Stun Bomb: Large Tech (Does not effect the user)

Thoughts?
Rearranged for helpfulness.

Well, look at it from every Aliens' perspective:

Survivor:
Personal Shield, Holoform Modulator, Scanner, Human Tech, Stun Orb

As a Survivor, they'll most likely want the PS. Therefore, bumping the Holoform Modulator to Medium and adding the stayed at home or went to so-and-so's house (I imagine a Hologram sitting at home or going somewhere as a reason).
The Survivor might take a Stun Orb or Scanner, if it's a small game, or you could boost the Scanner to a double-use item for a Medium Tech (Good for Scientists, perhaps).
As for the Stun Orb... Well, I like it as is.

Scientist:
Deadman bomb, Assassin bot, Mind Control Ray, Combat Camouflage
+ Personal Shield, Holoform Modulator (M?), Scanner (M?), Human Tech, Stun Orb

Well, as a Scientist, you'll either want the PS (Who doesn't?) or the possible M-Scanner. However, I think that if you turned the Stun Bomb into an M-class tech, the Scientist would definitely take it. It's just a free abduct, or if the game is getting to close and they haven't caught an Alien or a Dopp, then they've got another Night.

The Combat Camo and Human Tech that are in both of these are, in essence, ridiculous for Survivor and Scientist, as one doesn't action at Night, and the other can't kill. Human Tech should go, since you'd rather be able to make it anything, as opposed to just Human Tech (And who wouldn't be afraid if there were TWO Dopp kills? [Hint: Not the Dopps :)])

Perhaps you'll want to make certain S-class Tech have M-class Tech (x2), for the Scientist/Exterminator, since their job is a bit tougher, and having, say, a Stun Orb (x2) is more efficient than just being able pull one. It'd only be on certain items that are... Not the PS, basically.

And, lastly (Operative is boring), the Exterminator:
Intel, Plasma Bomb, Stun Bomb (M?)
+ Deadman bomb, Assassin bot, Mind Control Ray, Combat Camouflage
++ Personal Shield, Holoform Modulator (M?), Scanner (M?), Human Tech [Out-Teched], Stun Orb (+M x2?)

As an Exterminator, you want to stay alive and kill everyone. So, that means you'll never want to waste one Night giving yourself away with a Stun Bomb and a kill (Part of why I want it M-class), and you'll either want the PS or the DB for shield purposes, and Intel (Especially with an Operative, this is very helpful) or the Plasma Bomb. You could go with Combat Camoflauge and an M-class Holoform, since that'd be a good combo, but that'll require finesse to win with. Likely, you'll only be able to pull that off as... well, probably as me or Pandarsenic. Someone not likely to get killed, basically.

Which means, I'd set up the Tech like this:
Personal Shield: Small Tech.
Stun Orb: Small Tech.
Scanner: Small Tech.

Holoform Modulator v2: Medium Tech
Scanner(x2): Medium Tech.
Stun Orb(x2): Medium Tech.
Deadman bomb: Medium Tech.
Assassin bot: Medium Tech.
Mind Control Ray: Medium Tech.
Stun Bomb: Medium Tech (Does not effect the user)

Combat Camouflage: Medium/Large Tech
Intel: Large Tech
Plasma Bomb: Large Tech.

Anyone?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on November 30, 2009, 03:31:32 pm
Deadman Bomb should be small tech so Survivor can have an alternative to the PS.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 30, 2009, 03:33:56 pm
Deadman Bomb should be small tech so Survivor can have an alternative to the PS.
... Why would the Survivor WANT to die?

But, yes that's a good idea. Then they'll HAVE to keep them alive!
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 30, 2009, 04:25:46 pm
Good ideas. You're right about Human tech being supluferous, though, since Combat Camo does the same thing and more, and there is no point in a small tech slot that does the same as a medium if only the Exterminator would want it.

So, Human tech goes out.

Deadman Bomb drops down to Small.

Scanner and Stun Bomb being able to be taken as a double-pack for Medium sounds good.

For the Holoform, maybe a normal version as Small and the advanced version (with action ability) as a Medium? I've seen Survivors take the holoform before, I think, and it's still a valid tech choice for them.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 30, 2009, 04:29:36 pm
Well... okay. Since the Survivor wouldn't action anyway, I guess they can have one as Small Tech. I'd still personally go for the PS.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: RedWarrior0 on November 30, 2009, 04:59:21 pm
Maybe make CCamo M-Class, but add in a Stealth Suit if you want to make it large.

Also, I think two tech, mainly geared to Scientists but available if the Exterminator wants, should be made. Remember, these are just random ideas that I thought of in about five minutes, but I thought they could be cool if balanced more/whatever:

Remote Abduction Cage, Medium Tech. Abducts the target during the day, released in the morning if the abductor wants or doesn't normally have abduction powers. (Explained in flavor as only being a short-term containment and requiring a spaceship or other thing after the first 12 hours or so)

Psychic Resonance Scanner, Medium Tech. Scans target, revealing if they have a Psychic role and, if so, what kind. Unlimited uses, and possibly still works even if roleblocked or reveals any Psychic interaction.

Edit: These are just suggestions, and I don't expect them in for a while.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on November 30, 2009, 05:41:22 pm
Hmm, looks very good.  I think the Exty has a good chance with a PS and Intel (plus, with Intel, you can make a nice list and cross off people as they die :P).

Quote
You could go with Combat Camoflauge and an M-class Holoform, since that'd be a good combo, but that'll require finesse to win with. Likely, you'll only be able to pull that off as... well, probably as me or Pandarsenic. Someone not likely to get killed, basically.
I disagree.  I think that, while you would probably have the skill to win, the fact that you are who you are would probably get you killed/ investigated sooner or later.  Someone who's lower key but still pretty good might have a better chance...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on November 30, 2009, 07:31:13 pm
Deadman Bomb should be Small, I still say.

Or just go back to Small/Large since Survivor is very unlikely to even want any of the Medium techs. *Shrugs*
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 30, 2009, 07:42:43 pm
Oh, yeah, what about the Mind Shield tech? I'm thinking Small or Medium. I doubt a Survivor would want one, but it's also not that powerful right now. So maybe who cares?

Right now we're at:
Personal Shield: Small Tech.
Stun Orb: Small Tech.
Scanner: Small Tech.
Mind Shield: Small Tech.
Holoform Generator: Small Tech.
Deadman bomb: Small Tech.

Advanced Holoform Modulator: Medium Tech
Scanner(x2): Medium Tech.
Stun Orb(x2): Medium Tech.
Assassin bot: Medium Tech.
Mind Control Ray: Medium Tech.
Stun Bomb: Medium Tech (Does not effect the user)
Combat Camouflage: Medium

Intel: Large Tech
Plasma Bomb: Large Tech.

Sound good to everyone?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on November 30, 2009, 07:58:33 pm
Does Exterminator still get free basic Mind Shield?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 30, 2009, 07:59:32 pm
Does Exterminator still get free basic Mind Shield?

Yes, so the Mind Shield tech would just be an upgrade for them.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 01, 2009, 03:56:05 pm
Giant list of Rules changes now in effect in the second post. Let me know if you see any issues.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on December 02, 2009, 03:38:19 pm
Pandarsenic loses his chance to win as Exterminator again...

:(
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on December 02, 2009, 06:37:11 pm
Pandarsenic loses his chance to win as Exterminator again...

:(
Lol.

Pandarsenic (Mafia, SK, Survivor; Very Common)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on December 02, 2009, 06:37:54 pm
And taken out night 1 in LCS Mafia...

Bad luck, Pandar.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on December 02, 2009, 07:02:08 pm
At least he can still MOD his own game!

OH WAI--
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on December 02, 2009, 11:02:13 pm
*over in BYOR: PE*

What if Pandarsenic died for no reason what so ever?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on December 02, 2009, 11:12:10 pm
Hate you all so much. XD
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on December 02, 2009, 11:17:16 pm
Seen worse cases.  Try actually being a survivor, getting fooled into lynched a scum in lylo then killed by the other scum (thus leading to a town win).

Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on December 02, 2009, 11:31:18 pm
Inaluct did that just to fuck over the scum.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on December 02, 2009, 11:33:45 pm
Not that one.  I'm referring to Color Mafia.  leafsnail was the survivor I acted like scum to get the real scum lynched.

Then Org NKed leaf leaving him alone with two townies.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on December 02, 2009, 11:37:11 pm
I know. I just remembered inaluct bruoght that on himself once.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on December 03, 2009, 12:52:53 am
I know. I just remembered inaluct bruoght that on himself once.
And then lost it for town too.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on December 03, 2009, 03:25:56 am
I know. I just remembered inaluct bruoght that on himself once.
And then lost it for town too.
Did he? :L
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on December 03, 2009, 11:26:14 am
Yeah, Dakarian, that did suck.  Then again, it was Org's fault that I lost, not yours.  I probably woulda voted with you just for the sheer ballsiness of that move :P.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 18, 2009, 01:01:29 pm
Spoiler: Current Role Matrix (click to show/hide)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 21, 2009, 08:14:32 pm
So, now that Round 12 is over, are there any issues that people had? Any things we think we need to change?

Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: forsaken1111 on December 21, 2009, 08:16:04 pm
I think it went pretty well, though we need some clarification on the dead chat medium issue. When I was medium a few games back I was told you must use your forum name in the quickchat and could not 'impersonate' others or use another name to cloak your identity.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 21, 2009, 08:20:38 pm
Yeah, I think I need to codify the rules on that. Impersonating someone else is obviously right out, and I think the Dead need to post under their own name. I'm not sure if I mind the Mediums posting under obviously fake titles like they did this game. It added a bit to the uncertainty, which I'm usually for.

Thoughts from everyone else?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: forsaken1111 on December 21, 2009, 08:23:00 pm
I think it would be fine if mediums simply posted as a generic 'medium' name so long as it remained constant. No swapping from "Teh Medium" to "Ub3r Med!um" to "some guy in the ether"
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on December 21, 2009, 08:28:34 pm
- People should use their real usernames on QuickTopic.  If it's intended to have mediums as anonymous, fixed temp accounts should be arranged.  Otherwise player impersonation becomes a real threat.
I don't this we've actually had this problem.  This time around, the mediums used constant names, so that works out.  I think that if anyone tried to pretend they were someone else, the impostee (is that a word?) would say something and we could root it out.

- Mad Scientist as dopp should probably be bumped up (down?) more.  I'd definately value it a lot over Agent or Detective.
Agreed.  Rather dangerous to have assassin bots in dopp hands.

- We probably need more townies.  Another game with no vanillas...
I still don't think this is a problem.  As long as we either have none or have a fair few we're fine and Meph designed this game to be more role heavy.  This round in particular was better balanced then some of the previous rounds.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: forsaken1111 on December 21, 2009, 08:30:27 pm
- People should use their real usernames on QuickTopic.  If it's intended to have mediums as anonymous, fixed temp accounts should be arranged.  Otherwise player impersonation becomes a real threat.
Yeah I brought that up in the rules thread, and I agree.
- Mad Scientist as dopp should probably be bumped up (down?) more.  I'd definately value it a lot over Agent or Detective.
Agreed
- We probably need more townies.  Another game with no vanillas...
I like the role-heavy games personally. Even if the roles are minor.
- Didn't come up this game, but I'd say Observant and Vengeful Guards are worth a bit more than their current weighting.
Agreed.
Also, webadict - why did you decide to get yourself lynched day 2?  It really wasn't helpful for anything.
Yeah I'd like to know what that was about as well.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on December 21, 2009, 08:31:31 pm
Yeah, Dopp Assassin bot helped us win quicker, but I think we could have held our ground without it.  Town had mad crazy roles too.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on December 21, 2009, 08:32:21 pm
Yeah, Dopp Assassin bot helped us win quicker, but I think we could have held our ground without it.  Town had mad crazy roles too.
Well, you were going down, probably along with dakarian when we worked out he couldn't kill.  As for the other two... well, I guess we'll never know.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: forsaken1111 on December 21, 2009, 08:33:23 pm
Yeah, Dopp Assassin bot helped us win quicker, but I think we could have held our ground without it.  Town had mad crazy roles too.
Well, you were going down, probably along with dakarian when we worked out he couldn't kill.  As for the other two... well, I guess we'll never know.
Don't be coy, you were gonna vote for me.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on December 21, 2009, 08:35:20 pm
Nothing would make me switch from confirmed scum at lylo.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: forsaken1111 on December 21, 2009, 08:37:08 pm
I meant after toony
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on December 21, 2009, 08:38:01 pm
Eh, if dak failed to kill yet again and without a scum roleblocker...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: RedWarrior0 on December 21, 2009, 08:46:29 pm
I'd say this: As a medium, you may select one "alternate" name to use in the scumchat. Use of anything other than that or your forum name equals modkill plus auto 'E' rank.

Second: Adopt the dakarian rulebreak policy. If you talk about breaking a rule, it's broken.

And yeah, mad scientist needs more weight
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on December 21, 2009, 08:47:16 pm
I'd actually consider the Body Double a better choice for a dopp... oh well.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on December 21, 2009, 08:55:51 pm
Nah, Assassin bot is the best, since it effectively ruins lylo.

Beyond that, this game seemed to work pretty well.  It was mostly decided by the day game and by player input. 

I will add this to the rules: You MUST play to win.  ExKirby claiming Operative really REALLY messed things up all over the place. 


lastly, less a need to rule change and more an observation.. when was the last time a scientist chose anything OTHER than the bot, town or scum?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on December 21, 2009, 09:06:01 pm
Well, Body Double also ruins lylo, since if they lynch you you come back to life.  It has the added advantage of not being totally wasted if you're killed before lylo, although the advantage of the assasin bot was demonstrated this round (ie you can take out the last killer).
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 21, 2009, 09:33:11 pm
I'm considering making the Mad Scientist have two varients, normal and Genius. Normal would have the weaker tech choices (snooper bot, mind shield, security cameras, turrets) while the Genius version would be weighted higher and get access to Body Double, Assassin Bot, and Mind Control Ray
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on December 21, 2009, 09:37:13 pm
Hmm... well, the MS is currently an opportunity to choose roles.  It seems a bit odd to have all these choices when Dayvig seems to be by far the most popular...

I can imagine the Security System being sorta useful to scum, though.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on December 21, 2009, 09:54:34 pm
Personally, I'm still in the wish that he would be more of a Joat with a randomized list that he can use one at a time. 

Btw, the BIG reason why Bot is so powerful is that day kills bypass almost everything.  We wanted Vector killed but was worried Leaf would try to protect him so we just sent the bot after him.  It's also that extra power which is what really helps the scum use him in such an overbearing way in lylo. 

Thus, I propose turning him into a Joat.. instead of one choice, you give him a random selection that he can use once a night.  Yes, that does mean items like the Body Double and Security system turns into single night (well day/night for Double) uses but I think having multiple items to use will balance that.  It also means you can balance him out better: i.e. give a weak town a Scientist with an Assassin and Snooper bot, while giving a strong dopp pack another scientist with security cameras and a mind shield. 

Sidenote: I also propose making Assassin bot a NIGHT action. 

Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on December 21, 2009, 09:56:58 pm
Assassin bot would then become pretty pointless for the aliens...

Not that there's really any poinr in any of them taking it.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on December 21, 2009, 11:49:36 pm
If the aliens need a day kill then they can keep it.  Refer specifically to the Mad Scientist version.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Kashyyk on December 22, 2009, 07:16:50 am
You know, I've always thought that the Deadchat ought to be an IRC. That way you can actually have people impersonating each other and the dead names we had when we first got the medium would actually have worked.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: CobaltKobold on December 22, 2009, 08:14:49 pm
I will add this to the rules: You MUST play to win.  ExKirby claiming Operative really REALLY messed things up all over the place. 
This is a bad idea for SOOOO many reasons...not all applicable to this game, but most. How are you going to measure intent? Is bad play suddenly "against the rules"? Refuges in audacity?

Seriously, no.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on December 22, 2009, 09:55:22 pm
Meh.. I guess not.  I just really REALLY hated that Operative claim.  It's ExKirby's second time doing it and it's horrifying.  It ruined Pandarsenic's chance to win (even later on when he tried to recover, the only reason why we Botted Vector was due to the ExKirby claim) and for what? 

Also claiming Jester in Color Mafia.  That was just. MEH..  It went beyond WIFOM since there was NO GOOD REASON to claim that, whether you were mafia, town, or a jester. 

Honestly, it makes me fear that he would claim 'mafia, with Dakarian' in a game when I would be his mafia buddy. 
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: CobaltKobold on December 22, 2009, 10:03:13 pm
Claiming jester, well, that depends on how many levels of misdirection people operate on.
None: OK, you're jester, we won't lynch you.
One(odd): You're mafia claiming jester, we should lynch you.
Two(even): You're jester acting like mafia claiming jester, we won't lynch you.

...this makes me ponder then, the strategy for counterclaiming (or not) Jester. And get nowhere fast.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 22, 2009, 10:39:07 pm
Yeah, the penalty for playing poorly is losing. Unfortunately, this is generally a team game so you're screwing up a bunch of other people's game as well as your own.

Not sure where to put the line at for that sort of thing, though, short of obvious cheating or rulesbreaking.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on December 22, 2009, 10:55:09 pm
Fact: I was enraged when I saw ExKirby's claim. If I weren't trying to screen his stupid ass I would have been screaming about how idiotic he was in dead chat.

He fucked me over and it damn sure looks like it was on purpose. I want him to get in here and explain himself.

ExKirby, what the fuck were you thinking?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: dakarian on December 23, 2009, 02:34:21 am
I picture what would happen if ExKirby had Neruz or, worse, RedWarrior's role.  The game would be over. 

I'm not talking about bad play, or people we complain about, or 'things we hate'.  I have names to fit into all three of those categories and while I may grumble they are still players in my eyes.  I'm talking specifically things that very VERY obviously mess everyone up. 

I let it pass the first time when he claimed Jester.  I figured it was a Gamble gone Horribly Horribly Wrong.  This time, though...just UG! 

I don't plan on setting any sort of system for stuff like this.   I believe the players can regulate this themselves. 
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on December 23, 2009, 05:52:04 am
One of my friends once tried to claim mafia in real life.  He hoped it would work as a "I'm a Super Saint really" gambit.

Unfortunately for him, my other friend actually had the super saint card and I was a survivor.  Quickest town win in 3p ever.

As for the operative claim... well... he didn't actually get lynched, I guess, and it didn't look like he was going to.  He actually survived his longest in this game.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on February 05, 2010, 08:43:07 pm
I've figured out a solution to the Mad Scientist problem (Namely, there is no reason to go for most of the techs).

I'm going to split the Mad Scientist into several types. Each type will have Three techs that they can create.

All Mad Scientists can create a Mind Shield (since it's the weakest of the techs in many respects)

Types:

Military Scientist: Can create Sentry Guns or Assassin Bot
Cutting Edge Scientist: Can create Body Double or Mind Control Ray
Intelligence Scientist: Can create Snooper Bot or Security System.

This lets me give different weights to the types, which should help balance things better and make the MS more interesting in general. As with all variants, only two MS per side total.

Thoughts?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Org on February 05, 2010, 08:55:17 pm
Should be a Special Alien Scientist.
Or something. The dopps.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on February 06, 2010, 02:31:47 am
Can we get role weights added to first posts?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on February 06, 2010, 12:28:55 pm
Updated with the Role Matrix in the main rules post.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: RedWarrior0 on February 06, 2010, 12:56:48 pm
How about the perl script?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on February 06, 2010, 12:57:47 pm
I suppose I could add that to the front page. That'll have to be monday, though, since I don't think I have the latest version of that here at home.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on February 06, 2010, 01:22:14 pm
All right.

No use in using it at this point though.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on February 11, 2010, 12:57:16 pm
Any objections to the changes to the Mad Scientist?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on February 11, 2010, 01:32:39 pm
Not from me. Never actually been one... :P
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on February 11, 2010, 02:32:22 pm
I'm down for it.

It lets you decrease the value of the Intel Scientist (at least for Dopps) and make sure the outrageous brokenness of the Lylo-shattering Dopps is properly valued.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on February 17, 2010, 03:22:10 pm
Ok, changes to the Mad Scientist are in. Paranormal 14 will be going into sign-ups shortly.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on February 17, 2010, 03:23:33 pm
Pre-in.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on February 17, 2010, 03:25:24 pm
Oh, and since people wanted to see the set-up script:

Spoiler (click to show/hide)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on February 17, 2010, 03:48:04 pm
Now we know your true name!
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on February 17, 2010, 03:49:52 pm
It will not aid you against...the doppelgangers!
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on February 17, 2010, 04:02:31 pm
It will not aid you against...the doppelgangers!
Guns seem to work well for me.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Alexhans on February 17, 2010, 04:15:13 pm
Oh, and since people wanted to see the set-up script:
 -script-
Thanks meph.   What about the CSVs?  :P
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on February 17, 2010, 04:16:22 pm
Technically, all that's in the role matrix. But here it is in CSV format for you:

Spoiler (click to show/hide)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Alexhans on February 18, 2010, 11:12:09 am
oh, right...  I didn't remember there was a role matrix.  Thanks.

I love the 3 printing options you set to save work, specially this one "my $PrintForumCode = 0;".  :P
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on February 18, 2010, 11:20:43 am
Yeah, I gave myself lots of options. Easy to turn on and off as I need.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on February 18, 2010, 03:05:05 pm
Quote
use Math::Random;
I dunno why this gave me an image of your computer randomly rewriting the rules of maths for itself.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on February 18, 2010, 03:06:40 pm
Perl is just that awesome. :P
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on February 18, 2010, 03:23:30 pm
use Science::SCIENCE!!!!;
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on April 13, 2010, 12:35:02 pm
Sign-ups for Round 15 (http://www.bay12games.com/forum/index.php?topic=54074.0) have started for those that missed it.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on May 13, 2010, 10:44:50 pm
Guardian has been correctly re-listed as a bodyguard variant.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on May 14, 2010, 10:29:15 am
I think the "Security System" should get a name change to "Surveillance System". When I think of "Security System", I think of a burglar alarm, not security cameras. So add a new Security System (or call it something new to make sure people know that its changed) that'll trip when anybody comes to your place. Unfortunately, due to the nature of the system, it won't actually wake anybody up (lots of flavor options here ranging from "There's only one siren in the common area" to "It psychically transmits the siren into your head, but being asleep scrambles the message"). You won't know their identity, but everybody will know your alarm went off. Psychic actions do not trigger alarm, obviously.

This would be an Intelligence tech.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Org on May 14, 2010, 10:46:13 am
Maybe the surv. system can block anything that goes to the scientist's house.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on May 14, 2010, 11:55:51 am
Maybe the surv. system can block anything that goes to the scientist's house.
Then it'd be more than a bit better than the Body Double, and the Body Double is already really good for a tech.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on May 14, 2010, 04:58:15 pm
The rename makes sense, I might do that.

The Alarm idea is interesting but I'd have to think about it.

A protective system that totally blocks actions...too powerful, unless it's a one shot. That I could see.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on May 14, 2010, 05:00:36 pm
Total scumpick, though... being "protected" from investigations is not a good thing for a town POV :P.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on May 14, 2010, 05:04:08 pm
Hmmm...a one-shot Roleblocker/Protector item could be fun though. Pick someone and they can't do anything that night and no one can get to them. Kind of like an Abduction, but temporary.

I kind of like that idea, it's got uses for both Town and Scum without being obviously either.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on May 14, 2010, 05:17:03 pm
Hmmm...a one-shot Roleblocker/Protector item could be fun though. Pick someone and they can't do anything that night and no one can get to them. Kind of like an Abduction, but temporary.

I kind of like that idea, it's got uses for both Town and Scum without being obviously either.

You should be able to us that one on yourself. Because why not?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on May 14, 2010, 05:17:22 pm
I agree.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Org on May 14, 2010, 07:14:57 pm
Yes. My idea was that you could activate it once, and it would block everyone who tried to use an action on you.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on May 14, 2010, 07:24:20 pm
You could call it a Time Machine.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on May 14, 2010, 07:27:35 pm
Hmmm, that name might be a bit confusing. Maybe a Phase Disruption device that puts you out of phase with this reality until morning.

More likely I'll give it some more generic name that lets me muck with the flavor more than that.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on May 14, 2010, 08:19:28 pm
Hmmm, that name might be a bit confusing. Maybe a Phase Disruption device that puts you out of phase with this reality until morning.

More likely I'll give it some more generic name that lets me muck with the flavor more than that.
Temporal Riftmaker
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on May 14, 2010, 08:26:55 pm
I rather like Time Machine. It's a similar effect to what the Time Travel Watch in iPick did.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on May 14, 2010, 08:27:50 pm
I rather like Time Machine. It's a similar effect to what the Time Travel Watch in iPick did.
I did too, and I felt like it'd be something a Mad Scientist would have.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Org on May 14, 2010, 09:01:46 pm
A mad scientist needs a quantum harmonizer.
So they can put it into other player's photonic resonance chamber.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on May 14, 2010, 09:07:53 pm
A mad scientist needs a quantum harmonizer.
So they can put it into other player's photonic resonance chamber.
Nano Dimensional Phase Disruption Prototype
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Org on May 14, 2010, 09:08:23 pm
No.
It was a reference to a game.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on May 14, 2010, 09:11:06 pm
No.
It was a reference to a game.
El Gamo de Referencio?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Org on May 14, 2010, 09:12:44 pm
No.
It was a reference to a game.
El Gamo de Referencio?
El videojeugo es Fallout Tres.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Criptfeind on May 17, 2010, 05:27:32 pm
Can you sum up this scientists tech for us? I really don't want to read though 80 pages.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Diablous on May 17, 2010, 05:30:06 pm
Looks like some want to add a tech to the scientist that blocks all actions on him for a night.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Jim Groovester on May 17, 2010, 05:32:15 pm
I say get rid of the Body Double, at least temporarily, and give this new Phase Disruptor thingamajig to the CE Scientist. Make him work to protect himself instead of it being automatic.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Criptfeind on May 17, 2010, 05:32:31 pm
Huh, well that sounds okay, better for dops I think but also sorta a give away for them as well.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on May 17, 2010, 05:38:45 pm
The changes that I'm thinking of are renaming the Security System to a Surveillance System and adding in a one-shot Blocker/Protector device. Still haven't decided what the name would be for that, though.

I agree that it would be a CE tech. Not sure if I want to get rid of Body Double for it, though.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Diablous on May 17, 2010, 05:40:05 pm
Dimensional Displacer?  :P
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Criptfeind on May 17, 2010, 05:40:49 pm
Home alone, the revenge.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on May 17, 2010, 05:41:20 pm
I'm not fan of the Body Double either. Why pick something that MIGHT protect you from a kill one night when the Body Double WILL protect you from a kill on every night or from being lynched?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on May 17, 2010, 05:42:22 pm
Because the new device also lets you protect/block someone else. It's got more strategic use than the passive body double.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Jim Groovester on May 17, 2010, 05:56:15 pm
Exactly, the body double requires no strategy to use.

You pick it, and you're golden. It's passive, and what's worse, it's powerful.

Hey, you know what would be cool? If you used the mind control ray on a war vet, and it turned him into a vigilante for the night.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on May 17, 2010, 06:07:35 pm
Exactly, the body double requires no strategy to use.

You pick it, and you're golden. It's passive, and what's worse, it's powerful.

Hey, you know what would be cool? If you used the mind control ray on a war vet, and it turned him into a vigilante for the night.

That'd be pretty cool, actually.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on May 17, 2010, 06:08:25 pm
Body double is pretty powerful...

Better than assassin bot for scum, imo.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on May 18, 2010, 03:27:37 pm
Hmmm, maybe I'll make the body double a Large Tech item for the Exterminator, then.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Toaster on May 18, 2010, 03:29:21 pm
It'd round out the large tech slot- one offensive, one informative, and now one defensive.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Diablous on May 18, 2010, 03:30:41 pm
Sounds good to me.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on May 18, 2010, 06:06:45 pm
I don't think it's a good idea to have a tech be different sizes for different aliens. The whole point of the tech sizes system was to make it easy to tell which techs can be taken by which aliens. Personally, I'd just cut the entire medium tech category (and redistribute the medium techs, of course), make the Body Double a large, and give Survivors no tech at all. They don't need the help to win.

If not, then you need to consider that small techs are literally for the Survivor. Of all the aliens, he does not need a Body Double, so raise that thing up to Large. Large techs will be for the Exterminator. Medium techs are for the rest of the aliens and the Exterminator. Small techs should be situational and defensive. Medium techs should be informative and protective. Large techs should be deadly and far-reaching.

As sort of a buff to the Exterminator, the Operative should lose his 1-shot powers but gain a Medium tech slot.

Here's the current item list:
Spoiler (click to show/hide)

Here's what I think it should be.
Spoiler (click to show/hide)

Thoughts? I'm not sure if the Stun Bomb should be Large or Medium. I'm thinking Large, but then also give the Alien the power to make other players immune to the effect, if they want. Useful if you have an Operative or if the Controlled Dopp makes a comeback.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on May 18, 2010, 06:12:31 pm
Considering the amount of tech we now have, it'd be easy to have a game made up exclusively of those with tech slots :P.

See Stars Aligned Mafia for something similar...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on May 18, 2010, 06:15:37 pm
I don't know, the tech system was really designed with more Aliens in mind. We don't have many at this point since the Dopp and Agent hunters are gone. Doesn't seem to be broken, though.

I might decide to just start Round 16 and figure this out for next game, though.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Jim Groovester on May 18, 2010, 06:20:17 pm
Those alien tech choices seriously buff up all the aliens to ridiculous levels.

Especially that Psychic Wave Modulator thingamajig. Killing all psychic players and their targets? Huge no-no. If the Exterminator wants to kill a lot of people in one night, he should have to work for it, like the way the plasma bomb is now.

I don't think the alien tech choices are broken, so let's not drastically fix them.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on May 18, 2010, 06:44:23 pm
My assumption is that a 16 player game will have ~3 psychic targetted players, so 6 player deaths on average. If you go and use it on the first night, remember that you're vulnerable if you don't have an advanced mind shield. Even if you do, you're not actually killing anyone that night. If there are no psychic players, nobody dies. And if you wait, more of the psychic players will die each night, decreasing the power of it.

If you take the Plasma Bomb to an extreme, you could kill every single other player in a single night. That never happen. The only reason I feel comfortable with it is pretty much because I'd never take it. I don't feel like risking dying on the first night just to get some more kills off. But maybe I'm weird, would you guys take it?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on May 18, 2010, 06:56:24 pm
The problem with that one is that a bunch of what you said doesn't really make sense.

1) Exterminators always have a mind shield, and they can choose to take an Advanced Mind Shield as another tech so they can *always* be safe from this if they want.
2) Mind shields only exist on non-psychic characters, so there is no way to have a psychic character not turned hyper by the power
3) Enchanters are a psychic character...what happens to them? They don't have a night action.
4) Psychics by definition don't go anywhere to use their power, how would a bodyguard be able to save someone?

I also don't like the fact that you could have up to 8 psychic targeting characters in a 16 player game (4 Telepaths 4 Psychic Wardens). One dopp would kill someone in that scenario, but you'd still have 7 people target someone else and die. You could conceivably have EVERYONE but the Exterminator die that night. Not too likely, but still possible. Having even 8 players die on the first day would be a bit much. Especially since it simply requires that the players exist and use their power (they all do), rather then having a bunch of people all go to the same place.

So, it's way more powerful than the Plasma Bomb.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on May 18, 2010, 07:07:07 pm
Yeah... it's sortof getting up to "Bastard Mod" type levels of power (Think: Webadict, Endless Witch).
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Jim Groovester on May 18, 2010, 07:16:41 pm
But maybe I'm weird, would you guys take it?

Absolutely.

The chance to kill potentially half the players in a single night is well worth the risk of potentially being targeted. It's even better because the kill can be averted by protection, and if the Exterminator has an Operative, there's no risk to the Exterminator as the Operative can act as a Vengeful Guard.

It's worse than the Plasma Bomb because the Exterminator doesn't have to guess who's going to get targetted most during the night, he gets several automatic kills with no effort. And it's no fun to the people who suddenly just died because they were just using their power.

That was only the most egregious example of the tech choices you proposed, however. Combinations of the other tech turn the Exterminator (and other aliens) from a potent third party to near godlike levels.

Like the Combat Camouflage. Immunity to War Vet/Vengeful Guard retaliation? I'd take that too.

Others are of mixed use. Preventing people from using dead chat is an interesting idea but not really worth much compared to sending more people there, and the Ion Cannon prevents Exterminators from knowing what they just killed, and apparently doesn't use up the Exterminator's nightkill for that night.

The Alien's current tech choices aren't broken, so let's not fix them.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on May 18, 2010, 08:05:40 pm
I actually do consider them broken. Not overpowered broken, they're just wrong. Many of the Aliens have obvious choices that make no sense to take anything else. Why would a Survivor NOT take a Body Double? Or an Exterminator? Why would he not take a Body Double?

Obvious choices are just as bad as ridiculously weak choices. Either make the roles fixed with no choices at all or make all of the choices viable and sensible.

Yeah, I went too far with the Exterminator's stuff. I admit that, but you guys gotta admit he needs a bit of a buff. An Exterminator has never won a game. Ever.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on May 18, 2010, 08:18:36 pm
I actually do consider them broken. Not overpowered broken, they're just wrong. Many of the Aliens have obvious choices that make no sense to take anything else. Why would a Survivor NOT take a Body Double? Or an Exterminator? Why would he not take a Body Double?
It's not an option to either role.  Personal Shield is... but I think that assassin bots/ DMBs can have interesting tactical effects (consider how ToonyMan might've done if he hadn't died to me in Para 15, for instance).
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on May 18, 2010, 08:20:24 pm
ToonyMan almost won last game, and if it hadn't been for some really bad luck on his part he very well could have. He was also going offensive tech-wise instead of defensive, and wouldn't have taken the Body Double anyway. As far as lack of variety goes...I've seen Exterminators take pretty much everything on that list except the Stun weapons (which tend to be taken by Scientists). All of it is useful in different situations.

The real problem with buffing the Exterminator is that I don't want to make the game unfun for everyone else. Make the Exterminator too powerful and the dopps have pretty much no chance to win. It's a balancing act.

Maybe the Body Double will improve things a bit. Maybe it won't get used much, since Plasma Bombs are fun. Hard to say.

As for the Survivor, he only gets small tech for a reason. He gets to pick something small to boost himself with, nothing more. A Body Double isn't an option.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Org on May 18, 2010, 08:24:30 pm
I won as an alien once.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on May 18, 2010, 08:30:39 pm
Aliens win all the time, Exterminators just can't seem to win.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Solifuge on May 18, 2010, 09:13:33 pm
I think it's a product of the whole "having to go out and shoot people to win" thing... they fall victim to Dopplegangers, War Veterans, Vengeful Bodyguards, etc., and they don't have the backup that the Dopples do to still pull a victory out of a bad kill. They've got the worst of both worlds, in that the town will see them as killers, the dopples see them as threats, and they have no real team to help them out.

Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Org on May 18, 2010, 09:15:32 pm
Aliens win all the time, Exterminators just can't seem to win.
I didn't say exterminator.
I was merely commenting that I won as the dopplenapper.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on May 18, 2010, 09:55:16 pm
Body Double, Personal Shield, it's all the same. Quit being smart asses. Actually, this is something that needs to be fixed. It's needlessly confusing.

I actually like the Exterminator balance since there's a variety of strategies for him to take. So there's a lot of different things you can try doing. Either way, realistically we should try to keep Exterminator tech choices pretty close to what we already have, just maybe with a few additions.

You know what, we're looking at it backwards. Instead of looking at potential new tech and thinking 'Is this a good idea to add?', let's look at what kinds of Aliens we want to wind up with then creating tech to make those Alien variants. For instance, as an Exterminator, you can pretend to be a vigilante if you take Combat Camouflage.You could use your slot for an Intel to learn what your foes are and what the perfect fakeclaim is. The Plasma Bomb, however, doesn't really open doors. Describe to me what kind of Exterminator would take a Plasma Bomb. The idea is interesting and powerful, it's just not something I would really want to take if I wanted to be aggressive. Honestly, I'd rather have an Assassin Bot. The role it does fill is if I want to be an evil mastermind, screwing everyone over because they did what I told them to do! That's perfectly fine, I just wonder if there might be a better item for that.

One thing I would love to do as an Exterminator is not kill until the end and come out as a surprise. There's no tech to help me out except a Personal Shield and Assassin Bot combo, I guess. That's just lazy, though, I'd really love to have another option. I'd give up all kinds of shit if I could become an Arsonist. There's also nothing to help me out if what I want to do is find and blackmail a Survivor. There's nothing for me if I want to frame another player (Maybe make the Advanced Holoform able to project as another player doing an action?), or just dodge inspections.

Before I forget, I think Dopp War vets, Dopp Vigilantes, and Advanced Dopps are marked as psychic in the role matrix. There's also this duplication of the whole thing for seemingly no reason.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on May 18, 2010, 10:07:41 pm
Maybe we should make the Exterminator able to choose between the basic Mind Shield and the ability to have its kill be Psychic instead of up-close-and-personal, with the upgraded mind shield tech becoming a normal mind shield device. Or give him a mind shield on nights he doesn't kill.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on May 19, 2010, 01:41:54 am

Before I forget, I think Dopp War vets, Dopp Vigilantes, and Advanced Dopps are marked as psychic in the role matrix. There's also this duplication of the whole thing for seemingly no reason.

Odd. I'll have to look into that.

For the rest of it, I think you have some good ideas there. For Round 16 I think we'll just go with what we have and we can continue to discuss Aliens and Tech and how we want all of that to evolve.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on May 19, 2010, 02:50:24 am
Maybe we should make the Exterminator able to choose between the basic Mind Shield and the ability to have its kill be Psychic instead of up-close-and-personal, with the upgraded mind shield tech becoming a normal mind shield device. Or give him a mind shield on nights he doesn't kill.

Psychic killing is definitely something to look into, possibly as a Large Tech, possibly as a whole separate role. I'm not a balance guru, I think I've proven that.

For the rest of it, I think you have some good ideas there. For Round 16 I think we'll just go with what we have and we can continue to discuss Aliens and Tech and how we want all of that to evolve.

Get cracking on it, I expect some good techs from you when Round 16 is over  ;D. One idea you should stew over is giving all the Aliens different tech choices (with a healthy amount of overlap, of course) to being them in line with the new Mad Scientists. More aliens would be good. One problem is that most Aliens are defined by their win-con since any abilities would be better as techs, and there aren't many third party win-cons.

Here's another tech idea:
Doppleganger Controller: One of the Dopplegangers will be randomly chosen and placed on the Alien's team. That player becomes a "Controlled Doppleganger". If the Alien doesn't already have a Quicktopic, one will be provided.

Might be a little powerful if an Exterminator already has an Operative. There are ways to fix this, including making the Operative not automatically aligned with the Exterminator. Instead, make the Operative a Mercenary. If the Mercenary exists, any other Alien may use one of their tech slots to hire the Mercenary. The largest tech slot gains the Mercenary's services. If there's a tie, one player will randomly be given the Mercenary's services. The Merc may then use that tech slot however he wishes.The Merc then join the host Alien's team and gets a Quicktopic set up if one doesn't already exist, and the Mercenary's win con then becomes the same as the host Alien (IE: If a Survivor hires a Mercenary, the Mercenary wins if the Survivor survives. If a Scientist is hired, the Merc wins if the Scientist gets all the species he needs (Which is awkward, I know, but hey, why not?)) If no player offers the Mercenary a tech slot, the Mercenary's win con and goal become "Survive". Tech may not be offered after the tech slots are chosen.

Alternatively, make the Aliens only find out about the Merc after they've picked their tech. Then, they offer their tech to the Merc and the Merc chooses which tech he wants. They may do this at any time, but the alignment change only happens at the end of any day or night phase. Certain techs should be impossible to give away (It'd be a little strange to have a Controlled Dopp working for a Merc working for an Exterminator, for instance). Another thing to consider is making the Merc's win-con be both "Survive" and "Host alien's win con", which means he has to be careful not to join up with a Scientist.

The actual Operative could be changed to not be assigned to any one alien all the time, but automatically assigned to one alien at the beginning of the game. For instance, while the Op could still be assigned to an Exterminator, he could also be assigned to a Survivor. It's totally random.

These ideas all need work; they're pretty confusing. Still, I like the idea of seeing a Mercenary or Operative and not knowing who he was working for, or even if a Merc was working for anyone. Both should obviously only appear in games with one or more aliens in them.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Org on May 19, 2010, 06:05:42 am
No.
No tech should automatically target a specific type of player.
They should have to guess.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on May 19, 2010, 09:37:41 am
I think it's a product of the whole "having to go out and shoot people to win" thing... they fall victim to Dopplegangers, War Veterans, Vengeful Bodyguards, etc., and they don't have the backup that the Dopples do to still pull a victory out of a bad kill. They've got the worst of both worlds, in that the town will see them as killers, the dopples see them as threats, and they have no real team to help them out.
That's the whole point of a Serial Killer... but what seems like their biggest weakness (no teammates for backup) can be their biggest strength in a relatively PR light game (no teammates to connect to... see BYOR 1 where I got to the final three without any real suspicion (desu)).  The general idea behind the role is that they have extra knowledge - they know there's a Serial Killer, a mafia, a town and probably nothing else.  The other advantage an SK usually gets is being able to claim as a vigilante, although the paranormal SK lacks that.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on May 19, 2010, 11:08:53 am
I think it's a product of the whole "having to go out and shoot people to win" thing... they fall victim to Dopplegangers, War Veterans, Vengeful Bodyguards, etc., and they don't have the backup that the Dopples do to still pull a victory out of a bad kill. They've got the worst of both worlds, in that the town will see them as killers, the dopples see them as threats, and they have no real team to help them out.
That's the whole point of a Serial Killer... but what seems like their biggest weakness (no teammates for backup) can be their biggest strength in a relatively PR light game (no teammates to connect to... see BYOR 1 where I got to the final three without any real suspicion (desu)).  The general idea behind the role is that they have extra knowledge - they know there's a Serial Killer, a mafia, a town and probably nothing else.  The other advantage an SK usually gets is being able to claim as a vigilante, although the paranormal SK lacks that.
That's why I think the psychic kills would be a good option. It lets the Exterminator not have to worry about losing everything in one night because something completely stupid happens. It just seemed unfair that Toony had everybody fooled and suddenly "LOL YOU HIT A DOPPELGANGER WAR VET! TOWN WINS 'CAUSE OF IT!"
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on May 19, 2010, 11:13:19 am
I'm ok with a Tech option that lets him do a Psychic kill, especially since that carries the risk of hitting someone with a Mind Shield and then not actually killing them.

Of course, had Toony taken a Personal Shield he'd have survived the War Vet, so it's not like it was completely unfair.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on May 19, 2010, 11:18:32 am
Of course, had Toony taken a Personal Shield he'd have survived the War Vet, so it's not like it was completely unfair.
Then make the Personal Shield mandatory, if it's going to be necessary for him to win.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Org on May 19, 2010, 11:25:56 am
Of course, had Toony taken a Personal Shield he'd have survived the War Vet, so it's not like it was completely unfair.
Then make the Personal Shield mandatory, if it's going to be necessary for him to win.
I agree.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: forsaken1111 on May 19, 2010, 11:29:55 am
Also give him a jetpack.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on May 19, 2010, 11:32:20 am
If you do the "Well you need a Personal Shield anyway" thing, you might do Small+Medium+Large Tech since the only particularly useful Small Tech for Exterminators is the Personal Shield but some bold souls might try to get by without it. Holoform Modulator is weaker than Adv. Holoform Modulator, Scanner is weaker than Intel in a lot of ways though they are different, Stun Orb is in most ways inferior to Stun Bomb, and Mind Shield is unnecessary (and frankly, grabbing an Adv. Mind Shield is a waste if there's one thing my experiences have shown).

Alternatively, give each item a size of 1 to 3 (small=1, med=2, large=3, for the slower among us), and instead of saying Exty has 1 med and 1 large, just go "5 units of tech storage on your ship. Go nuts." If he wants five shields, hell, let him do it!

Also, Kook is still listed as being Human or Corrupted Human (no longer exists), and the Personal Shield is noted to protect against Morningkills, but we no longer have any morningkills.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on May 19, 2010, 11:40:05 am
Of course, had Toony taken a Personal Shield he'd have survived the War Vet, so it's not like it was completely unfair.
Then make the Personal Shield mandatory, if it's going to be necessary for him to win.
I agree.

Being the victim I agree of course.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on May 19, 2010, 11:51:22 am
Hehe. But it's not always necessary. There happened to be a War Vet that game. Some games don't have any. That's what Intel is for, to let you know what you're up against.

Thinking about that, I should specify in the rules that you can chose your Medium tech after you get the results of Intel. That makes sense, and makes Intel a more sensible option.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on May 19, 2010, 01:28:43 pm
To be fair, it wasn't exactly brilliant for Team Doppelganger either :/.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Solifuge on May 19, 2010, 10:39:11 pm
Hmm... I might have to second giving the Exterminator 1 Small, 1 Medium, and 1 Large Tech. Given the choices an Exterminator has, there are a lot of much better options for survivability when you're on a Solo Team in the Small techs, but it would suck to have to sacrifice a Large or Medium tech to get them, since that ruins a lot of potentially cool combos.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on June 17, 2010, 04:55:18 pm
Suggestion - balance engine needs to either be a lot more flexible or eliminated (in favour of Meph making a setup up himself).  At the moment, we seem to be able to work out who is scum based purely on the claimed roles, dead roles and so on.  I'm pretty sure Org had to be an AD (and Jokerman a vig) in the last game for it to make sense.

Perhaps if there's like, 10 points of swing in either direction, that would make the setup a lot harder to outguess.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Org on June 17, 2010, 05:00:33 pm
Do not make it so town knows there is an AD.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on June 17, 2010, 05:31:36 pm
Repeating the Small/Medium/Large Tech suggestion for Exterminator.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 17, 2010, 05:33:26 pm
That's not a bad point, Leaf. Having open information on weights and whatnot might be bad for the game.

Although my script is actually a bit flexible about things, so it's not always balanced out to 0 in the weights.

Another option is for me to just not mention Kook and Mind shield on death, which would help muddy the numbers a bit more.

@Pandarsenic: I'm working on a revamp of the aliens and their tech. I'll keep working on it while Supernatural mafia runs, so it should be ready by Paranormal 17.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Org on June 17, 2010, 05:36:06 pm
Alien Scientist has a typo.
And seems to hard to play and win.
They need:
A dopp, a townie, a PSYCHIC townie, and an Alien.
I think.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 17, 2010, 05:42:36 pm
Yeah, they need all 4. They used to be way too easy to play and win, so I made the win condition for the Alien Scientist a bit harder to achieve. Plus, it makes the town less willing to work with the Alien.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Org on June 17, 2010, 05:45:53 pm
But a psychic townie?
I understand Dopp and town, but another alien and the psychic?
Why does the alien need another alien? Not that that matters.
This makes it VERY hard to play.

Maybe they can get 3 out of four?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on June 17, 2010, 05:51:49 pm
It's supposed to be a challenge. The Scientist always won when they only needed the three types (human, dopp, alien) before, so I don't think requiring all four will be unfair.

But, really, we haven't had an Alien Scientist since I put that rule in, so I think I'll keep it until it's been tested out a bit. If it *is* too much of a problem at that point I can see about changing it.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Org on June 17, 2010, 05:55:31 pm
Really?
I don't remember.
I only know early on, when I played as one. Teamed up with Inaluct, who got me the info.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on June 17, 2010, 06:11:23 pm
Just as a note, use of the programme in Supernatural shouldn't be a problem, since we don't know the roles or weights of the scum.

And adding a psychic townie probably made sense in games with, say, 3 or 4 aliens, but in games with probably only two, a town, a dopp and an alien is probably enough.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on June 17, 2010, 06:54:59 pm
What if the requirement was at least one townie, one dopp, and one alien, but additionally, somebody on board has to be psychic?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Org on June 17, 2010, 06:56:02 pm
What if the requirement was at least one townie, one dopp, and one alien, but additionally, somebody on board has to be psychic?
Do Mind Shields count as psychics?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on June 17, 2010, 06:56:46 pm
I would say yes, but that's just me.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: RedWarrior0 on June 17, 2010, 07:32:37 pm
Remember, the go was to get someone that town doesn't want to work with very much, as well as making his/her life more difficult. I say either:
alien, dopp, psytown
or alien, dopp, town, psy/ms town
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on September 07, 2010, 04:15:59 am
Random idea for a Cutting Edge Scientist invention.

EMP Generator
Night action, affects one target player

Fires off an ElectroMagnetic Pulse (EMP) that knocks out all advanced technology the target may own. Most roles are fairly low tech and won't notice or care, but Scientists and Aliens will find themselves without their precious tools temporarily. When it goes off that night, affected Scientists lose their inventions and get roleblocked if they tried to use one although 1-shot items are not used up. Meanwhile, targeted Aliens lose all inventions AND actions and get roleblocked that night no matter what they tried to do, although again, any 1-shot items or actions they may have tried to use are not used up. To regain their actions and inventions, affected individuals must spend 2 nights fixing their invention/ship (no, you aren't fixing your invention the night it gets EMP'd). Only inventions receiving power care about having a power surge, so broken, already EMP'd, or used 1-shot inventions do not generate messages or get broken when an EMP goes off. Because of the diagnostic nature of repair work, nights spent fixing will have the outward goal of "Find".

All inventions are affected, including any engineered mind shields. If the player had a natural mind shield and bought an advanced one, the pulse will reduce the player to a regular mind shield until it's repaired. Even if the player didn't or can't use their invention the night the EMP goes off at their place, the player will still know their invention is unusable. EMP blasts stop an Alien Scientist's ability to abduct and an Exterminator's ability to kill, but they do NOT free any abducted players! That would just be too mean to Alien Scientists. Then again, they do need a foil of some sort. Another idea is to have the whole ship go down in a big crash, killing all the prisoners on board. Hey, there's only 1 parachute and who do you think the Scientist will give it to?

Basically, I wanted to give town Scientists something they can do about dopp Military Scientist assassin bots. Even though they can spend their time repairing the invention, it'll still be out of comission for a little while and of course, lone dopps can't kill and repair. The idea to also be anti-alien came along later. The idea there is that aliens use their ships for everything, so without their ship, they have no abilities at all. I'm worried about power, of course, but I'd STILL probably take a body double if I didn't want to show off my idea so much.

I'm also thinking about an engineered plague to give to the military scientist so that not everything they have is lethal force, but I'm not sure how fun "you have the flu, you're roleblocked for the next 3 days" or whatever really is.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on September 07, 2010, 07:38:50 am
Random idea for a Cutting Edge Scientist invention.

EMP Generator
Night action, affects one target player

Fires off an ElectroMagnetic Pulse (EMP) that knocks out all advanced technology the target may own. Most roles are fairly low tech and won't notice or care, but Scientists and Aliens will find themselves without their precious tools temporarily. When it goes off that night, affected Scientists lose their inventions and get roleblocked if they tried to use one although 1-shot items are not used up. Meanwhile, targeted Aliens lose all inventions AND actions and get roleblocked that night no matter what they tried to do, although again, any 1-shot items or actions they may have tried to use are not used up. To regain their actions and inventions, affected individuals must spend 2 nights fixing their invention/ship (no, you aren't fixing your invention the night it gets EMP'd). Only inventions receiving power care about having a power surge, so broken, already EMP'd, or used 1-shot inventions do not generate messages or get broken when an EMP goes off. Because of the diagnostic nature of repair work, nights spent fixing will have the outward goal of "Find".

All inventions are affected, including any engineered mind shields. If the player had a natural mind shield and bought an advanced one, the pulse will reduce the player to a regular mind shield until it's repaired. Even if the player didn't or can't use their invention the night the EMP goes off at their place, the player will still know their invention is unusable. EMP blasts stop an Alien Scientist's ability to abduct and an Exterminator's ability to kill, but they do NOT free any abducted players! That would just be too mean to Alien Scientists. Then again, they do need a foil of some sort. Another idea is to have the whole ship go down in a big crash, killing all the prisoners on board. Hey, there's only 1 parachute and who do you think the Scientist will give it to?

Basically, I wanted to give town Scientists something they can do about dopp Military Scientist assassin bots. Even though they can spend their time repairing the invention, it'll still be out of comission for a little while and of course, lone dopps can't kill and repair. The idea to also be anti-alien came along later. The idea there is that aliens use their ships for everything, so without their ship, they have no abilities at all. I'm worried about power, of course, but I'd STILL probably take a body double if I didn't want to show off my idea so much.

I'm also thinking about an engineered plague to give to the military scientist so that not everything they have is lethal force, but I'm not sure how fun "you have the flu, you're roleblocked for the next 3 days" or whatever really is.
I dislike the idea that the Alien is roleblocked if they aren't using their invention. So, an Exterminator and Operative wouldn't be roleblocked if they were killing unless the Exterminator was using Combat Camo. Also, this makes the Scientist impossible, as the extra THREE Days they spend being roleblocked and repairing is precious time they need for abducting other people. Perhaps this can be limited to one Day for aliens (The Day it's knocked out) and two Days for Scientists (The Day it's knocked out + 1.)

However, perhaps with that, there should be an item that turns a power role into its team's basic role. Some sort of Limiter Ray or something. It has much potential, since it can turn an AD into a regular Dopp, but also turn a Vig into a Townie. Aliens would be unaffected, as they don't have basic roles. This should either be unlimited uses or two-shot, as it isn't the power of an assassin bot, but it's meant to equal it in power. It also isn't a super roleblocker like Mr.Person was dealing with, as it hurts Town a lot more than it hurts Dopps, who can still Night Kill.

I also believe being redirected to yourself should cause you to action yourself, as being MIND CONTROLLED would leave you completely helpless to the resulting MIND CONTROL! So, if you kill things and get "possessed," and you just happen to believe you're killing things while you're slitting your own throat, I'd believe it. It's also not unbalanced, as currently, it's really lame if you know someone is a killer, as you can only redirect it to... someone else (Who will die, but may or may not be Town.) The only bonus you get now is the extra vote, which is mostly to appeal to Dopps, who end up picking the Body Double in most cases. The proposed change is equivalent to an assassin bot in power, has the potential to roleblock or KILL the target, and protect people from a kill. The extra vote might be much on the power (I think it should be dropped), but this has potentials for Dopps and Town: As long as they are told they aren't redirected, they will imagine they are actioning the person they tried to action. However, they will instead action the other person instead (Which may be themselves.) Dopps can kill Vigs this way without having to be near them and without being potentially killed. You can also confuse cops, role cops, or anyone, really (And seeing as how they could use more things stopping them...) It just makes more sense.

Another invention idea is a Time Warper. Sending someone into the future for an entire Day and Night. If they actioned the previous Night, then their action will be postponed until the following Night, and any actions that happened on them that Night will fail. Seeing as you could pass this off as an Alien Scientist, it can work for Town a lot better than Dopps, but if it is allowed to be used during the Day, it can save a Dopp from being lynched (Or a Town, for WIFOM or to save a PR.) It has several uses and isn't unbalanced. The warped person simply reappears the at the beginning of the following Day or Night.

Doppelganger idea: Thick-skinned Doppelganger. Its hide is built to be more durable than the average Doppelganger, making it resistant to kills (But not lynches.) It cannot be killed. The only thing this Dopp unbalances is the Exterminator, who should I will get to in a second. Seeing as how this can offset a Vigilante who KILLS OFF THE ENTIRE SCUMTEAM, I think it is a good choice.

Exterminator Tech: Disintegration Weapons (Large). Having this weapon, the Exterminator need merely to touch a soul with this weapon and they will breakdown into molecules. This bypasses protection from Doctors (Guards too?) and Thick-skinned Doppelgangers.

Exterminator Tech: Galactic Shopping Channel (Large PLUS Medium). Instead of choosing when they're least needed, the Exterminator can purchase one Medium and one Small Tech at any time. Unbalanced? Not at all. It simply delays the purchase of something (Say people are setting up chain-inspects. Needed an Advanced Holoform Modulator back on Day 1, but need it now on Day 4? Somebody just won't die during the Night and you need an Assassin Bot to keep them from talking? Want to kill those last two with a Deadman Bomb? Buy it now on the GSC!)

Exterminator/Alien Tech: Charismatic Voice (Large). This Exterminator works on a different level of murder: Diplomacy. The Exterminator has an extra vote. (Heck, even this being a Medium or SMALL Tech wouldn't be so bad. It could give some of the other roles access to a way to survive and BARTER for survival.)

These are just a few things I think might help the game overall. And just so it's not so bulky, shortened list:
1. Intelligence Scientist Tech: Limiter Ray, turns target into Vanilla role. Two shots or unlimited.
2. Mind Control Rays are possible to redirect target to themselves. Remove extra vote.
3. Intelligence Scientist Tech: Time Warper, sends target into the future.
4. Thick-Skinned Doppelganger: Immune to night-kills (and assassin bots.)
5. Exterminator Tech: Disintegration Weapons (Large), stops Doctor protection.
6. Exterminator Tech: Galactic Shopping Channel (Large + Medium), allows one Small and one Medium Tech to be chosen at any time.
7. Alien Tech: Charismatic Voice (Unknown size), gives extra vote.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on September 07, 2010, 10:47:38 am
Also, another change.
Alien Scientist should merely abduct everyone he abducts. Releasing people that he's already captured can make confirmed Town/Scum, as opposed to continually capturing the wrong people. This will essentially act as another nightkill until he has all necessary ingredients (Town, Dopp, Alien), at which point he may release the others back into the game.
However, what happens when the last Alien dies and the Scientist hasn't collected one? This phenomena hasn't been witnessed yet, but would the Alien Scientist simply leave, dumping all its cargo? Seppoku, perhaps? I kinda want to know.

Also, needs more Aliens. Like cult and arson Aliens (The chance of these two plus the Exterminator showing up in the same game (two of three) should be extremely low.)
Suggestions:
Hivemind, 1 Medium Tech
Each Night, the Hivemind implants a device on a player, turning that player into a Drone. The Drone follows the Hivemind's orders, attempting to eliminate all others until it can establish a decent hold in the Town, with no disturbances. the Hivemind wins when his numbers equal or exceed the Town's and there are no killers (At that point, the Town is wiped out by the mind slaves.) When the Hivemind dies, the Drones will die. Drones will turn up as Drones on death.

Queen, No Tech
Each Night, the Queen secretly lays an egg in the body of the target, knocking the player out with Psychic forces. Anytime during the Day, the Queen may emit a supersonic cry, causing the eggs to awake from dormancy, hatch, and eat their way out of their host. If the host has a Mind Shield, they will know what has happened and not be roleblocked. Otherwise, this will be treated as a roleblock. Players with Advanced Mind Shields will evade the Queen and know that there is one. Same wincon as the Exterminator.

Right now, these act more like Exterminators (Well, maybe not the Hivemind, but the Queen definitely.) Perhaps there could be different version of the Exterminator, making it harder to tell that there's an Exterminator (+1 for the Exty.) The original Exterminator would simply be called Rogue Exterminator or something. Heck, you could even make Exterminator vs. Exterminator, if you're really cruel to the Town.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on September 07, 2010, 01:47:55 pm
Hmmm, interesting ideas. I'll add them to my list of ideas and whatnot. Balancing everything might be a bit interesting, but there is some potential in here.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on September 07, 2010, 04:19:23 pm
Idea: allow the Exterminator to choose between being an Arsonist or a standard killer. Flavor for arsonist would be implanting bombs in them at night or whatever.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on September 07, 2010, 05:52:23 pm
Does no one want to comment on my ideas?

Panda: you can't let the Exterminator pick everything. Just some things.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on September 07, 2010, 05:53:47 pm
I will once I have a chance to think everything through a bit.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on September 07, 2010, 05:59:28 pm
You will find many of those proposed changes are pretty balanced. The aliens will need some work, but that's about it.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on September 07, 2010, 07:01:04 pm
Arsonist is generally very powerful, but mindshields seeing it would at least give everyone else a chance to respond.

And I presume the Hivemind wouldn't be able to recruit scum, considering how much webadict loves cults that can do so?  If they try to recruit scum, what happens?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on September 07, 2010, 07:02:18 pm
Arsonist is generally very powerful, but mindshields seeing it would at least give everyone else a chance to respond.

And I presume the Hivemind wouldn't be able to recruit scum, considering how much webadict loves cults that can do so?  If they try to recruit scum, what happens?
If they attempt recruit scum, they fail, but the scum is still roleblocked, barring a Mind Shield.

Also, scum-recruiting cults are not fair and generally in bad taste.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on September 07, 2010, 07:03:26 pm
Arsonist is generally very powerful, but mindshields seeing it would at least give everyone else a chance to respond.

And I presume the Hivemind wouldn't be able to recruit scum, considering how much webadict loves cults that can do so?  If they try to recruit scum, what happens?
If they attempt recruit scum, they fail, but the scum is still roleblocked, barring a Mind Shield.

Also, scum-recruiting cults are not fair and generally in bad taste.
Sorry, the scum don't get roleblocked. It just fails, since Doppelgangers have a different nervous system from humans.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on September 08, 2010, 12:46:21 am
Panda: you can't let the Exterminator pick everything. Just some things.
:c
But I wubs Exterminators.

FFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUU-
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Solifuge on September 08, 2010, 01:21:46 am
On the two times I've gotten to be Exterminator, I was frustrated by the odds stacked against you. I think expanding the total Tech Slots to 3 (Small, Medium, and Large) would help, since the smallest techs are the most versatile and useful for a 3rd Party... and it sucks to have to forgo all the neat Medium/Large strategic combos possible just because you know if you do, the combined might of all the investigators and killers stacked against you makes it nigh impossible to pull a win.

I do like some of Web's alternate Alien roles though... particularly the flavor on the Cult/Arsonist Aliens. You could even run a Paranormal with mostly Aliens, just to mix things up a bit.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on September 08, 2010, 01:31:03 am
Rename Alien Scientist to Zoologist or Xenozoologist or something like that. The current name "Alien Scientist" is easily confused with the more terrestrial "Mad Scientist" flavors.

New alien: Bounty Hunter
Turns out all the aliens around here are either wanted criminals or wanted by the crime bosses up in space! Either way, bounty hunters want to get rich off those fat, juicy rewards. Wins when all the other aliens in the game are dead and is still alive, at which time he leaves the game on his ship. Gets a medium tech and night kill to accomplish this task.

Tech for the intelligence scientists: Tracking bugs
2-shot, night action
These pair of tiny little signaling devices can each be covertly placed on another player (in flavor it should be placed on something the target owns to avoid issues), making your goal "Find" for that night. Then, every subsequent night, you'll automatically be told where that player went off to. When the player dies, you can recollect the bugs, ready to be used on the next night. Salvaging bugs gives you the goal of "Find" also.

Not sure if this is better or worse than the snooper bot. Slower, yes, but getting 2 tracks at once sounds good. It's good for the dopps in that they can track and kill at the same time, once they're set up. Doesn't seem so good for townies, but then again, neither are the assassin bot or mind control ray.

TODO: Make chart of all possibilities for each goal. Make sure that they have a good distribution curve. Make sure that any particular result gives a good range of fake-claims.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on September 08, 2010, 07:27:29 am
Rename Alien Scientist to Zoologist or Xenozoologist or something like that. The current name "Alien Scientist" is easily confused with the more terrestrial "Mad Scientist" flavors.

New alien: Bounty Hunter
Turns out all the aliens around here are either wanted criminals or wanted by the crime bosses up in space! Either way, bounty hunters want to get rich off those fat, juicy rewards. Wins when all the other aliens in the game are dead and is still alive, at which time he leaves the game on his ship. Gets a medium tech and night kill to accomplish this task.

Tech for the intelligence scientists: Tracking bugs
2-shot, night action
These pair of tiny little signaling devices can each be covertly placed on another player (in flavor it should be placed on something the target owns to avoid issues), making your goal "Find" for that night. Then, every subsequent night, you'll automatically be told where that player went off to. When the player dies, you can recollect the bugs, ready to be used on the next night. Salvaging bugs gives you the goal of "Find" also.

Not sure if this is better or worse than the snooper bot. Slower, yes, but getting 2 tracks at once sounds good. It's good for the dopps in that they can track and kill at the same time, once they're set up. Doesn't seem so good for townies, but then again, neither are the assassin bot or mind control ray.

TODO: Make chart of all possibilities for each goal. Make sure that they have a good distribution curve. Make sure that any particular result gives a good range of fake-claims.
I am completely for the name change. I like Zoologist better (Shorter, easier to spell correctly), but Xenozoologist works too.

The Bounty Hunter would have to show up with at least 2 other aliens and preferably not with the Zoologist, but I think it could work with one more Alien type (Maybe that Watcher could work if its Doomspeaking time is shortened to (Players / 2 - 2) Days.) Since we usually have 13 Players, and two of those are killers, then we typically have 13 - 1, -2, -1, -2, -1, -1, -1, -1 = 3 Players by that Day. Hmm... With the Stun Bomb, that would lengthen to 5 Days. Maybe it was better the way it was before, but the more Killers there are, the more Days it'll need to be shortened (3 Killers [Dopps + Vig + Exty] would only require 4 Days [Do the Math: 13, -1, -3, -1, -3 = 5 by Day 3... Crap! Meh, maybe not.) But, you know what would be the Ultimate win for Watcher? Getting down to only himself. Give him a Large Tech (PLASMA BOMB FO' THE WIN!)

I kinda like these bots, but make it so they can't be retrieved on death, but they can be placed during the Day. That way, they can disguise themselves at Day and then work from there (And it isn't an entirely permanent thing), plus they don't need to waste a couple of Nights setting them up and then watching the people die right then.

And we should add that to Military Scientist. The EMP could go under Cutting Edge, the Time Warper and Limiter Ray under Intelligence to make them mostly equal.

On the two times I've gotten to be Exterminator, I was frustrated by the odds stacked against you. I think expanding the total Tech Slots to 3 (Small, Medium, and Large) would help, since the smallest techs are the most versatile and useful for a 3rd Party... and it sucks to have to forgo all the neat Medium/Large strategic combos possible just because you know if you do, the combined might of all the investigators and killers stacked against you makes it nigh impossible to pull a win.

I do like some of Web's alternate Alien roles though... particularly the flavor on the Cult/Arsonist Aliens. You could even run a Paranormal with mostly Aliens, just to mix things up a bit.
... I agree, and to that, I'd like to add a bit to the GSC: Make it fill all of an Alien's Tech slots, but make them downgrade to the next lowest Tech (Large -> Medium -> Small -> Small.) Then, the Exterminator could have 1 Medium and 2 Smalls picked at any time, or the Survivor could pick up a Personal Shield or Deadman Bomb later, if he felt like it.

I think that the Exterminator not always being a guy with weapons would be neat (Predator). It could be the Arson type (Alien) or the Cult type (Pod People, kinda, but those are more like the Doppelgangers.) I just thought it'd be a nice alternative to the hack 'n' slash guy who loses a lot.

Panda: you can't let the Exterminator pick everything. Just some things.
:c
But I wubs Exterminators.

FFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUU-
Panda's the Exty, but I'll post here about my scum plans. Oh wait.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on September 08, 2010, 08:44:10 am
Once again, Webadict, you were about to fall victim to "I see no problems with this so I won't respond" syndrome, but instead I decided to stop by and mention that those are good ideas.

Yeah, I didn't like having to reclaim them, but it was necessary because otherwise it was a horribly limited snooper bot. But placing them during the day, that's good. However, that means that you can place both of them during the first day which seems too powerful for the dopps. I suppose a "no placing during the first day" rule would work, but that feels very forced and rulesly. "Only one a day" would probably be better. Alternatively, just give them three of the little fuckers and let them place as many as they want during the night.

@Webadict: I actually thought about making EMP blasts last only a single night for aliens, as well. I think that just goes to show you how good of an idea it is. I forgot about how fucked Scientists were, however, and decided Exterminators could take the hit. Thinking about it some more, neither role can realistically lose three days like that and still win.

I like your Hivemind idea. However, this is one that really has to be psychic. I think this should be the one psychic role that also requires psychically going to the target's location, as well, mostly so there's a bunch of risk involved. Mind shield blocks the attempt and informs the Hivemind, advanced mind shield tells the target that a Hivemind tried to take over their mind as well as grants access to the Hivemind chat and the Hivemind gets told their action was successful. The doubt that can form is great. Can you really trust all your drones? Does revealing your identity to your cult actually mean revealing your identity publicly? But can your drones be useful without knowing who you are? Very fun stuff. Oh, and of course dopps are immune to being dominated in such a manner. Their base desire to kill and eat is FAR more powerful than any thoughts the Hivemind can try and interject. The only other issue is if other aliens should be taken over. I vote no, but since the Exterminator is immune anyways, it's something to think about. At the very least, their immunity should be indistinguishable from regular mind shield immunology.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on September 08, 2010, 10:09:59 am
Once again, Webadict, you were about to fall victim to "I see no problems with this so I won't respond" syndrome, but instead I decided to stop by and mention that those are good ideas.

Yeah, I didn't like having to reclaim them, but it was necessary because otherwise it was a horribly limited snooper bot. But placing them during the day, that's good. However, that means that you can place both of them during the first day which seems too powerful for the dopps. I suppose a "no placing during the first day" rule would work, but that feels very forced and rulesly. "Only one a day" would probably be better. Alternatively, just give them three of the little fuckers and let them place as many as they want during the night.

@Webadict: I actually thought about making EMP blasts last only a single night for aliens, as well. I think that just goes to show you how good of an idea it is. I forgot about how fucked Scientists were, however, and decided Exterminators could take the hit. Thinking about it some more, neither role can realistically lose three days like that and still win.

I like your Hivemind idea. However, this is one that really has to be psychic. I think this should be the one psychic role that also requires psychically going to the target's location, as well, mostly so there's a bunch of risk involved. Mind shield blocks the attempt and informs the Hivemind, advanced mind shield tells the target that a Hivemind tried to take over their mind as well as grants access to the Hivemind chat and the Hivemind gets told their action was successful. The doubt that can form is great. Can you really trust all your drones? Does revealing your identity to your cult actually mean revealing your identity publicly? But can your drones be useful without knowing who you are? Very fun stuff. Oh, and of course dopps are immune to being dominated in such a manner. Their base desire to kill and eat is FAR more powerful than any thoughts the Hivemind can try and interject. The only other issue is if other aliens should be taken over. I vote no, but since the Exterminator is immune anyways, it's something to think about. At the very least, their immunity should be indistinguishable from regular mind shield immunology.
Idea!: For the bots, you could make them report a location for each one. Which means that each bot would be indistinguishable from the other. THAT MEANS if you use two at once, you WON'T KNOW WHICH IS WHICH! That makes having two is a double-edged sword.

Also, I can accept that change for Hiveminds. Seeing as how they came to create a home for themselves, they can't take over the Doppelgangers, who are solely interested in food, a base desire, while taking over Humans results in them trying to feel safe again, which is the Hivemind's base concern (He could be seen using "Protect" while converting because of this.) Exterminators (And thus other Hiveminds and Queens) are immune due to their physiology, so they're good, but other Aliens (like the Survivor or Zoologist) are otherwise concerned for their safety or doing a job, and would be susceptible to the Psychic influence of the Hivemind as well. The Mind Shields would be a good counter to Hiveminds being too powerful.

Now, the Advanced Mind Shield might be a bit much, but seeing as how you can Nick yourself in QT, it shouldn't be too much of a problem... Maybe. Mediums can gain valuable information from the Cult this way, though.

Perhaps if they reverberate back some sort of psychic counterattack, they can block the Hivemind from the next Night (I'm not sure about this, they already failed one conversion, so another might hurt more than help.) They'll also gain Hivemind awareness, in that they can warn their team about it. The regular Mind Shield will only gain that their mind was attacked (Like a block), but that it failed. That could be a big difference.

This also leads me to think that there should be a Psychic Protector. Seeing as how Psychic is a bit unchallenged at this moment, you could add a role that gives the target protection from Psychic attacks (blocks, Hiveminds, inspects)

Also, adding a role that is simply a Townie that Techs don't work on (Some sort of magnetic variance or something that no one cares about.) It could be a hidden thing, so that Townies wouldn't know, but it just stops all Techs from working on them (Assassin bots, Snooper bots, even Plasma Bombs [If it has secondary effects {Killing anyone that targets him or he targets} then that effect will still happen, but he will be unaffected.]) They always like a bit of hope (Maybe call them Bewitched Townies.)

And now that we've decided to add possible roles like crazy, I think I'll stop trying. I'll only discuss from here on out.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on September 08, 2010, 10:47:23 am
Hehe. Yeah, we don't want to add too many more roles. But there are a lot of good ideas here, and the Aliens need some fleshing out anyway.

Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on September 08, 2010, 05:22:38 pm
I would totally be in favor of having additional abilities since the only one so far is mind shield. Tech shield is a great extension of mind shield, although I have no idea how to flavor it. That doesn't mean it can't be flavored, it just seems hard to me. Oh well, that's Meph's job!
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Solifuge on September 08, 2010, 05:28:20 pm
Localized EMP field... or that whole "curse" some people seem to have, where electronic watches cease to work around them, lights go out, and so on. Make it a Psychic ability that trumps Tech-ers, much as a Mind Shield is a Tech ability that trumps Psychics.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on September 08, 2010, 05:42:50 pm
Localized EMP field... or that whole "curse" some people seem to have, where electronic watches cease to work around them, lights go out, and so on. Make it a Psychic ability that trumps Tech-ers, much as a Mind Shield is a Tech ability that trumps Psychics.
Well, the Mind Shield is also a Psychic ability, but yeah, that works.

... It's a very localized EMP.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: RedWarrior0 on September 08, 2010, 06:23:04 pm
Query: if someone has a Psychic tech shield and uses a psychic ability on someone with a Tech Mind shield, does the mind shield count as targetting the psychic Tech Shield guy? If so, which wins?

Also, would tech shield work against, say, the Exterminator Weapon or Xenozoologist abduction, or do they also have less... efficient means of abduction/slaughtering? If so, would special flavor or any game-changing results occur?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on September 08, 2010, 06:26:56 pm
Query: if someone has a Psychic tech shield and uses a psychic ability on someone with a Tech Mind shield, does the mind shield count as targetting the psychic Tech Shield guy? If so, which wins?

Also, would tech shield work against, say, the Exterminator Weapon or Xenozoologist abduction, or do they also have less... efficient means of abduction/slaughtering? If so, would special flavor or any game-changing results occur?
The Tech shield stops Techs. That means direct Techs, like Assassin Bots and Stun Orbs. Those things you pick at the beginning of the game. Killing someone isn't a Tech. Mind Shields aren't used against a person: They're simply used to protect the user, so no. Just like a Tech Shield wouldn't stop someone from using a Body Double.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on September 08, 2010, 06:38:28 pm
All the scientist variants need to be able to buy a tech shield or advanced tech shield if they already have on. Symmetry is good. Advanced means that the player will think their tech worked. Regular tech shields don't use up 1-shot techs, but advanced tech shields do.

Not sure how to make most of the techs fail in a way that makes sense, though.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: RedWarrior0 on September 08, 2010, 07:01:36 pm
"Hey what's that robot do-" *Flash of light, no more robot*"OHMYGOD MY EYES!!!*

Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: CobaltKobold on September 09, 2010, 06:44:24 pm
All the scientist variants need to be able to buy a tech shield or advanced tech shield if they already have on. Symmetry is good. Advanced means that the player will think their tech worked. Regular tech shields don't use up 1-shot techs, but advanced tech shields do.

Not sure how to make most of the techs fail in a way that makes sense, though.
Exterminator Tech shield vs. Stunbomb = Yay, free kill!
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on September 09, 2010, 07:08:02 pm
All the scientist variants need to be able to buy a tech shield or advanced tech shield if they already have on. Symmetry is good. Advanced means that the player will think their tech worked. Regular tech shields don't use up 1-shot techs, but advanced tech shields do.

Not sure how to make most of the techs fail in a way that makes sense, though.
Exterminator Tech shield vs. Stunbomb = Yay, free kill!
Precisely.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on September 09, 2010, 07:11:39 pm
Speaking of which, Exterminators should be able to choose between starting with a tech shield or a mind shield.

Also, I forgot that kook is also an ability, so there's that.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on September 09, 2010, 07:54:32 pm
Speaking of which, Exterminators should be able to choose between starting with a tech shield or a mind shield.

Also, I forgot that kook is also an ability, so there's that.
I like this. Is there anything about this that seems unbalanced?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on September 09, 2010, 08:02:02 pm
I've always imagined those with mindshields wearing tinfoil hats.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: CobaltKobold on September 09, 2010, 09:12:42 pm
Speaking of which, Exterminators should be able to choose between starting with a tech shield or a mind shield.

Also, I forgot that kook is also an ability, so there's that.
I like this. Is there anything about this that seems unbalanced?
Tech shields are good against Aliens, Mad scientists?
Psi-powers are dopps and townies, never aliens, if I see things right. (Mind-shields don't count.)

Sentry guns, assassin bots, stun-balls/bombs. Warlocks, mind-knives, psychic wardens.
Tech shield seems a little weaker t'me, if just because you're more likely to run into the psi-powers than into tech.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on September 09, 2010, 09:31:28 pm
Yes, but psi powers don't kill you on their own.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on September 09, 2010, 09:40:42 pm
Yes, but psi powers don't kill you on their own.
It's those little Assassin Bots that'll do it.

But, I think the Tech Shield should block the use of the Tech for a round, so you don't just change targets right after.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on September 09, 2010, 09:43:45 pm
I assumed that was how it would work to begin with.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 22, 2010, 12:24:24 pm
All right, I'm going to start revamping the Aliens today.

I've also decided that Paranormal has become a bit too...predictable on a meta level. So I'm going to switch the Aliens over to a Closed system so that people don't know what to expect. Should make things a little more exciting. *evil chuckle*
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on October 22, 2010, 12:33:44 pm
Sounds like fun.

Does this mean you're planning on running Paranormal next?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 22, 2010, 01:12:43 pm
But... Paranormal is supposed to be open!
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 22, 2010, 01:22:14 pm
Yeah, I think Paranormal 17 will be next.

It'll still be mostly open. Unless people *really* don't want me to make the aliens closed. I just thought it'd make things a bit more exciting.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Eduren on October 22, 2010, 01:28:27 pm
I'm cool with closed aliens.

And I'll play Para 17.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Jokerman-EXE on October 22, 2010, 01:45:13 pm
I'm cool with closed aliens.

And I'll play Para 17.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 22, 2010, 01:48:23 pm
Yeah, I think Paranormal 17 will be next.

It'll still be mostly open. Unless people *really* don't want me to make the aliens closed. I just thought it'd make things a bit more exciting.
I like open setups. Then it's about strategy and metal prowess versus surprise attacks.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on October 22, 2010, 04:40:20 pm
I thought closed scum was Supernatural's stick. Personally, I think Supernatural and Paranormal need as little overlap as possible. They're already somewhat similar in that it's monsters attacking a role-heavy town.

I mean, sure, it'd be fun, but it would also make the two games play very much alike.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 22, 2010, 04:41:15 pm
Hmmm. Fair enough.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Zathras on October 22, 2010, 05:17:03 pm
If it matters, I'd also prefer it as open as possible. It makes it more strategic, since you may have to pick techs or whatnot to counter what others may pick; it's only fair if all the cards are on the table.

But I'll play it either way!
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 22, 2010, 06:09:37 pm
Plus, the Aliens themselves wouldn't know who they're dealing with either. Unless they do. I wouldn't know.

But, I would prefer the openness. Supernatural is a nice looking game and all, but we all know the Paranormal is the true Brain vs. Brawn game. Sure, sometimes we play alike, but has anyone complained about how similar each game is? Of course not! We love it that way.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on October 22, 2010, 06:12:58 pm
The regular Paranormal game does seem quite... breakable, though.  The limited roles combined with role weightings often let you pretty much know for sure who the scum are (there's also the possibility for day one MC's breaking the game).
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on October 22, 2010, 06:15:14 pm
IN on Para.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 22, 2010, 06:16:16 pm
Ha, you wish Day one role claiming would break the game.

Meph could change or hide the role weights, if you truly care, or, better yet, you could lie about your role.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 22, 2010, 06:16:28 pm
Perhaps I should just excise all of the weight lists. That, with the tweaking I'm going to do, might remove some of the "You are obviously X because of the possible weights available".
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 22, 2010, 06:20:45 pm
Sure. That's fine.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on October 22, 2010, 06:22:14 pm
The regular Paranormal game does seem quite... breakable, though.  The limited roles combined with role weightings often let you pretty much know for sure who the scum are (there's also the possibility for day one MC's breaking the game).

Has it ever happened?

I mean have we collectively ever figured out the roles based on the weightings using a MC?  I think it's come close a few times, but each time it's either been a bit off or the scum have lied and that threw the calculations off.



I'd be fine with open or closed aliens, and I do think that you should tweak the weights but not post the new weight table.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Org on October 22, 2010, 06:22:52 pm
Perhaps I should just excise all of the weight lists. That, with the tweaking I'm going to do, might remove some of the "You are obviously X because of the possible weights available".
Revamp them and don't reveal them would probably be the best way.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 22, 2010, 06:23:33 pm
*cough* Dopp Vig *cough*
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Jokerman-EXE on October 22, 2010, 07:36:44 pm
*cough* Dopp Vig *cough*

*like*
That was a good game.

Meph, I have a lot to learn. Do you think I could sit this one out and get the low-down on the workings as you set it up and roll it out?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 22, 2010, 08:13:49 pm
Sure.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on October 22, 2010, 09:57:54 pm
I would recommend tweaking the weight tables a little bit after each game. It doesn't have to be major revisions or even based on anything, the idea being that if you change them only rarely, the experienced players might start to get a feel for how rare certain roles are, which has the same effect as making the weights known. It's also fun to make a supposedly rare role oddly common just to screw with everyone.

Also, I'd remove the limit of 2 of the same role per side. I really don't like "Oh, three reporter claims, at least one is a dopp" and I certainly like that less than "Hey, the town consists of 10 reporters!"
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on October 22, 2010, 10:01:38 pm
Has it ever happened?
We've never tried it, but I think some of the more role heavy games could've been (dopps would be screwed by crossfiring roles or triple claims).

I mean have we collectively ever figured out the roles based on the weightings using a MC?  I think it's come close a few times, but each time it's either been a bit off or the scum have lied and that threw the calculations off.
Yes - you completely nailed me as an Advanced Doppelganger in one of the most recent ones.  Then ignored it :P.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on October 22, 2010, 10:02:28 pm
Also, I'd remove the limit of 2 of the same role per side. I really don't like "Oh, three reporter claims, at least one is a dopp" and I certainly like that less than "Hey, the town consists of 10 reporters!"

That would be a rather amusing game... Try to figure out which of the reporters is actually a killer!

Ok, back to being productive now.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 23, 2010, 10:30:16 am
I would recommend tweaking the weight tables a little bit after each game. It doesn't have to be major revisions or even based on anything, the idea being that if you change them only rarely, the experienced players might start to get a feel for how rare certain roles are, which has the same effect as making the weights known. It's also fun to make a supposedly rare role oddly common just to screw with everyone.

Also, I'd remove the limit of 2 of the same role per side. I really don't like "Oh, three reporter claims, at least one is a dopp" and I certainly like that less than "Hey, the town consists of 10 reporters!"

Hmm. Good ideas. I'll just have to make sure we don't have a whole bunch of War Vets again...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on October 23, 2010, 02:02:30 pm
I would recommend tweaking the weight tables a little bit after each game. It doesn't have to be major revisions or even based on anything, the idea being that if you change them only rarely, the experienced players might start to get a feel for how rare certain roles are, which has the same effect as making the weights known. It's also fun to make a supposedly rare role oddly common just to screw with everyone.

Also, I'd remove the limit of 2 of the same role per side. I really don't like "Oh, three reporter claims, at least one is a dopp" and I certainly like that less than "Hey, the town consists of 10 reporters!"

Hmm. Good ideas. I'll just have to make sure we don't have a whole bunch of War Vets again...

Agreed. That game was retarded. removing the limit of 2 per role per side may require occasional hand-alteration but I think it'll be good to do.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Toaster on October 23, 2010, 02:49:41 pm
I don't anyone would object to Meph giving the role list a once-over and discarding any setups that are just awful (5 PWV, etc) and rerolling them.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: CobaltKobold on October 23, 2010, 05:30:15 pm
Agreed. That game was retarded. removing the limit of 2 per role per side may require occasional hand-alteration but I think it'll be good to do.
It had Org claiming doc though, which was one of the greatest things.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 23, 2010, 05:32:33 pm
No one gives me credit for that.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: CobaltKobold on October 23, 2010, 05:40:29 pm
No one gives me credit for that.
If you did it you'd get lynched.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 23, 2010, 06:18:33 pm
No, I told Org to do that. That's the only reason he wasn't lynched.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on October 23, 2010, 07:15:37 pm
Ah, the good old days when Org could get away with anyth-

BYOR:PE

FFFFFFFFFFFFFFUUUUUUUUUUUUUUU-
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on October 24, 2010, 08:54:20 am
He did try it again more recently, but didn't even bother to check the flavour on his role.  His PWVness was pretty obvious.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 24, 2010, 09:40:21 am
Also, it would've LOST the game had he actually gotten the town player to action him. Not that it mattered, since I HANDED the game to them and they lost it!
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 29, 2010, 02:23:19 pm
Had an interesting idea for an Alien 'Jester' type role. Although it goes a bit beyond Jester and makes for a weird cult, since I just haven't come up with an actual role that would reasonably want to be lynched that isn't just a crazy guy. Although I've considered that.

Anyway.

Spore-spreader: This alien organism has been engineered to spread by spores and take over human hosts. The only thing is that the host has to die for the spores to spread...
   Rules: The Spore Spreader needs to die in order to make more Spore Spreaders. Each time a Spore Spreader is Lynched or day-killed two random players are selected. If a selected player is Human, they become a Spore Spreader. If they are Dopp or Alien, nothing happens. If a Spore Spreader is Night-killed, the person performing the night kill is targeted by the spores. A human performing the kill will then become a Spore Spreader in turn.
  Win Condition: At least one Spore Spreader needs to be alive at the end of the game. Similar to a town win, in that Dopps and Exterminators/like can't have won. However, the Spore Spreaders still wins if one of them is still alive for a town win.

Debating if they'd get a quickchat or not.

Thoughts?







Eh, what the heck. Here is a real Jester type role:

Traumatized Survivor: This person saw their family eaten by Doppelgangers. This has caused deep, deep psychological trauma. The Traumatized Survivor wants to be killed off cleanly and not get eaten by doppelgangers. They win if they are lynched.

Needs a better name...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 29, 2010, 05:00:59 pm
Spore Spreaders: If there is only Town left, they win, right? So, basically, they're a town-aligned survivor-cult? No on the quicktopic. Too powerful: They can confirm Town players with their death and a confirmed cult that wins with Town. Albeit with no power roles and death.

There's also the flipside of this, where they'd WANT to be lynched and are therefore perfect candidates for the jester type role (Nightkills are almost guaranteed to make the role die out.) But, if you're asking, "Is this role balanced?" I'd say "Probably."

Now, that Jester's name is just silly.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 29, 2010, 05:03:07 pm
Hmm. Yeah, Quicktopic would probably be too much for them. But I like that they're a Jester-Cult that's mostly pro-town. Except that they have to kill off town to spread.

Yeah, it's pretty lame. Maybe just go for Victim as a name?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 29, 2010, 05:31:27 pm
Hmm. Yeah, Quicktopic would probably be too much for them. But I like that they're a Jester-Cult that's mostly pro-town. Except that they have to kill off town to spread.

Yeah, it's pretty lame. Maybe just go for Victim as a name?
Yeah. I think that cult would work. Plus, it gives another alien to work with.

I think just forget about that other jester. An alien like that wouldn't have much of a use other than some sort of political activist that wants to martyr himself for his cause (So, "Activist.")
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 29, 2010, 05:35:05 pm
Oh, the actual Jester role (Victim) was a town role, not alien. But with the Spore Spreaders I don't think it's necessary, since having any sort of Jester role in the game serves the main purpose of allowing for additional gambits.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 29, 2010, 05:41:31 pm
Oh, the actual Jester role (Victim) was a town role, not alien. But with the Spore Spreaders I don't think it's necessary, since having any sort of Jester role in the game serves the main purpose of allowing for additional gambits.
Well, I figured all third parties should be aliens since this is paranormal. But, it'd be funnier to have an alien activist then a depressed human.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 29, 2010, 05:42:10 pm
Oh, the actual Jester role (Victim) was a town role, not alien. But with the Spore Spreaders I don't think it's necessary, since having any sort of Jester role in the game serves the main purpose of allowing for additional gambits.
Well, I figured all third parties should be aliens since this is paranormal. But, it'd be funnier to have an alien activist then a depressed human.

Hehe. True enough.

But I'll leave them out regardless, since I like the spore people better.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Jim Groovester on October 29, 2010, 05:44:33 pm
Do the Spore Spreaders get rid of their target's role when they convert somebody?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 29, 2010, 05:49:53 pm
Yes, it's a pure role & team conversion.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Org on October 29, 2010, 07:18:51 pm
Spore Spreader seems pretty cool.
And Traumatized Survivor seems interesting.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Pandarsenic on October 29, 2010, 08:28:33 pm
Spore spreader has no real need to play as anything but a Townie.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 29, 2010, 10:39:57 pm
Spore spreader has no real need to play as anything but a Townie.

Well, after the first one is lynched, maybe. But the Spore Spreader loses if he's killed by the dopps or an alien (or is abducted). Much safer to get lynched early one when the odds of getting two converts is high.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 29, 2010, 10:56:17 pm
Are there any other additions + where are they?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on October 29, 2010, 11:21:14 pm
Still mulling over some of the ideas you guys threw out earlier. Once I get that hashed out (mostly balance stuff), I'll let you guys know.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on October 30, 2010, 02:19:40 am
Ideas:

Have the Deadman Bomb block your roleflip, too. It might encourage certain players to take one if they have an Operative and either keep it for themselves or pass it on. Aliens can still give their techs away, right? Also, there should be some kind of poison that aliens can get. Exterminators might take the Deadman and poison and try to live til the end of the game so they can kill everyone left with the poison, bomb, and the nightkill. Or just continue with the necessary body double if they're smart. I'd make it a day poison and completely get rid of the Assassin Bot. In fact, I'd do the same to the Scientist version as well since the Scientist Assassin Bot is the really game-breaking one.

Operatives should be able to help out any alien, not just Exterminators. I think I might of brought this up before, but I really dislike the "Oh shit, Operative roleflip, there's an Exterminator running around" moments since they add undesirable certainty to the game. Heck, why not allow Operatives to help out any player at all? Then we have to decide if the Op's target knows if he or she has an Op helping him or her out. There's also the problem of whether the Operative should know his or her target's win-con or not. I vote no since figuring it out is half the fun, but I understand some people dislike not knowing what they should be doing. Quick note: Operative loyalty does not continue if the target's race changes, so if the target is a dopp or changes into another race somehow, the Operative wins when the Dopps are dead (or wins by surviving, either one works) although the Operative is never told if or when this happens.

Allow more than one Exterminator per game. Maybe the other aliens too, although a game with 3 Survivors would suuuuuuuck, so possibly 2 max on all of them with the second being extra weighted? This could be done quite simply in the role list by keeping the Exterminator entry as-is and adding a second Exterminator entry that requires the first one to exist to be generated. The "requires another role to exist" roles never generated very often.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 30, 2010, 12:09:18 pm
Ideas:

Have the Deadman Bomb block your roleflip, too. It might encourage certain players to take one if they have an Operative and either keep it for themselves or pass it on. Aliens can still give their techs away, right? Also, there should be some kind of poison that aliens can get. Exterminators might take the Deadman and poison and try to live til the end of the game so they can kill everyone left with the poison, bomb, and the nightkill. Or just continue with the necessary body double if they're smart. I'd make it a day poison and completely get rid of the Assassin Bot. In fact, I'd do the same to the Scientist version as well since the Scientist Assassin Bot is the really game-breaking one.

Operatives should be able to help out any alien, not just Exterminators. I think I might of brought this up before, but I really dislike the "Oh shit, Operative roleflip, there's an Exterminator running around" moments since they add undesirable certainty to the game. Heck, why not allow Operatives to help out any player at all? Then we have to decide if the Op's target knows if he or she has an Op helping him or her out. There's also the problem of whether the Operative should know his or her target's win-con or not. I vote no since figuring it out is half the fun, but I understand some people dislike not knowing what they should be doing. Quick note: Operative loyalty does not continue if the target's race changes, so if the target is a dopp or changes into another race somehow, the Operative wins when the Dopps are dead (or wins by surviving, either one works) although the Operative is never told if or when this happens.

Allow more than one Exterminator per game. Maybe the other aliens too, although a game with 3 Survivors would suuuuuuuck, so possibly 2 max on all of them with the second being extra weighted? This could be done quite simply in the role list by keeping the Exterminator entry as-is and adding a second Exterminator entry that requires the first one to exist to be generated. The "requires another role to exist" roles never generated very often.
No on the first one. You're making the game into some sort of mystery gambit instead of a mafia game. The point of the deadman bomb is that it ONLY HELPS THE EXTERMINATOR. He has to kill everyone, so WHY would any other alien want it? The Survivor can't use it except for a threat. The Operative can't choose it. The Zoologist doesn't want it.

Now, I believe you're talking about the Assassin Bot with a Deadman Bomb to win the game. Highly unlikely but possible. But, why get rid of the Assassin Bot and replace it... with a poison... that is exactly the same? Why would anyone want that? Flavor reasons, or what? The Mad Scientist isn't game-breaking. It's just slightly more powerful than it's given credit for.

Maybe on the second one. The Exterminator has a tough time as it is, but making an Operative not indicative of an Exterminator might work. However, you'd have to watch out, because an Operative + Survivor team is essentially 2 extra Dopps, and an Operative + Zoologist team is pretty useless as well, as the Zoologist already has a high win-rate.

However, making it help any role is a straight-up no. Town could have a confirmed Townie pair on their side and the Dopps get an extra partner. Plus, the alien theme doesn't fit well with that.

A probably not on the third one. Having several of any one alien is fairly anti-Town in all instances. 2 Exterminators might be the only case where the Dopps are equally in trouble. 2 Survivors makes the game lean heavily toward the Dopps. And 2 Zoologists? NO. 2 Operatives is laughable, so that's why I'm leaning no on that.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on October 30, 2010, 07:30:39 pm
No on the first one. You're making the game into some sort of mystery gambit instead of a mafia game. The point of the deadman bomb is that it ONLY HELPS THE EXTERMINATOR. He has to kill everyone, so WHY would any other alien want it? The Survivor can't use it except for a threat. The Operative can't choose it. The Zoologist doesn't want it.

I fail to see how gambits or increasing options are bad. Alien gambits were usually the best part of Paranormal. Your other point that only the Exterminator has any reason to take the bomb is actually a major issue. If only the Exterminator has any reason to actually take the Deadman Bomb, it should either be retooled into something every alien could use, removed entirely, or given to the Exterminator for free. What's the point of having options if everybody chooses the same thing over and over? On the other hand, if a whole new batch of aliens show up and/or the Operative gets a tech choice (he really should, turn his current abilities into a tech, I know I've brought this up recently), I'd suggest keeping things as-is and seeing what happens.

Now, I believe you're talking about the Assassin Bot with a Deadman Bomb to win the game. Highly unlikely but possible. But, why get rid of the Assassin Bot and replace it... with a poison... that is exactly the same? Why would anyone want that? Flavor reasons, or what? The Mad Scientist isn't game-breaking. It's just slightly more powerful than it's given credit for.

Mad Scientist isn't game-breaking, but Assassin Bot sure as fuck is. That invention severely warps the format. You're a Military Mad Scientist, what invention do you pick? Spoiler alert: you pick Assassin Bot or gimp yourself. Dopp? Keep the Scientist alive til lylo to insta-win. Town? Counter a mafia Assassin Bot, get a free lynch if the town decides to lynch you, or confirm yourself at lylo while killing your prime suspect off.

But ok, the alien version is probably fine. Let him keep the Assassin Bot. I'm just a fan of alien-scientist invention symmetry, but apparently nobody else is so it doesn't matter. This is one case where it makes sense to empower the alien version.

Maybe on the second one. The Exterminator has a tough time as it is, but making an Operative not indicative of an Exterminator might work. However, you'd have to watch out, because an Operative + Survivor team is essentially 2 extra Dopps, and an Operative + Zoologist team is pretty useless as well, as the Zoologist already has a high win-rate.

I forgot Paranormal is pretty much the only free-PM game we play here and the ramifications of free-PMing with information. If the Operative is restricted to aliens, I'd be very selective about what aliens he can help out. Right now I'd say only the Exterminator should get it, although if the Zoologist gets tweaked to be harder he totally deserves some Operative love. Maybe allow Ops on all aliens if there's a Zoologist-restricted tech that just gives you the name of another alien in the setup or tells you there are no other aliens if that's the case. This would be so that an Exterminator or Survivor could claim Operative if he wanted to for whatever reason. It's only an issue if you can trust an Operative claim, so add uncertainty and watch the players WIFOM themselves into thinking the Op is a fakeclaiming Exterminator.

However, making it help any role is a straight-up no. Town could have a confirmed Townie pair on their side and the Dopps get an extra partner. Plus, the alien theme doesn't fit well with that.

Flavor can be bent into anything and is a problem that only Meph should be concerned with.

Alright, fine, the Operative should only know their target's name, not role or race. Target isn't told about their Operative's assistance. If the target's a dopp, Operative wins with town. Claiming instantly to your target makes no sense because the player is either a dopp and going to trick you or a townie and is going to do nothing differently. You act as though saying "I'm an Operative to Player X" would confirm the Operative to be real (could be an Exterminator with Intel, could be a ballsy Dopp) and confirm Player X is actually town (could be a dopp even if Operative is telling the truth, could be a anything if the Operative is lying or faking).

A probably not on the third one. Having several of any one alien is fairly anti-Town in all instances. 2 Exterminators might be the only case where the Dopps are equally in trouble. 2 Survivors makes the game lean heavily toward the Dopps. And 2 Zoologists? NO. 2 Operatives is laughable, so that's why I'm leaning no on that.

This is what role weights are for. I'm not suggesting making every game Roswell, I'm just saying allow the script to rarely spit out balanced surprising setups. If they can't be balanced no matter what, that's one thing which may be true, but don't just go "2 Zoologists? NO." and expect me to know why that's bad. Two of the little bastards sounds fun to me depending on what happens if one abducts the other. Two Survivors sounds tough to balance. but it might be doable with some heavy pro-town roles. The point isn't to play with two of them in any actual games, the point is to have the option open so there's as many claims as possible open at all times.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 30, 2010, 08:25:39 pm
I fail to see how gambits or increasing options are bad. Alien gambits were usually the best part of Paranormal. Your other point that only the Exterminator has any reason to take the bomb is actually a major issue. If only the Exterminator has any reason to actually take the Deadman Bomb, it should either be retooled into something every alien could use, removed entirely, or given to the Exterminator for free. What's the point of having options if everybody chooses the same thing over and over? On the other hand, if a whole new batch of aliens show up and/or the Operative gets a tech choice (he really should, turn his current abilities into a tech, I know I've brought this up recently), I'd suggest keeping things as-is and seeing what happens.
The no roleflipping... is never good in a game like Paranormal. I don't even think that the AD should have a Townie roleflip because it's a straight-up lie followed by a screw you players. It's simply anti-everyone else. It only helps their team. And while you might think that that is oh so incredibly helpful it really isn't because the alien is dead now. Congratulations on making our jobs more difficult. Because this game is totally all about lack of information and taking guesses instead of logically deducing targets. My bad.

Now, as for your complaint about there always being the same thing to choose: I heartily disagree. I'll simply give the word Chess. Over the past century, the game of chess has evolved from the taking of pieces and forcing the opponent into submission to tactfully placing pieces and checkmating. While the old strategy is still used, that doesn't make it the best way. The Exterminator has plenty of options that have never been tried because there hasn't been anyone brave enough to try out an equipment set.

Mad Scientist isn't game-breaking, but Assassin Bot sure as fuck is. That invention severely warps the format. You're a Military Mad Scientist, what invention do you pick? Spoiler alert: you pick Assassin Bot or gimp yourself. Dopp? Keep the Scientist alive til lylo to insta-win. Town? Counter a mafia Assassin Bot, get a free lynch if the town decides to lynch you, or confirm yourself at lylo while killing your prime suspect off.

But ok, the alien version is probably fine. Let him keep the Assassin Bot. I'm just a fan of alien-scientist invention symmetry, but apparently nobody else is so it doesn't matter. This is one case where it makes sense to empower the alien version.
Incorrect again. The Assassin Bot is a WELL-KNOWN and failure prone Dopp tool. It's not coming out of nowhere or anything. We knew it was a possibility. Now, what we might need are a couple of counters (Tech Shield, EMP, etc.) but the device itself is completely legal and sound in use.

But, the Alien one doesn't need any more power. But, Aliens need a Tech shield or something.

I forgot Paranormal is pretty much the only free-PM game we play here and the ramifications of free-PMing with information. If the Operative is restricted to aliens, I'd be very selective about what aliens he can help out. Right now I'd say only the Exterminator should get it, although if the Zoologist gets tweaked to be harder he totally deserves some Operative love. Maybe allow Ops on all aliens if there's a Zoologist-restricted tech that just gives you the name of another alien in the setup or tells you there are no other aliens if that's the case. This would be so that an Exterminator or Survivor could claim Operative if he wanted to for whatever reason. It's only an issue if you can trust an Operative claim, so add uncertainty and watch the players WIFOM themselves into thinking the Op is a fakeclaiming Exterminator.
Meh. The Zoologist is perfectly fine, as is. He's the perfect combination of anti-Town and anti-scum, like the Exterminator, though he could probably use less Tech. You also take for granted the amount of WIFOM that a person can successfully dish out. And that's not very. I'd say that Solifuge is the best example by managing to get almost everyone turned against the Child and that took him three other people, several days of work and PMing. Do you really think people are going to see "Operative" and not think "lynch!"?

Most people don't claim Aliens until lylo, and by then, the extra killings MIGHT tip you off that there's an Exterminator.

Alright, fine, the Operative should only know their target's name, not role or race. Target isn't told about their Operative's assistance. If the target's a dopp, Operative wins with town. Claiming instantly to your target makes no sense because the player is either a dopp and going to trick you or a townie and is going to do nothing differently. You act as though saying "I'm an Operative to Player X" would confirm the Operative to be real (could be an Exterminator with Intel, could be a ballsy Dopp) and confirm Player X is actually town (could be a dopp even if Operative is telling the truth, could be a anything if the Operative is lying or faking).
Obvious flaw: Operative ISN'T TRYING TO HELP THE PERSON ANYMORE. Plus, with a one-shot inspect and kill, congratulations Town.

How about we don't do that?

This is what role weights are for. I'm not suggesting making every game Roswell, I'm just saying allow the script to rarely spit out balanced surprising setups. If they can't be balanced no matter what, that's one thing which may be true, but don't just go "2 Zoologists? NO." and expect me to know why that's bad. Two of the little bastards sounds fun to me depending on what happens if one abducts the other. Two Survivors sounds tough to balance. but it might be doable with some heavy pro-town roles. The point isn't to play with two of them in any actual games, the point is to have the option open so there's as many claims as possible open at all times.
Right. Here's how 2 Zoologists works out:
Night 1:
X and Y have been kidnapped.
Night 2:
X and Y have been kidnapped.
Day 3:
DID I MENTION IT'S FRICKIN' LYLO?!?

Let's not do that. K? They won't cross-abduct. It's not like 2 scumteams because they just don't have several people to choose. It's a one-man capturing squad. SKs are severely tough to find because they can act like an ordinary citizen.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on October 31, 2010, 05:28:52 pm
SKs are actually very easy to find from the dopp perspective.  I nailed Solifuge using dopp-knowledge in the last (or last but one?  I forget).
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on October 31, 2010, 05:30:04 pm
SKs are actually very easy to find from the dopp perspective.  I nailed Solifuge using dopp-knowledge in the last (or last but one?  I forget).
I meant good SKs.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Solifuge on November 04, 2010, 03:47:07 pm
Good sir, you wound me.

Also, I haven't been an Exterminator in a long time. You've got the wrong man!
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on November 04, 2010, 05:40:51 pm
Good sir, you wound me.

Also, I haven't been an Exterminator in a long time. You've got the wrong man!

Even if you play in every game, your odds of being any particular role, especially one that's infrequent like the Exterminator, are very low.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 08, 2010, 07:27:17 pm
Ok, here are my current thoughts on stuff to go in.

New Roles:
   Spore-spreader: This alien organism has been engineered to spread by spores and take over human hosts. The only thing is that the host has to die for the spores to spread...
   Rules: The Spore Spreader needs to die in order to make more Spore Spreaders. Each time a Spore Spreader is Lynched or day-killed two random players are selected. If a selected player is Human, they become a Spore Spreader. If they are Dopp or Alien, nothing happens. If a Spore Spreader is Night-killed, the person performing the night kill is targeted by the spores. A human performing the kill will then become a Spore Spreader in turn.
  Win Condition: At least one Spore Spreader needs to be alive at the end of the game. Similar to a town win, in that Dopps and Exterminators/like can't have won. However, the Spore Spreaders still wins if one of them is still alive for a town win.

   Tough Doppelganger: A Doppelganger that cannot be Night-Killed by a normal Night Kill action. Alien Tech kills, like the Plasma Bomb, still work.

   Hivemind: The Hivemind is an Alien on the run. Using either Technology or advanced Psychic Powers (Player's choice at start) the Hivemind dominates the humans in the town in order to ensure its survival. Once per night the Hivemind Alien chooses a player to convert. If the player is human, and does not have the appropriate blocking ability, they join the Hivemind's faction. The Hivemind wins when all opposing groups are dead and the town has no way of stopping them (Vig, War Vet, etc). Medium Tech Slot. (Hivemind and Spore Spreader are restricted, they cannot show up together. Two cult-ish groups would be a nightmare)


New Abilities:
   Anti-Tech Field - Tech devices aimed at this character will fail. Functions like a Mind Shield otherwise.
   
Changed Roles:
    Alien Scientist is renamed to Xenozoologist (You can call it zoologist for short)
    Operative: The Operative loses the granted abilities and instead gets 2 Small Tech slots and 1 Medium Tech slot. The Operative always starts with either a Mind Shield or Anti-Tech Field (player's choice).
    Exterminator: The Exterminator can now choose whether to start with a Mind Shield or an Anti-Tech Field.

Changed Tech:
  Assassin Droid: Changes to a Morningkill action. This keeps it powerful, as it is unblockable, but stops it from being quite so game breaking.

New Human Tech:
  All - Anti-Tech Field - Grants the Anti-Tech Field ability. If the player possesses a natural one it is upgrade to an Advanced Anti-Tech Field.
  Intelligence Scientist:    Advanced Tracking Devices - The Scientist has two tracking devices. They are placed during the day (one per day), and provide information about the whereabouts of the individuals that they are places upon. They are lost if the target dies.
  Military Scientist: EMP Pulse Bomb - This device is a one-shot item used at night. All Tech devices are shorted out that night. Any actions relying on a tech device are blocked. Tech devices can be fixed the following night.
  Cutting Edge Scientist: Psychic Pulser - This device is a one-shot item used at night. All Psychic players (excluding Mind Shields) are blocked for that night and cannot use any Psychic Abilities until the following Night. (Not as limiting as the EMP, but there are more Psychic Roles than Tech)

New Alien Tech:
  Replicator: Large Tech Slot. The Replicator Can create a single Medium Tech item or two Small tech items before it runs out of energy and materials. Allows the Alien more flexibility to respond to changing situations in exchange for the more powerful items that would need to be brought at the outset.
  EMP Pulse Emitter: Medium Tech Slot. Can be used to Target a single player each night. Any Tech devices used by that player that night are shorted out and must be fixed the following night. If the player's action relied on the Tech item, they are roleblocked. Does not use up the Alien's action for that night.
  Psychic Pulse Emitter: Medium Tech Slot. Can be used to Target a single player each night. Prevents the player from using any Psychic Abilities (except for a Mind Shield) for that night and the next day phase. Does not use up the Alien's action for that night.
  Advanced Targeting System: Large Tech slot. Using this advanced weapon allows an Exterminator to bypass all forms of protection on a target. A Night Kill from an alien with this system cannot be prevented.


Any objections?

I like the Queen idea, but I need to work on it a bit more. Plus, I don't want to add too many roles at once.

I also had two ideas for the Operative that I'm mulling over.
  First is simple, allowing the Operative and Exterminator to share items freely. It'd make them more effective without breaking things, I think.
  The second is more complicated. I liked the idea of an Operative who isn't tied to an Exterminator, but I want it to be reasonable. So I came up with this idea:
     Alternate Operative: This Alien is working with the government and has been sent undercover to aid an Agent working in the town. The Operative is told the identity of the Agent the first Night. The Agent is not guaranteed to be Human, although the Operative is Town Aligned.

  This version has two advantages. 1) By not knowing who the Agent is until the first night the Agent can't know if it's REALLY a helpful Operative or an Exterminator Operative who's team managed to scan the Agent during Night 1. 2) By not knowing if their Agent is human or not the Operative won't be able to confirm a townie.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Criptfeind on November 08, 2010, 07:36:37 pm
Do Mr Spores lose their powers when converted?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 08, 2010, 07:37:25 pm
Do Mr Spores lose their powers when converted?

Anyone converted by a Spore becomes a pure Spore Spreader, losing all abilities they had before.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 08, 2010, 07:42:30 pm
Hmm...

I think this is pretty fair, actually.

However, Advanced Anti-Tech Fields are pretty tough to implement though, aren't they?

Do Mr Spores lose their powers when converted?

Anyone converted by a Spore becomes a pure Spore Spreader, losing all abilities they had before.
Dun dun duuuuuun!
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 08, 2010, 07:51:13 pm
However, Advanced Anti-Tech Fields are pretty tough to implement though, aren't they?

Not really. Although it might be slightly wonky, depending on the tech. But most things are easy. For example, a Snooper Bot or Tracking Device will simply show the person to always stay at home. A Scanner would always show Vanilla Townie.

I guess the killing techs, like the Assassin Bot, wouldn't really show anything different against an Advance Anti-Tech Field, but since the person won't be dead that's kind of a given.

Plasma Bomb is fun. I guess the person just happens to end up in a safe spot when it goes off.

Is there anything in particular that you can think of that make it weird?

And do you like the Operative ideas?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Jim Groovester on November 08, 2010, 08:14:45 pm
When tech devices are shorted out by the EMP Pulse Bomb or whatever it's called, does fixing the tech require a night action? A two night roleblock of tech devices seems a bit potent.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 08, 2010, 08:21:53 pm
It is potent, but the Bomb is a one-shot item. It needs to be powerful enough to make people consider taking it.

The Emitter is also powerful, but as a Medium tech slot it's expensive to take and it only targets one person a night. If you don't target a tech user (and most players won't have tech) it's easy to waste.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Org on November 08, 2010, 08:50:59 pm
Can i use the Replicator and the item I made on the same night?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 08, 2010, 09:26:13 pm
Yes.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on November 09, 2010, 08:35:29 am
I'm willing to try making Assassin Bots into Morningkilling Assassin Droids. I dunno, it might be better, it might be the same.

Spore-spreaders have it tough. Chances are if they get nightkilled it's over. Personally I'd think it would be ok to start with 2 or even 3 of them in larger games because a lone Spore Spreader will almost assuredly get ganked. This might be less of an issue than I'm making it out to be since getting lynched is much easier than you'd think. Just look at my victory in Third Party 1. (Check out my horn! *toot toot*). I don't think a tech slot is the answer. You know what, try them out and we'll see how it goes, but I'm placing my bet that the Spore Spreader gets ganked. This is like the one role who actually wants to hit a War Vet, by the way, so consider giving them a useless night action.

I thought players could already share techs. Maybe that was an old idea or something, but sharing techs sounds great. At worst nothing changes, but at best somebody comes up with a new strategy. It'd probably be more relevant if it mattered who actually used a tech, though. In a scenario where the pairing can't trust each other, I could imagine big fights breaking out over who uses what tech and when. There definitely needs to be a limit as to how much tech can be shared. I'd make it that each player can give exactly one other player exactly one tech per night. The player also can't use the tech the night they receive it. I'd make tech gifting not use up the Alien's night action, although one could argue for making it take the action so that in the future players have to choose between telling a potentially untrustworthy Operative to give away their techs or actually using said techs while risking that the Operative either doesn't use it how you want or doesn't even have the tech you wanted in the first place.

Minor issue: There's no reason to have both the Snooper Bot and the Tracking Devices. Only scum would take the Tracking Devices since town Intelligence Scientists don't have a night action to conserve. Sure, you can track two players at the same time, but as soon as one of them dies you're back to being worse off than if you took the Snooper Bot. I'd buff the Tracking Devices since the Snooper Bot is fine power-wise. The only thing I can come up with is building additional Tracking Devices, two nights to make a new one sounds alright to me.

Goals of new roles/actions/techs:
Spore Spreader: Kill. Gives Exterminators a really solid fakeclaim, plus it makes sense from a flavor standpoint, plus it'd even help them to get lynched

Hivemind: Protect if the conversion was successful, Kill if it wasn't or wasn't used to begin with, for instance if the Hivemind was roleblocked. You could do this the other way around (Kill if successful, Protect otherwise) to give the Hivemind a bit of protection if the conversion failed for whatever reason, but I'm more inclined to double penalize failed conversion so players will really avoid them.

Intelligence Scientist w/ Tracking Devices: Find if at least one of the Tracking Devices is still active. Base side goal (Survive for town, Kill for dopps) if all of the Tracking Devices are either unused or used up. Gives the Dopps a bit of a shielding as long as they keep a Tracking Device active.

Scientist w/ EMP Pulse Bomb or Psychic Pulser: Protect the night they're used. Not a lot of roles use Protect.

Replicator: No change when carried or used.

EMP Pulse Emitter/Psychic Pulse Emitter: Protect. Operatives gotta have something to claim.

Advanced Targetting System: No change when carried or when in use.

Oh man, I just read the starting role list. Please, please, PLEASE give the Mad Scientist invention list and Alien tech list headers and proper sorting. They're getting kind long and hard to follow. The obvious headers are by Scientist subrole and tech size. For instance, instead of

Spoiler: current (click to show/hide)

It should be like this:

Spoiler: You're welcome (click to show/hide)

Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 09, 2010, 01:51:34 pm
Hmm. You've got some good ideas in there. Thanks!

I'll make the changes to the main post and we can get started on Round 17 shortly.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Solifuge on November 09, 2010, 03:30:25 pm
When I think of Mind Shields, I usually think of them as some occult thing, and I could see the same with Anti-Tech Fields. Devices tend to short out when you use them, lights flicker and go out, cameras and microphones record only static and feedback, targeting reticules wander, etc.

Regarding Advanced Anti-Tech Fields and Kill Failure:
When using an Assassin Bot or such against the Adv. Tech-Fielded, just make it appear as though they were Doctored... the kill was a success, and they were clearly targeted and killed in the flavor, but due to technical shortcomings, a trick of the light, or what have you, what appeared to have been their body was actually something else.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Zathras on November 09, 2010, 03:46:45 pm
    Morningkill: A morning kill happens between the day and night phase, and cannot be prevented by abilities that prevent night kills. (Such as the Guardian)

Meph, clarification please: is the morningkill between day and night (after the lynch, before night actions? wouldn't that be "eveningkill"?) or after night actions but before next day? (long after activation)

Say I had one of them bot thingies, and Solifuge's avatar really pissed me off. In earlier Paranormals, I could just post "say hello to my little friend, Soli!", PM you, and watch him explode right there in the middle of the day, play continuing as normal after that. In this new version, when would he explode in a million tiny pieces? After whoever was to be lynched is lynched, or after he nightkills me as the scum he surely is?

Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 09, 2010, 03:56:37 pm
It's Morning. You'd declare that you were using the item as your Night Action and they'd die AFTER all of the night actions had occurred. So it's not as powerful as before.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Zathras on November 09, 2010, 04:03:33 pm
Wow... not only not as powerful, but it has the Instant Gratification component that made them so much fun removed... It's not nearly as dramatic to go from "Oh, yeah? YEAH? Well, IN YO' FACE!",  to "Oh yeah?.. Well, I will stew over my displeasure, and will kill you for sure in 24 to 72 hours! Just you wait!"

Needless to say, I liked the first version better. Yeah, I saw it did break some older games, especially approaching lylo, but still, I will not forget that game when Pandar opened day one with "All of you SHUT UP! I'VE GOT A BOMB!..... AAAuuugggfhhh!!! *plonk*" as someone called his bluff with a bot right away. That was awesome and I'll miss it.



PS:
It's Morning. You'd declare that you were using the item as your Night Action and they'd die AFTER all of the night actions had occurred. So it's not as powerful as before.

Then the description should read "between night and day", rather than the reverse... just sayin'.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 09, 2010, 04:07:34 pm
Ok, I changed it.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on November 09, 2010, 04:18:18 pm
On the other hand, it seems it's still unblockable, untracable, a lylo breaker and undefendable.

Yeah, it's still good.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Criptfeind on November 09, 2010, 05:03:54 pm
Huh. I just realized, who would want to kill a spore spreader? Town don't because that will take power roles away from them, scum don't because it only hurts town and not them...

Edit: Idea! Have the spore spreader be a joker, it has to 'breed' to win.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 09, 2010, 05:08:26 pm
That's exactly what the spore spreader is. A Jester. It needs to trick people into lynching it while avoiding being night-killed by dopps or exterminators.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Criptfeind on November 09, 2010, 05:11:07 pm
But like, formally.

As it is a spore spreader only wins if one is alive at the end, I was thinking it wins as soon as it dies, if it is alive at the end it loses.

It sounds funny to me. But I don't know anything about game balance or mechanics or what not.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 09, 2010, 05:17:59 pm
A normal Jester wins when they die. The Spore spreader is a bit different, in that it makes MORE jesters when it dies. So to balance that I made it so that at least one Spore Spreader needs to be alive at the end of the game for them to win.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Criptfeind on November 09, 2010, 05:22:42 pm
Okay dokay.

That makes sense.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: forsaken1111 on November 09, 2010, 05:23:23 pm
With the frequency with which I get lynched in this game, I would make an amazing jester.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on November 09, 2010, 06:04:55 pm
Could they just claim once one spore spreader is down?  I don't see any reason anyone would want them dead.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 09, 2010, 06:07:17 pm
Could they just claim once one spore spreader is down?  I don't see any reason anyone would want them dead.

Dopps want them dead same as any other town, really. As do exterminators. And a Spore Spreader has no ability to stop a night kill, so it'd be a 'safe' kill, assuming that it wasn't a trick of some sort.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: forsaken1111 on November 09, 2010, 06:07:52 pm
Could they just claim once one spore spreader is down?  I don't see any reason anyone would want them dead.
If you claim you get night killed and don't get to spread your spore, if I understand it correctly. You want to be the last ones standing.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on November 09, 2010, 07:09:41 pm
Dopps want them dead same as any other town, really. As do exterminators. And a Spore Spreader has no ability to stop a night kill, so it'd be a 'safe' kill, assuming that it wasn't a trick of some sort.
So... a potential scum ally claims, and you kill them?

Plus, they have no abilities full stop.  It's like going for a vanilla townie that could be on your side when you probably have cops, docs and all sorts of other stuff to worry about.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 09, 2010, 07:14:06 pm
How are they a potential scum ally? The Spore Spreader loses if the Dopps win.

And I just meant that while a Spore Spreader could convert a Human Vig who attacked it, it has no effect on dopps or aliens.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on November 09, 2010, 07:38:29 pm
Hmm... in that case, I guess there's a kindof "confirmed townie" element.  Yeah, ok.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Zathras on December 11, 2010, 04:22:44 am
So, Paranormal 17 just finished. I have some questions, hypothetical situations and thoughts for future ones (may there be many):

1. What's with the mind shields/antitech fields? Rules imply that any character, of any race/role who is not psychic (warden, telepath, medium, enchanter, yes?) may get one. Is it one only, or independent chance? Can he randomly get both? In P17's mass claim, only Leafsnail claimed a Mind shield, in general, why wouldn't the exterminator also claim one as a randomly given ability every time, along with his (non-psychic) fakeclaim, as long as he didn't have an advanced one? (In particular, Toaster, why didn't you? It wouldn't have fingered you as the Ext, and the claim would have let you go after Kamina instead of me.)

2. Tech: I've not played as Exterminator team; does the Ext know if he has an Op before he has to finalise his tech choices? If he does have an Op, why wouldn't he always ask the Op to get an anti-tech shield, and give it to him? That'd make him immune to most special attacks, and at least one would be safe to claim.

3. Meph hinted that, although at the moment a detective gets "Agent Operative" and "Exterminator Operative" as roles for those who have them, in the future he may just get "Operative"; it makes things harder for the detective. On the other hand, the scanner tech would continue to get the full result, yes? This would be compatible with how it gets now both race and role in other cases. Also, the Ext knows who his Op is, yes? But does the Agent? Or only if he's not Dopp, or never?

4. A question left unanswered in the thread: does the Exterminator team win condition mandate that any Alien Survivors be dead, or can a situation of 2 townies vs. Ext-Op+Survivor result in an alien win? How about 1 townie vs. 1 survivor vs. 1 no-kill-left Ext-Op? Who wins?

5. Meph hinted, after the "chains flavour" debacle, that "it gave him an idea" for an alien tech. First: please don't, the poor warden's life is tough as it is; but second, if you must, shouldn't it be incorporated into the Combat Camo functionality?

6. Speaking of Camo, this was touched in scumchat: if the Ext targets his standard NK on someone with anti-tech field, then the camo would fail to mask the kill, yes? And finally, just to confirm what was said in P17, if camo was taken, it could mask kills made by both Ext and Op, whether standard NK or tech, all in the same night, right? And the camo-user can select at the time whether to mask his kill or not, yes?

7. While I understand the rationale behind the new "morning-kill" assassin bots, now that I've seen them in action I have to say I liked them better before. Sure, game balance is not my strong point, but day kills were way more dramatic before, increased tension substantially (a good thing), and as Leafsnail pointed out, they were a way for an Exty to keep a Survivor in line following orders. I really missed the "IN YO' FACE" factor of older games I've read.

8. Tech vs. Psychic: a psychic doesn't leave his home to do his thing, so he's safe from sentry guns/PWVs/guards; tech is remote as well, and likewise safe, yes? sentry guns/PWVs/guards don't prevent bot kills, stun orbs, scanners, and so on, do they? What is the difference with regards to night action claims? Is it that the tech user leaves his home (but doesn't enter the target's), and therefore can be seen by a reporter? Any other difference?

9. Tech and Agents: The Ext and Ext-Op can share tech, but this is not the case for the Agent and Agent-Op, right? Only the Agent-Op gets tech, the Agent gets none beyond his investigative power, no tech. I read wuba's musings on deadchat about whether the Agent-Op gets too much tech at the moment or not; I don't recall Agent-Op details from older games, but I have to say I like this incarnation; his tech being available gives it a convincing impression that he's the Ext-Op (and indeed I'd have tried to lynch Dariush for it had the game gone on). Again, balance is not really my thing, so I don't know how much tech they should get, but I think it's good that they do.



Whew... quite a few. As I said earlier, these games are excruciatingly complicated, but also (and because of it) soooo much fun! Oh well, food for thought. Your opinions are welcome. More if I think of them.

Looking forward to the next one.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on December 11, 2010, 05:14:48 am
Just a small thing, but Detectives should get "Townsperson" instead of "No role". All "No role" does is trick newbies who haven't read and memorized the rules top to bottom. Everything that gives "No role" should of course give "Townperson" instead.

I'm willing to be Meph is already doing this, but all the Operatives should have
"Visible Role: Operative"
I love how Meph tricked us into readding the old "Agent Seeker". Hehe.

The Bodyguard role in the master role list still mentions "one of three varients" when there's four varients now. Additionally, I recommend adding a fifth varient that's psychic. Still dies defending the player, but isn't killed by war vets and turrets and whatnot. I dunno how to flavor this exactly, but gameplay wise it'd be a good addition.

I'm actually inclined to agree with Web. Agent Ops should probably only get 1 small, 1 medium tech or maybe even 2 small tech or just 1 medium.  A smaller number of techs creates a dilemma of "do I take the Scanner or what?" rather than the large amount of tech now which just says "do everything!". Of all the aliens, they're the ones who most wants to have Intel. On that note, Intel really should be Medium tech. Yes, it'd be a little strong for a Med tech, but I don't think it would be overpoweredly so. Xenoxoologists might actually want it, and if an Exterminator wants to grab a replicator and wait to get the Intel, so be it. I'm also of the opinion that most of the current large techs are on the weak side, so I'd gladly be willing to buff them up a smidge.

Role idea:
Diviner (Name sucks, but Telepath is already taken and Mind Reader and Detector sound stupid)
Race: Human or Dopp
Goal: Find
This psychic player is able to detect if other players are radiating psychic energy as only psychic beings do. Each night, he or she can figure out of another player is psychic or not. Enchanters, Diviners, Telepaths, Wardens, and psychic-using Hiveminds are all psychic.
(You would think this would make Hiveminds always take psychic, but you gotta remember that the anti-tech techs are much worse compared to the anti-psychic techs. Additionally, I would recommend adding an anti-tech psychic role of some sort. Alternatively, make all Hiveminds psychic, but I kind of want the decision to actually matter somehow, and this is a first step.)



Advanced Holoform is laughably useless. It's effective vs two things, Reporters and Snooper Bots. That's.... not very useful, to be honest.Maybe the problem is with regular Holoforms already being too good? Maybe regular Holoform Modulators should only let you hide your role while Adv. Holoform Modulators lets you hide everything else? Problem is, I don't think Holoforms really need to be nerfed. The regular Modulator is already fairly balanced, so I really do think the problem is with Adv. Holoforms. Hmm... Maybe there's no problem at all and everything's just in my head? I would only consider taking an Adv. Holoform if it protected me from attack or something, but I don't think that's a good route to go down.

Ok, here's an idea. What if we say that techs and psychics can "see-through" a regular Holoform Modulator but not an Adv. one? This would mean Snooper Bots and Surveillance Systems will skip the Holoform and track the player but an Advanced one is so realistic they'll miss the actual player entirely and only track the Holoform. Additionally, I think Adv. Holoform Modulator should also mask the player's Goal for Telepaths. Finally, if a player with a regular Mind Shield or Anti-Tech Shield uses an Adv. Holoform Modulator, for that one night only, the shield acts like the Advanced version. If the player lacks one or both shields, he or she has it/them for the night the Adv. Holoform is used. Does this sounds good?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Toaster on December 11, 2010, 12:17:48 pm
Zath:  Scanner already sees through role-masking effects like Dopp Leader and Kook, so I imagine that it'd get the full type of operative.

It's stated somewhere that Survivor does block the Exty wincon.

(Also re P17: I didn't claim it because I figured it'd draw attention to me as a possible exty.  I was really only suspected of being it via process of elimination at that point.)


Here's my thoughts on tech, gathered from both me pondering what to take and seeing things in action:


Stun Bomb:  If it takes the Alien's action for the night, it seems kind of useless.  It may not affect the user, but anyone using it can't do anything else.  I always pictured it as a great choice for the Xenozoologist, who can get one free night to ply his trade.  If you want to keep it as using up the action, I suggest one change: allow the user to selectively exclude people from its effects, possibly with a cap of one exclusion.  That'd make it a good choice for both operatives, allowing either a free kill or free inspection.

Holoform modulator:  I'd just like a clarification on this one: do you have to specify the night it's used, or is it more like something you set ahead of time and it triggers when needed?  If the former, perhaps the advanced form could act as the latter, increasing its power versus the basic version.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on December 11, 2010, 01:25:28 pm
Then again, Dopps investigated by a Detective would show up as "Townsperson", which may not be ideal. Hmm... Maybe the fact that vanilla Townspeople and vanilla Dopps will show up as "No role" should be stated in the Detective role PM? Yeah, I like that.

Stun Bomb: Hmm... I have an idea. Make it so the Stun Bomb doesn't use up the player's night action but also make it so the Stun Bomb user will also get stunned... unless he or she has an Anti-Tech Shield or Mind Shield. Flavor the thing as a powerful ESP blast, I dunno. Or just make the only defense an Anti-Tech Shield, I don't really care. If the Alien really cares, he or she is free to buy a Stun Bomb and a Mind Shield or just start with a Mind Shield if it's the Extie. It's a lot of hoops to jump through, I guess, but even unshielded I can see an Agent Op taking a Stun Bomb to give the town an extra lynch.

Holoform Modulator: It triggers when a player inspects you. You then get to pick a race-role combo to appear as for that night. It used to be "Activate whenever w/o a trigger", but nobody used it since it would pretty much never be effective due to the very high number of players and fairly low number of inspections out and about.

I'd scrap the Adv. Holoform Modulator and add a Large tech "Permanent Holoform Modulator". I think you can see where this is going. If you do keep the Adv. Holoform, at the very least make it so even Scanners get fooled by Adv. Holoforms.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 11, 2010, 03:16:50 pm
So, Paranormal 17 just finished. I have some questions, hypothetical situations and thoughts for future ones (may there be many):

1. What's with the mind shields/antitech fields? Rules imply that any character, of any race/role who is not psychic (warden, telepath, medium, enchanter, yes?) may get one. Is it one only, or independent chance? Can he randomly get both? In P17's mass claim, only Leafsnail claimed a Mind shield, in general, why wouldn't the exterminator also claim one as a randomly given ability every time, along with his (non-psychic) fakeclaim, as long as he didn't have an advanced one? (In particular, Toaster, why didn't you? It wouldn't have fingered you as the Ext, and the claim would have let you go after Kamina instead of me.)

Anyone can randomly have either a mind shield, anti-tech field, or Kook.

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2. Tech: I've not played as Exterminator team; does the Ext know if he has an Op before he has to finalise his tech choices? If he does have an Op, why wouldn't he always ask the Op to get an anti-tech shield, and give it to him? That'd make him immune to most special attacks, and at least one would be safe to claim.

Yes, if there is an Exterminator Operative he could do that. Of course, considering that an Exterminator team has never won, I'm not too concerned about it being overpowered.

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3. Meph hinted that, although at the moment a detective gets "Agent Operative" and "Exterminator Operative" as roles for those who have them, in the future he may just get "Operative"; it makes things harder for the detective. On the other hand, the scanner tech would continue to get the full result, yes? This would be compatible with how it gets now both race and role in other cases. Also, the Ext knows who his Op is, yes? But does the Agent? Or only if he's not Dopp, or never?

Exterminator and Operative act as a team. They get their Role PMs together and they have a quickchat.

Agent and Agent Operative are on the same side, but they're not a specific team. Nor does the Agent know about the Operative, although the Operative gets the Agent's name as part of their Night 1 action results.

The Scanner gets full results, yes, since it's a one-shot tech item. Of course, it won't work properly against an Anti-Tech field.

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4. A question left unanswered in the thread: does the Exterminator team win condition mandate that any Alien Survivors be dead, or can a situation of 2 townies vs. Ext-Op+Survivor result in an alien win? How about 1 townie vs. 1 survivor vs. 1 no-kill-left Ext-Op? Who wins?

Exterminator team has to kill everyone. So a Survivor is ALWAYS anti-exterminator team. In that last scenario, the town would still have to lynch someone that day.

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5. Meph hinted, after the "chains flavour" debacle, that "it gave him an idea" for an alien tech. First: please don't, the poor warden's life is tough as it is; but second, if you must, shouldn't it be incorporated into the Combat Camo functionality?

Hehe. I was just being evil. But, yes, if that were to exist it'd probably be either a combo of Combat Camo & Stun orb or it'd be a larger tech version of the stun orb.

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6. Speaking of Camo, this was touched in scumchat: if the Ext targets his standard NK on someone with anti-tech field, then the camo would fail to mask the kill, yes? And finally, just to confirm what was said in P17, if camo was taken, it could mask kills made by both Ext and Op, whether standard NK or tech, all in the same night, right? And the camo-user can select at the time whether to mask his kill or not, yes?

Yes.

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7. While I understand the rationale behind the new "morning-kill" assassin bots, now that I've seen them in action I have to say I liked them better before. Sure, game balance is not my strong point, but day kills were way more dramatic before, increased tension substantially (a good thing), and as Leafsnail pointed out, they were a way for an Exty to keep a Survivor in line following orders. I really missed the "IN YO' FACE" factor of older games I've read.

I like it better too, but it's just WAY more powerful as a day-kill. Too powerful for a Mad Scientist tech, at least. I might make the Alien version stronger, though.

As it is, I still have to rework the Military Scientist a bit. No one ever takes Sentry Guns, which shows how unbalanced it is.

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8. Tech vs. Psychic: a psychic doesn't leave his home to do his thing, so he's safe from sentry guns/PWVs/guards; tech is remote as well, and likewise safe, yes? sentry guns/PWVs/guards don't prevent bot kills, stun orbs, scanners, and so on, do they? What is the difference with regards to night action claims? Is it that the tech user leaves his home (but doesn't enter the target's), and therefore can be seen by a reporter? Any other difference?

Depends on the tech. Most Mad Scientist tech is pretty passive or remote. Alien Tech is a lot more varied. Some requires going to the target, some doesn't. Really, the main difference between tech and psychic right now is that tech tends to be more varied and has 1-shot powers.

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9. Tech and Agents: The Ext and Ext-Op can share tech, but this is not the case for the Agent and Agent-Op, right? Only the Agent-Op gets tech, the Agent gets none beyond his investigative power, no tech. I read wuba's musings on deadchat about whether the Agent-Op gets too much tech at the moment or not; I don't recall Agent-Op details from older games, but I have to say I like this incarnation; his tech being available gives it a convincing impression that he's the Ext-Op (and indeed I'd have tried to lynch Dariush for it had the game gone on). Again, balance is not really my thing, so I don't know how much tech they should get, but I think it's good that they do.

Actually, there isn't any reason an Agent Operative couldn't share tech with the Agent once he makes contact.

As for him getting too much tech, maybe. But it's a pretty expensive role, and i like the options the tech gives him. So I think I'd prefer to just adjust the weight instead of limit his tech.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: RedWarrior0 on December 11, 2010, 03:27:33 pm
Perhaps the daykill bot needs some mitigation. How about: as scum, it doesn't work when it would end the game or when the game would end that night if used. When it does work, a random person of the user's alignment is blocked because of some kind of collateral damage. The user does not know who is blocked. For an otherwise all-vanilla scumteam, the assassin would mean giving up the nightkill for the dramatic effect. For the town, a valuable role could get blocked, and there would be no chance of it knocking out a random townie.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on December 11, 2010, 04:45:55 pm
It occurs to me that Sentry Guns would be great IF you can reliably draw a kill.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 11, 2010, 05:19:02 pm
It occurs to me that Sentry Guns would be great IF you can reliably draw a kill.

What do you mean?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on December 11, 2010, 05:56:50 pm
I mean, as in, if you're such a good player that you're sure you can get the dopps to kill you on night one.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 11, 2010, 05:59:02 pm
You could always pull an Org :P
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Zathras on December 12, 2010, 12:34:26 am
Thanks Meph for the answers. A couple of follow ups, if I may:

1. What's with the mind shields/antitech fields? Rules imply that any character, of any race/role who is not psychic (warden, telepath, medium, enchanter, yes?) may get one. Is it one only, or independent chance? Can he randomly get both?
Anyone can randomly have either a mind shield, anti-tech field, or Kook.

I read that as meaning that a Kook can never have a natural mindshield or techfield, right?


The Scanner gets full results, yes, since it's a one-shot tech item. Of course, it won't work properly against an Anti-Tech field.

If I have an advanced anti-tech field, and am targeted by a scanner, they should get a misleading result and use up the item, yes? Would they get "no role", or would I get the chance of saying what would be reported (as with a holoform modulator) or something else?


4. [...]How about 1 townie vs. 1 survivor vs. 1 no-kill-left Ext-Op? Who wins?
In that last scenario, the town would still have to lynch someone that day.

Let's take it further and say they lynch the survivor, and neither the townie nor the Op have any kills or tech left; it's just 1 vs. 1, without a way to kill each other. Who wins?

Since we're on the topic, different scenario: two townies vs. the Exterminator. The townies have found him out and vote to lynch him, but he has a Deadman Bomb. He is lynched, but the bomb takes out both townies. Scorched Earth! Who wins?


7. While I understand the rationale behind the new "morning-kill" assassin bots, now that I've seen them in action I have to say I liked them better before. Sure, game balance is not my strong point, but day kills were way more dramatic before, increased tension substantially (a good thing), and as Leafsnail pointed out, they were a way for an Exty to keep a Survivor in line following orders. I really missed the "IN YO' FACE" factor of older games I've read.
I like it better too, but it's just WAY more powerful as a day-kill. Too powerful for a Mad Scientist tech, at least. I might make the Alien version stronger, though.
As it is, I still have to rework the Military Scientist a bit. No one ever takes Sentry Guns, which shows how unbalanced it is.

Yeah, or keep them as is, but add an old-style daykilling bot as a Large Tech item, or something. I like daykills. Also, the sentry guns or EMP pulse would perhaps be more popular if they were not one-shot; if unlimited use is too much, at least two-shot would beef them up substantially, I think.

While on the subject, I agree with others that have said: a) the Advanced Holoform Modulator is kind of weak as a medium tech, it would be better as a "Permanent Holoform Modulator" or as small tech or something else; and b) the Stun Bomb would be more useful if it didn't use up the Alien's night action, and/or if it could selectively stun some people but not others. Question on that: are people with Anti-Tech fields stunned by the stun bomb? The current description doesn't qualify, it just says "the entire town".

I also think the replicator would be cooler if it had a bigger fuel tank, being able to make three small tech items, or one medium and one small, but I don't know about balance; I just think more tech means more fun. 8-)


Agent and Agent Operative are on the same side, but they're not a specific team. [...] Actually, there isn't any reason an Agent Operative couldn't share tech with the Agent once he makes contact.

I find this surprising, and good for town; once the Op is sure the Agent is not a dopp, they can become quite powerful if they can share the tech. He could take two Personal Shields as his two small tech choices, and give one to the Agent, for example. Good stuff.

More in general, since Agent/Agent-Op aren't a specific team, can an Agent Op share tech with someone else? Say he scans his Agent and finds he's a dopp, but there's someone else who is a confirmed townie for whatever reason; could the Agent Op give that townie a Personal Shield?

Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Toaster on December 12, 2010, 01:07:14 pm
If you're going to do that, why not just let any alien share any tech? That could open up several interesting possibilities.  The Hivemind normally wouldn't want to take any action-using items, but he could give it to his first convert, letting him be his own personal operative.  Perhaps possibilities of cutting deals could open up with exchanging tech for support on a lynch, or NK protection, or covering a lie for someone else.

On that note, does a Hivemind convert lose any powers he had?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on December 12, 2010, 05:11:52 pm
Let's take it further and say they lynch the survivor, and neither the townie nor the Op have any kills or tech left; it's just 1 vs. 1, without a way to kill each other. Who wins?
According to the letter of the law, the Exterminator side loses, as not all non exterminator players are dead.  Then again, the town also loses.

Since we're on the topic, different scenario: two townies vs. the Exterminator. The townies have found him out and vote to lynch him, but he has a Deadman Bomb. He is lynched, but the bomb takes out both townies. Scorched Earth! Who wins?
According to the letter, the Exterminator.  His wincon doesn't seem to require his own survival.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 13, 2010, 04:42:42 pm

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Stun Bomb:  If it takes the Alien's action for the night, it seems kind of useless.  It may not affect the user, but anyone using it can't do anything else.  I always pictured it as a great choice for the Xenozoologist, who can get one free night to ply his trade.  If you want to keep it as using up the action, I suggest one change: allow the user to selectively exclude people from its effects, possibly with a cap of one exclusion.  That'd make it a good choice for both operatives, allowing either a free kill or free inspection.
Good point. It was originally made for the Watcher, who didn't do anything at night anyway. Might need to tweak it a bit.

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Holoform modulator:  I'd just like a clarification on this one: do you have to specify the night it's used, or is it more like something you set ahead of time and it triggers when needed?  If the former, perhaps the advanced form could act as the latter, increasing its power versus the basic version.
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I'd scrap the Adv. Holoform Modulator and add a Large tech "Permanent Holoform Modulator". I think you can see where this is going. If you do keep the Adv. Holoform, at the very least make it so even Scanners get fooled by Adv. Holoforms.

Yeah, it is currently an as-needed item. I probably won't change the normal one. Making the Advanced one trick EVERYONE is probably a good idea. Might also add in a Permanant Holoform as well. Which is just the basic one that never goes away.





Thanks Meph for the answers. A couple of follow ups, if I may:

1. What's with the mind shields/antitech fields? Rules imply that any character, of any race/role who is not psychic (warden, telepath, medium, enchanter, yes?) may get one. Is it one only, or independent chance? Can he randomly get both?
Anyone can randomly have either a mind shield, anti-tech field, or Kook.

I read that as meaning that a Kook can never have a natural mindshield or techfield, right?
Correct.


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The Scanner gets full results, yes, since it's a one-shot tech item. Of course, it won't work properly against an Anti-Tech field.

If I have an advanced anti-tech field, and am targeted by a scanner, they should get a misleading result and use up the item, yes? Would they get "no role", or would I get the chance of saying what would be reported (as with a holoform modulator) or something else?
  They would get a generic townsperson result.


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4. [...]How about 1 townie vs. 1 survivor vs. 1 no-kill-left Ext-Op? Who wins?
In that last scenario, the town would still have to lynch someone that day.

Let's take it further and say they lynch the survivor, and neither the townie nor the Op have any kills or tech left; it's just 1 vs. 1, without a way to kill each other. Who wins?

Since we're on the topic, different scenario: two townies vs. the Exterminator. The townies have found him out and vote to lynch him, but he has a Deadman Bomb. He is lynched, but the bomb takes out both townies. Scorched Earth! Who wins?

In both cases the Exterminator team would win. The operative just punches out the human or something. In the second case, yeah, the Exterminator wins by having everyone else dead regardless of whether or not he's alive.




Agent and Agent Operative are on the same side, but they're not a specific team. [...] Actually, there isn't any reason an Agent Operative couldn't share tech with the Agent once he makes contact.

I find this surprising, and good for town; once the Op is sure the Agent is not a dopp, they can become quite powerful if they can share the tech. He could take two Personal Shields as his two small tech choices, and give one to the Agent, for example. Good stuff.

More in general, since Agent/Agent-Op aren't a specific team, can an Agent Op share tech with someone else? Say he scans his Agent and finds he's a dopp, but there's someone else who is a confirmed townie for whatever reason; could the Agent Op give that townie a Personal Shield?
[/quote]

Well, for one thing he can only have 1 of any given item. So he could give a personal shield to the other player, but he can't double up on it or anything. And it's really nothing more than a somewhat nicer 1-shot Guardian Effect. So I don't consider that really broken.

After all, that just effects who the dopps might go after. An Agent with a Personal Shield still loses if the dopps outnumber the town.

But, yes, the ability to share tech is included in the cost of the Agent Operative.

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If you're going to do that, why not just let any alien share any tech? That could open up several interesting possibilities.  The Hivemind normally wouldn't want to take any action-using items, but he could give it to his first convert, letting him be his own personal operative.  Perhaps possibilities of cutting deals could open up with exchanging tech for support on a lynch, or NK protection, or covering a lie for someone else.

Hmmm. I like this idea. I think we'll go with it. If it causes problems, I can always change it. Certain items could be owner-only, or have DNA encryption to restrict who can use it.


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On that note, does a Hivemind convert lose any powers he had?

No. The converts keep all abilities.



I'm going to go through and update the Rules post a bit.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 13, 2010, 04:56:14 pm
I've decided to add a nice ability to the Sentry Guns. They can now be programmed with Facial Recognition that allows the Scientist to put people on a 'safe list'.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on December 13, 2010, 05:00:11 pm
I've decided to add a nice ability to the Sentry Guns. They can now be programmed with Facial Recognition that allows the Scientist to put people on a 'safe list'.

I like this. A lot.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on December 13, 2010, 05:00:53 pm
That seems...

Like a pretty good idea.  Not so great towards the start, much better towards the end.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 13, 2010, 05:05:52 pm
Sign-ups for Bastard Paranormal (http://www.bay12forums.com/smf/index.php?topic=72923.0) have started.

This...is going to be interesting.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Zathras on December 13, 2010, 05:18:59 pm
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Stun Bomb:  [...]
Good point. It was originally made for the Watcher, who didn't do anything at night anyway. Might need to tweak it a bit.
Who is this Watcher of whom you speak? I don't see it in the role list... only one that watches seems to be the reporter, and he doesn't get tech. Though the Kook description does say "The Kook also talks to himself a lot, and will always show up to a Watcher as having communicated with someone that day." Does this refer to the reporter watching the Kook, or to the other Watcher you mention?


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Holoform modulator:[...]
Yeah, it is currently an as-needed item. I probably won't change the normal one. Making the Advanced one trick EVERYONE is probably a good idea. Might also add in a Permanant Holoform as well. Which is just the basic one that never goes away.
I like the permanent one. I don't understand how the advanced one would trick everyone, though. Do you mean everyone who targeted him on the one night it is used? (not many inspections/scans overlap on the same night, I'd think); or maybe that it trumps the scanner tech/others?


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I've decided to add a nice ability to the Sentry Guns. They can now be programmed with Facial Recognition that allows the Scientist to put people on a 'safe list'.
Yeah, I also like this a lot, particularly for the late game. It would remain one-shot, though, yes? I'd still like it better if two-shot, but that may be too much.

Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 13, 2010, 05:23:10 pm
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Stun Bomb:  [...]
Good point. It was originally made for the Watcher, who didn't do anything at night anyway. Might need to tweak it a bit.
Who is this Watcher of whom you speak? I don't see it in the role list... only one that watches seems to be the reporter, and he doesn't get tech. Though the Kook description does say "The Kook also talks to himself a lot, and will always show up to a Watcher as having communicated with someone that day." Does this refer to the reporter watching the Kook, or to the other Watcher you mention?

Oh. The Watcher was an Alien at one point. He saw everyone who communicated in the night. His goal was to stretch the game out to x number of days, at which point some huge event happened that made everyone else lose.

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Holoform modulator:[...]
Yeah, it is currently an as-needed item. I probably won't change the normal one. Making the Advanced one trick EVERYONE is probably a good idea. Might also add in a Permanant Holoform as well. Which is just the basic one that never goes away.
I like the permanent one. I don't understand how the advanced one would trick everyone, though. Do you mean everyone who targeted him on the one night it is used? (not many inspections/scans overlap on the same night, I'd think); or maybe that it trumps the scanner tech/others?
[/quote]
By that I mean it'd also manage to foil Telepaths and Scanners and the like.



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I've decided to add a nice ability to the Sentry Guns. They can now be programmed with Facial Recognition that allows the Scientist to put people on a 'safe list'.
Yeah, I also like this a lot, particularly for the late game. It would remain one-shot, though, yes? I'd still like it better if two-shot, but that may be too much.
[/quote]
We'll see how this goes. One change at a time.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Zathras on December 13, 2010, 07:04:53 pm
A handful of new questions (get them in now before Bastard Paranormal starts, or it would look fishy/scummy to carry out a conversation here!):

1. If a spore-spreader is lynched, up to two townies get turned into spore-spreaders. Do they know each other's identity? Is there any way for a spore-spreader "masonry" to be formed? Since they win if the town wins, they are reasonably town-friendly to be called masons, yes? Can they make a quicktopic mason chat (whether by being informed or deducing each other's identity)?

2. If a spore-spreader is targeted by a NK, the killer is infected only if he's human. That means only a Vig, yes? Is any other human able to NK a SS? Not a PWV/Sentry guns, since the SS can't visit them... On this note: if an assassin bot hits a SS, the bot owner doesn't get infected, yes? If dopp/alien, he's immune, if Mad Scientist, he's not present...

3. A Hivemind is likewise restricted to humans as targets; do they get a cult-chat? Know each other?

4. The Zoologist needs to get a dopp, an alien, and two townies (psychic and non) to win; can he still win if the game rolled no psychics? or if all psychics are dead? Does a townie with a natural mindshield count as a psychic for this? How about a tech-based mindshield built by a MS?

5. Can we assume for the Bastard Paranormal that the previously discussed "all aliens can share tech at will" rule is active?


...more as I think them up.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 13, 2010, 07:11:19 pm
1. If a spore-spreader is lynched, up to two townies get turned into spore-spreaders. Do they know each other's identity? Is there any way for a spore-spreader "masonry" to be formed? Since they win if the town wins, they are reasonably town-friendly to be called masons, yes? Can they make a quicktopic mason chat (whether by being informed or deducing each other's identity)?
They don't know the other's identity, no. I suppose they could tell people that they're a spore spreader and hope they told the right people, but it's not automatic or anything. Anyone can make a quicktopic if they want, they just have to send me the link.

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2. If a spore-spreader is targeted by a NK, the killer is infected only if he's human. That means only a Vig, yes? Is any other human able to NK a SS? Not a PWV/Sentry guns, since the SS can't visit them... On this note: if an assassin bot hits a SS, he doesn't get infected, yes? If dopp/alien, he's immune, if Mad Scientist, he's not present...

Yeah. Currently, a Vig is the only option for that. I just made it a blanket rule to allow for future developments.

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3. A Hivemind is likewise restricted to humans as targets; do they get a cult-chat? Know each other?

Yes, the hivemind gets a quickchat. And they know who they all are.

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4. The Zoologist needs to get a dopp, an alien, and two townies (psychic and non) to win; can he still win if the game rolled no psychics? or if all psychics are dead? Does a townie with a natural mindshield count as a psychic for this? How about a tech-based mindshield built by a MS?

Natural mind shield or anti-tech field count as psychic. Tech based ones do not. A Zoologist wouldn't be in the game if there wasn't a way for him to win. He can't win if all psychics (or dopps, or aliens) die before he snatches them.

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5. Can we assume for the Bastard Paranormal that the previously discussed "all aliens can share tech at will" rule is active?

You can assume for the Bastard Paranormal that all rules are in force...except for specific exceptions that I won't tell you about. ;)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Zathras on December 13, 2010, 07:31:28 pm
Natural mind shield or anti-tech field count as psychic. Tech based ones do not.
OK, are the Mad Scientist's MS/ATF the only human tech-based shields? The rules say Mad Scientists "can build them", but I assumed it meant they have the same chance as anyone else to roll for one or not; it's just that if, say, a reporter, rolls a mindshield, it's natural and he's psychic, but if a Mad Scientist rolls one, it's tech-based and he's not... am I reading this right?


Quote
5. Can we assume for the Bastard Paranormal that the previously discussed "all aliens can share tech at will" rule is active?
You can assume for the Bastard Paranormal that all rules are in force...except for specific exceptions that I won't tell you about.

And thus the bastardry commences... 8-)
There's nothing (I can find) in the rules as posted on BP that say an Agent-Op or Hivemind can share tech with anyone. I ask, before the game starts: can they? with whom? If you can't answer, then please explicitly say "I can't answer"...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 13, 2010, 07:34:32 pm
A Mad Scientist can roll a natural Mind Shield/Anti Tech Field. He can also choose to build one as his tech choice if he doesn't start with a natural one.

All aliens can share tech with anyone they like at the moment. We'll see how that goes.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Zathras on December 13, 2010, 07:54:35 pm
A Mad Scientist can roll a natural Mind Shield/Anti Tech Field. He can also choose to build one as his tech choice if he doesn't start with a natural one.

Hmmm.... so, a MS has equal chance with everyone else to be psychic and have a mind/tech shield; but if he didn't roll one, and he really wants a shield he can forgo his assassin bot/other cool tech to get a tech-based shield instead? Boooring... I'm willing to bet that has never happened in the last 17 Paranormals.

Unless I'm reading it wrong and he can build it in addition to his bot? But then it'd be free and they'd always take it...


I'm glad to hear the new "tech sharing Aliens" rule is in effect; that ought to prove interesting and will make for some innovations, I'm sure.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 13, 2010, 08:06:05 pm
Nope, never happened. But, since they can upgrade a natural mind shield to an Advanced Mind Shield I couldn't see any reason why I should disallow it. *shrug*

Also, Paranormal has evolved a LOT over the various games. A lot of stuff that's in place now wasn't even in the game for the first few. And a lot of stuff has come and gone over the course of the series.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on December 13, 2010, 10:38:19 pm
Um... Here's a standard question: Agent Op scans Agent on First Night. If he's a Dopp, it's a free lynch. If he's a Human, he has about a 1% chance to be turned into a Dopp later. Either way, it's either a freelynch or masons.

It's kinda like the Disciple of Truth.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on December 13, 2010, 10:45:30 pm
He doesn't know who the Agent is until the end of the first night.  Although that could work on Night 2.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Toaster on December 13, 2010, 11:20:16 pm
Um... Here's a standard question: Agent Op scans Agent on First Night. If he's a Dopp, it's a free lynch. If he's a Human, he has about a 1% chance to be turned into a Dopp later. Either way, it's either a freelynch or masons.

It's kinda like the Disciple of Truth.

Not exactly.  A dopp detective could get lucky the first night and BS the agent around a bit.  If the agent gets suspicious, knock him off the next available night.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 13, 2010, 11:42:57 pm
Um... Here's a standard question: Agent Op scans Agent on First Night. If he's a Dopp, it's a free lynch. If he's a Human, he has about a 1% chance to be turned into a Dopp later. Either way, it's either a freelynch or masons.

It's kinda like the Disciple of Truth.

Hmmm. I could have both Operatives only flip Operative on death. That would prevent the whole 'confirmed' human aspect, since the town now needs to worry about it being an Exterminator cover instead.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Zathras on December 14, 2010, 12:05:18 am
Um... Here's a standard question: Agent Op scans Agent on First Night. If he's a Dopp, it's a free lynch [only if his claim is believed!]. If he's a Human, he has about a 1% chance to be turned into a Dopp later. Either way, it's either a freelynch or masons.
It's kinda like the Disciple of Truth.
Hmmm. I could have both Operatives only flip Operative on death. That would prevent the whole 'confirmed' human aspect, since the town now needs to worry about it being an Exterminator cover instead.

No, I think death roleflips need to remain honest (at least outside the bastard). If someone's scan results in a confirmed townie, and the claim is believed, then we have a confirmed townie: rejoice! It's a good thing. P17's town win notwithstanding, it's a tough enough game, and the Agent Op is town aligned; if he uses his tech to provide a town-favourable result, that's a good thing and consistent with his role and win condition. Don't make it harder than it needs to be.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on December 14, 2010, 12:08:40 am
Besides, Meph: If an Operative dies claiming someone was a Dopp Agent, wouldn't you believe them?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 14, 2010, 12:24:46 am
Dopp Agent, of course. Human Agent...not so much.

But, yes, part of the Power of the Agent Operative is that they get a targeted scan on a known Agent (assuming they take a scanner, which is pretty much a given). Which, despite being a one-shot ability, is pretty powerful. I built that fact into the weight for it.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on December 14, 2010, 01:50:13 pm
Dopp Agent, of course. Human Agent...not so much.

But, yes, part of the Power of the Agent Operative is that they get a targeted scan on a known Agent (assuming they take a scanner, which is pretty much a given). Which, despite being a one-shot ability, is pretty powerful. I built that fact into the weight for it.

Why not? What fooled the scanner? A Dopp Agent can't get an Advanced Anti-tech Shield or Advanced Holoform Modulator. If an Agent Op says that player X is a Dopp and then dies, player X is a guaranteed Dopp. Same thing if that player is town.

This needs to be fixed. Confirmed townies are a definite no-go. Roleflip just "Operative". As long as all other roleflips remain truthy, then this one roleflip being incomplete is acceptable AFAIC.

To anyone arguing for Agent-Ops creating a confirmed townie: confirmed townies in a free-PM game are very, very bad. It skews the game very heavily in the town's favor and turns everything into "mindlessly follow the CT!". The game becomes very, very boring.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 14, 2010, 01:53:34 pm
Dopp Agent, of course. Human Agent...not so much.

But, yes, part of the Power of the Agent Operative is that they get a targeted scan on a known Agent (assuming they take a scanner, which is pretty much a given). Which, despite being a one-shot ability, is pretty powerful. I built that fact into the weight for it.

Why not? What fooled the scanner? A Dopp Agent can't get an Advanced Anti-tech Shield or Advanced Holoform Modulator. If an Agent Op says that player X is a Dopp and then dies, player X is a guaranteed Dopp. Same thing if that player is town.

I was saying that the town would trust an Exterminator Operative claim that they found a Dopp. But not that someone is necessarily town, since the Ext. Operative could be hiding the Exterminator that way.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on December 14, 2010, 01:56:49 pm
Seems like a bit of a silly idea.  Even if the exty survives the WIFOM lynch, they'll die to a doppelganger in the night.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on December 14, 2010, 02:07:16 pm
You're even more on the ball than I am. Hmm...

Course, the Exterminator Operative would have to be really lucky to be able to fakeclaim a true townie or Dopp Agent. Then again, he's fine with claiming his Exterminator is an Agent townie. All this means is that the Exterminator Op really doesn't have a chance to claim the truth to buy townie points and WIFOM the town with his death. I dislike this, so here's a few ways to make Extie Ops and Agent Ops more similar.

One way is to simply give all Agents anti-tech shields. A bit clunky, but it'd work. Of course, then nobody could use a Scanner on him, so I'm not a huge fan. Another would be to tell the Exterminator Op the identity of an Agent. I dislike this since I don't think Extie Ops should be finding out for free. The solution I like is to tell the Agent about all Operatives and let him selectively contact any Operatives he trusts. I suppose this would make the Agent an OP role (you can contact an Op and inspect him on the same player on the same night. Too busy and too powerful), the Agent's inspecting should probably be transfered to a new role.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Toaster on December 14, 2010, 02:46:59 pm
Why not? What fooled the scanner? A Dopp Agent can't get an Advanced Anti-tech Shield or Advanced Holoform Modulator. If an Agent Op says that player X is a Dopp and then dies, player X is a guaranteed Dopp. Same thing if that player is town.

Are you talking from scanner or agent?  Agent results are still skewed by Kooks, Dopp Leaders, and Holos.



Also, in the Bastanormal thread:

Exterminator
    Race: Alien
    Goal: Kill
    Rules: The doppelganger infestation is a danger to the Alien's people, and it and all traces of it must be wiped from the Earth. The Alien kills one person a night. The Alien wins when they and thier Operative (if there is one) are the only ones left alive. The Exterminator always has a natural Mind Shield or Anti-Tech Field (Player's choice).
    Tech: 1 Medium and 1 Large Tech Slot
    Victory: All non-Exterminator aligned players are dead

The underlined parts are contradictory.  I know you had clarified that the line by Victory is the correct (Exty wins if *everyone* dies), so you might want to reword.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on December 14, 2010, 02:53:12 pm
For extra dick points, do the same with Exties.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 14, 2010, 03:41:15 pm
@Toaster. Hmmm, yeah, I should fix that.

@Mr.Person. Not fond of those fixes. I'll have to keep thinking about it.

Did have an unrelated thought, though. Hivemind conversions...I'm thinking of doing two things to differentiate the Psychic and Tech versions. The Psychic version is an active (if home-based) night action, so the Hivemind could be blocked. The Tech version is an activated ability, so it can't be role-blocked. However, it can be protected against. I'm thinking that a standard sacrifice guard would get converted instead, while a Guardian wouldn't.

This makes the conversion a bit nicer than most cults, but then most cults don't lose/die if the cult leader dies.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Toaster on December 14, 2010, 04:05:09 pm
Since non-humans can't be converted, how would they react to each flavor of attempt?  Also, how would anti-tech fields and guards mix?  If your conversion target is guarded, whose anti-tech field would be used?

I do like the idea of making them subtly different, though.  Tech might be better as-is, because converting guards is pretty useful for the Hivemind.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 14, 2010, 04:10:58 pm
I would say whoever is getting converted would have to have the anti-tech field. So a guard without it could screw things up if they protected someone how has an anti-tech field.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on December 14, 2010, 04:35:14 pm
Then guards with an anti-tech field would need extra weight if there's a Hivemind in the game.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Toaster on December 14, 2010, 04:35:49 pm
Say an AT-fielded (or dopp) guard protects a regular human.  The attempt would fail- would you know that there was interference?  It could mistakenly lead you to think the original target was invalid.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 14, 2010, 04:54:43 pm
Say an AT-fielded (or dopp) guard protects a regular human.  The attempt would fail- would you know that there was interference?  It could mistakenly lead you to think the original target was invalid.

Yes, you would know that there was interference.

Quote
Then guards with an anti-tech field would need extra weight if there's a Hivemind in the game.

No, because the choice of whether to be Tech or Psychic is up to the Hivemind, and that happens after all the roles/abilities are assigned. They have to decide what route to take and which risks are worth it.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on December 14, 2010, 05:15:55 pm
As suggested, the psychic version is much, much better than the tech version. Possibility of 2 or 3 conversion in exchange for 1 guaranteed one? Yeah, I'll take the guarantee every time. Sometimes you'll go the whole game with no night actions of any sort done on you.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 14, 2010, 05:29:22 pm
Hmmm. What does everyone else think?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: RedWarrior0 on December 15, 2010, 04:06:23 pm
The choice of Hivemind is between reliability and capability, but, with the number of active roles, the Psychic is probably going to get more on average, so the Tech Hivemind might want a boost of some kind. How about they get either: a Large slot instead of a Medium, an additional Small slot, or something like that.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 15, 2010, 04:21:53 pm
Hmmm. Giving the Tech Hivemind an extra Small tech would probably work. That gives them the option of a Holoform or Personal Shield, both of which help protect them.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Toaster on December 15, 2010, 10:58:20 pm
I don't see that the tech one loses out that much.  Guardian certainly isn't guaranteed, and getting a Vengeful guard (or any sac-guard, really) is probably far more useful than many other roles, considering the risk of the Hivemind dying.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: RedWarrior0 on December 16, 2010, 05:49:11 pm
Oh wow, fail on reading for me. I swore it was like a reflex Cult leader, not the same thing as psychic. Did you change it?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 16, 2010, 07:18:26 pm
No, I didn't.

Although maybe it was worded oddly?

Here's the breakdown for what I'm currently doing:

Psychic Hivemind: Mentally dominates a human using Psychic powers. Blocked by Mind Shield. Advanced Mind Shield shows as 'Non Human' regardless of race. Can by role-blocked by Psychic Wardens. As a Psychic Being, the Hivemind Cannot take a Mind Shield as tech.

Tech Hivemind: Uses advanced technology to dominate a human. Blocked by Anti-Tech Field. Advanced Anti-Tech Field shows as 'Non Human' regardless of race. Cannot be role-blocked, but the target can be Guarded. A sacrificial Guard will be converted instead of the intended target. A Guardian will be able to protect the target and not get converted themselves.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: RedWarrior0 on December 16, 2010, 07:29:24 pm
As suggested, the psychic version is much, much better than the tech version. Possibility of 2 or 3 conversion in exchange for 1 guaranteed one? Yeah, I'll take the guarantee every time. Sometimes you'll go the whole game with no night actions of any sort done on you.
This is what made me think that. I blame Mr.Person.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on December 16, 2010, 07:31:52 pm
I like that difference.

I'm not sure what I was thinking before.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Jim Groovester on December 16, 2010, 08:10:16 pm
It seems like there's no good reason not to be a Tech Hivemind, because even if their action fails because of a Guard they still get converts, and useful ones too. And to top it off, they don't get roleblocked.

Why pick Psychic when you can be roleblocked and you won't accumulate Guards when your action fails?

I'd change it so that either:
A) All Guard variants can prevent a tech conversion and will not be converted in the target's stead.
Or:
B) Any psychic role that targets a Psychic Hivemind gets converted.

Either option would make for roughly equivalent Hiveminds. Option A makes for less potent cults and is the option I would personally prefer. Option B gives both Hiveminds useful converts if their actions fail.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on December 16, 2010, 08:19:47 pm
If you give a tech to a player, do they know who gave it to them?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 16, 2010, 08:21:04 pm
A isn't balanced, though. There are usually quite a lot of guards floating around, so the chances of your target being protected are pretty high.

The chances of being roleblocked are pretty slim.

Basically, my idea is that there are going to be few Guardians and few Psychic Wardens. The chances of the Hivemind being blocked by either role is fairly small. The Psychic Hivemind gets who they want, and the Tech Hivemind gets Guards. Both seem useful to me.

@Mr.Person: Yes.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: RedWarrior0 on December 16, 2010, 09:04:41 pm
Small tech: Stealth gift?

Ooh, Evil Santa Paranormal: There is an alien "Santa" who acts as an arsonist but also needs to give a certain amount of tech before he can fire the thing off.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Argembarger on March 01, 2011, 12:00:01 pm
So yes. Dopp vig or no dopp vig? That is the question. Whether 'tis better to ensure the existence of Vigs and allow WIFOM to their claims, or to prevent games like Para 18 from happening.

I think dopp vigs should be allowed, but the ratio of town to scum in that situation should be relatively high, as well as plenty of good strong town power roles.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on March 01, 2011, 12:01:37 pm
On the issue of Dopp Vig's, I'm thinking I'll keep them in but change the weighting to be more extreme. Probably to the point where the dopps will end up with nothing but very weak or non-powered roles. It'd make the Vig a good/bad point for them. With him they have a lot of power, but if he dies they're suddenly underpowered. And, yeah, I know they make the game really swingy. That's why they rarely get into games as it is.


For the Spore Spreader, I'm thinking something like this:
   The actual Spore Spreader is a Jester. They need to get lynched to activate their spores. (Night kills no longer trigger it) Two random players of any race are then converted into Spore Carriers. The carriers are Survivors who win if either of them makes it to the end. Carriers are not far enough along in the spore process yet to trigger the spores and need to survive to get to that point. Not sure if the carriers would keep their roles or not.


I'm also thinking of adding in another dopp killing role. Less powerful than the Vig and it would use the regular dopp kill flavor. Something to make the Exterminator's camo useful for actually doing a dopp-style kill. Right now that screams Exterminator just as much as a plasma kill does. Might be a one-shot kill or something like that.


The Xenozoologist also needs to be tweaked, simply because we're not getting large enough games anymore to reliably have him show up. Might have several varieties with different goals, but I need to think about it.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Toaster on March 01, 2011, 12:22:48 pm
Can the script simply give the dopps one less teammate if they get a vig, or is the dopp count fairly static?

Does the Spore Spreader also have a survivor wincon, or must he be lynched?  Thematically, it'd seem that surviving would be fine, but considering gameplay that might make the role too easy.  Otherwise, I like the change.  Assuming the Spreader gets lynched, does he still win if neither carrier lives?  If so, it's like an oddball combo of jester, survivor, and cult in a good way.

Dopp Berserker?  Gets a one shot kill, but loses vote (or some other penalty) next day?  Could make it bypass protection for fun.

I like the idea of varied goals for the Xenozoologist.  Right now, they can negotiate with the town fairly easily.  Giving them the possibility of more anti-town goals could make that a harder prospect.

Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Darvi on March 01, 2011, 12:27:24 pm
I guess the carriers have to survive. For procreation, ya know. *g*
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on March 01, 2011, 01:08:54 pm
Can the script simply give the dopps one less teammate if they get a vig, or is the dopp count fairly static?

Does the Spore Spreader also have a survivor wincon, or must he be lynched?  Thematically, it'd seem that surviving would be fine, but considering gameplay that might make the role too easy.  Otherwise, I like the change.  Assuming the Spreader gets lynched, does he still win if neither carrier lives?  If so, it's like an oddball combo of jester, survivor, and cult in a good way.

Dopp Berserker?  Gets a one shot kill, but loses vote (or some other penalty) next day?  Could make it bypass protection for fun.

I like the idea of varied goals for the Xenozoologist.  Right now, they can negotiate with the town fairly easily.  Giving them the possibility of more anti-town goals could make that a harder prospect.

Currently, no, it can't do that. It'd be a pretty major reworking to add that in, since roles are constantly changing as it tries to find a balance. It'd be easier for me to simply tell it that there has to be a non-role dopp for a vig to exist and then just swap that player to town/alien manually.

I think the Spore Spreader should be a pure jester, so he wins if and only if he gets lynched. Flavor-wise it could be at the end of its life-cycle and needs to die around lots of potential hosts soon. So as long as he gets lynched he wins. The Carriers are sort of their own team at that point. They just get created by the SS.

I kind of like the One-shot unstoppable kill idea. Probably doesn't need a drawback to be balanced since it's a one-shot. If it does get one it'll probably be that it HAS to perform both night-kills that night, which makes him more vulnerable to PWVs and tracking. Plus, if he gets blocked the dopps do no kills that night. Hmmm...I kind of like those ideas. Might make two varieties. One that just gets a one-shot kill and one that has the one-shot unstoppable kill but has the drawback.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Toaster on March 01, 2011, 01:14:32 pm
I think that'd help balance, though the fact that the number of dopps are known might be a giveaway.  I understand if it's a lot of work, but say for a 16 player game, 5 wimp dopps or 3 super dopps would be an interesting change, though the surprise is lost if the scum count is announced.  See Vote Mafia 7- everyone thought there were three scum, but in reality there were two very strong scum.

Fair enough re spreader.  Do the carriers know each other?

I do like the "Super killer does both kills" idea.  Very vulnerable to tracking, very helped by protection.  Making it one shot kind of negates the idea of making it more interesting for combat camo.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Jim Groovester on March 01, 2011, 01:22:06 pm
The dopps already have the option of an unblockable one shot nightkill, it's called a Military Scientist. And it's already more useful because it doesn't automatically implicate the dopps.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on March 01, 2011, 01:32:38 pm
The dopps already have the option of an unblockable one shot nightkill, it's called a Military Scientist. And it's already more useful because it doesn't automatically implicate the dopps.

Yes, and the Military Scientist would have a higher weight. I can also have my script restrict things so that you can't have more than one killer on the dopp team. So that's fine, it's just more options.

The fact that it's a one-shot kill does make the Dopp kill camo less useful. But I think it'd still be more useful than it is currently. And, of course, Combat Camo is more geared towards a Vig claim anyways. The other types are just in there to provide the Exterminator more options in case it comes in handy.

On the Spore Carriers...I don't think they'd know who each other is. Although it's easy enough to do either way. Might be too powerful having TWO survivors who know who each other are. Especially since you could have 1 be a former dopp and the other town. It'd make it too easy to make deals with either side and unbalance things.

Hmmm. Actually...that's a problem with having a former dopp at all. It'd be easy for him to betray the dopps to the town in exchange for protection. Might have to add in a no-betrayal clause to them. Have it so that they get mod-killed if they betray the dopps. Flavor-wise that's easy, just have something in the dopps psychic connection that kills them if they try that, even if the individual is no longer truly aligned with the rest of the dopps.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on March 01, 2011, 01:36:22 pm
Or make the Survivor condition dependent on which team wins.  A former Dopp has to be alive *and* the Dopps win, a former Townie has to be alive *and* the town wins. Along with no direct communication.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on March 01, 2011, 01:42:55 pm
I think that'd help balance, though the fact that the number of dopps are known might be a giveaway.  I understand if it's a lot of work, but say for a 16 player game, 5 wimp dopps or 3 super dopps would be an interesting change, though the surprise is lost if the scum count is announced.  See Vote Mafia 7- everyone thought there were three scum, but in reality there were two very strong scum.
I think 5 dopps out of 16 players would probably win easily even if they were all vanilla.  Town would have to get 5 lynches right out of 7.  The scum team does get much stronger with each additional member (even huge, 20+ games never really have more than 5 on one team).
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Toaster on March 01, 2011, 01:44:26 pm
What about Aliens?

I'd say just turn a former dopp into a mafia-ally.  Town converts can remain a survivor.  Flavorwise, the town would still think the former dopp is a real dopp and would kill him.

Leaf:  Probably right.  To get 5 on a team in a 16 man game, you'd need to restrict their night kill, which would completely break the game.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Dariush on March 01, 2011, 01:54:42 pm
Vigs are by definition a town-sided killing role. Mafia has already got one. So, I'm voting for the all-vigs-are-town. To make it less unfair, you could make flavors of vig kill be the same as dopp or exty kill.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mr.Person on March 01, 2011, 04:10:59 pm
Vigs are by definition a town-sided killing role. Mafia has already got one. So, I'm voting for the all-vigs-are-town. To make it less unfair, you could make flavors of vig kill be the same as dopp or exty kill.

The problem with this is that whoever claims vig instantly becomes confirmed not-dopp. It's more than a bit unbalancing.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Darvi on March 01, 2011, 04:22:06 pm
Well, no. Claims can be lies, ya know.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: JanusTwoface on March 01, 2011, 04:31:45 pm
But this one is provable. Tell someone ahead of time who you're going to kill and then follow through. Either get protected in the night or don't publically claim until you've already set this up.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Darvi on March 01, 2011, 04:32:41 pm
Ah.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on March 01, 2011, 04:47:43 pm
Plus Detectives check Roles. So an all-town role means a Detective would get both a Race and Role result, which is broken.


Pondering different types of Xenozoologists.

1) Zoologist: Current version. Must grab 1 non-psychic human, 1 psychic human, 1 Doppelganger, and 1 Alien
2) Tech Auditor: Goal is to determine how technologically advanced humans are getting. Must grab 2 different types of scientist, town or dopp.
3) Psychic Auditor: Goal is to determine how psychically advanced humans are getting. Must grab 3 different types of Psionic characters.
4) Military Auditor: Goal is to analyze human's potential as soldiers. Must capture a violent human (PWV, Vig, Vengeful Guard).
5) Doppelganger Analyst: Goal is to acquire doppelgangers for study. Must capture two doppelgangers.

Thoughts? I'd like to have at least 1 neutral scientist, 1 pro-town and 1 anti-town. With no way to determine what the scientist is really doing it'll make deals much harder.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Book on March 01, 2011, 05:47:19 pm
For the Spore Spreader, I'm thinking something like this:
The actual Spore Spreader is a Jester. They need to get lynched to activate their spores. (Night kills no longer trigger it) Two random players of any race are then converted into Spore Carriers. The carriers are Survivors who win if either of them makes it to the end. Carriers are not far enough along in the spore process yet to trigger the spores and need to survive to get to that point. Not sure if the carriers would keep their roles or not.
I actually like the spore spreaders as they are now. Maybe at most change their wincon to be a general survivor (only one SS alive needed for all to win), not winning just with a town victory (it doesn't make much sense for them winning with all humans dead, but flavour could be that they remain dormant in the town waiting for the next batch of settlers or something).

I also like that the dopps and aliens are immune; people seem to think this needs to be toned down; but say we had about a 50% chance of infection success if dopp. A dopp kills the SS and if infected, they turn SS immediately: the dopps lose a team member, who could even out them to the thread! They need to kill him at once... but if they do, they have a 50% chance of being infected themselves! Troublesome. I don't like at all the idea of a modkill clause for revealing knowledge though; it seems unfair and contrary to the spirit of the game, plus risks creative players finding ways to do it discreetly. Maybe make only aliens susceptible to SS infection? The SSs are aliens anyway...

I feel we haven't given the SS a fair shake yet. Sure, Dariush didn't do a stellar job of it this game, but hey... (no offence) don't write them out just yet. I'd very much like to play as one in their current incarnation.


I'm also thinking of adding in another dopp killing role. Less powerful than the Vig and it would use the regular dopp kill flavor. Something to make the Exterminator's camo useful for actually doing a dopp-style kill. Right now that screams Exterminator just as much as a plasma kill does. Might be a one-shot kill or something like that.
I'm very much in favour. Flavour for it could be fun... like a dopp-equivalent of a pet dog, who is unleashed and goes to kill on his own, then dies or wanders off...


Can the script simply give the dopps one less teammate if they get a vig, or is the dopp count fairly static?
I don't think that'd work. You could make a guess then if the dopps have a vig based on the number of pods in the opening flavour.


Meph: I'd like to also address the balance of the kooks. At the risk of proving Wuba right, I think it is broken to have a guaranteed at least one kook in a 13 people game. In my opinion, in a game of that size it should be about equally probable to have zero, one or two actual kooks. There is too much danger of kooks becoming confirmed townies just by virtue of claiming, which is not fun at all, and makes the dopp fakeclaim option a more dangerous gambit than it needs to be.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Jim Groovester on March 01, 2011, 05:54:51 pm
Thoughts? I'd like to have at least 1 neutral scientist, 1 pro-town and 1 anti-town. With no way to determine what the scientist is really doing it'll make deals much harder.

Why not just give the Xenozoologist random capture goals from a variety of different categories?

Dopps, aliens, humans, role categories, abilities, etc. etc. Categories can overlap, requiring more and more specific captures.

With random capture goals everyone will still be wary of him. And I think it would be more fun the Xenozoologist to get dealt a random hand than a predetermined one.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on March 01, 2011, 05:59:09 pm
My issue with the current Spore Spreader is that it's a horrible jester. By getting lynched the SS is actually hurting its chances at winning, since at best it converts two townies who then lose their powers and the town is just being put at a huge disadvantage. It's a self-defeating role.

Note that the proposed change removes the spread effect past the initial SS. The carriers become survivors but can't infect anyone themselves.

The idea of the Carrier becoming an ally-survivor of whatever side they were part of is interesting, though, since a dopp-ally won't betray them but is still slightly countering the power of the team by not being willing to die for them.

Kooks are also not at all guaranteed. We've had a fair number of them show up, but I've had quite a few balance tests where they don't show up at all. Might be worth adding some more abilities to help round things out, though. I'll have to ponder it. Or just not take set-ups that include kooks quite as often.


@Jim: Possible, but it'd take a bit more manual balancing to do it that way. Having the variants lets me ensure that the overall set-up is balanced in the script. And as long as there are possible goal sets that are for/against every group it's the same effect on the game. No one can trust the Xenozoologist because no one can know for sure what he wants to grab.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Argembarger on March 01, 2011, 06:12:16 pm
I really like that spore spreader concept. It's a bit more believable: an insidious alien invasion; rather than just... some kind of zombie jester apocalypse :P
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Book on March 01, 2011, 06:46:13 pm
Note that the proposed change removes the spread effect past the initial SS. The carriers become survivors but can't infect anyone themselves.
Yeah, I'm not a fan of this. I like the potential snow-ball effect of multiple waves of infection. But yeah, I get your point about it being a horrible jester and horrible for town as well... but I still like them. With a bit of tweaking, after a couple of lucky days it could be an outright Dopps vs. Spore Spreaders fight only! With allies and stuff! It sounds like fun, I say.


The idea of the Carrier becoming an ally-survivor of whatever side they were part of is interesting, though, since a dopp-ally won't betray them but is still slightly countering the power of the team by not being willing to die for them.
I can get behind this, yes. Ally is better than threat of modkill. But then if they get lynched, I'd still like it if they could spread the infection further.


Kooks are also not at all guaranteed. We've had a fair number of them show up, but I've had quite a few balance tests where they don't show up at all. Might be worth adding some more abilities to help round things out, though. I'll have to ponder it. Or just not take set-ups that include kooks quite as often.
Oh I'd like so much to quote you on this every game, when people start wetting themselves over every kook must claim RIGHT NOW or be scum foreveeeer! or there has always been at least one kook; there will always be at least one kook!

I'd still prefer it if they were less frequent, though.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 21, 2011, 11:24:38 am
So, basic timing discussion.

Current rules are 48 hour days, with two optional 24 hour extensions. Nights don't have a specific timeline at the moment, but I try to keep them under 48 hours. Weekends are ignored for timing purposes, since I can't always be on during the weekends to actually run the game.

We have a few options here:

We can make no changes, of course.

We can extend the basic day length to 72 hours.

We can change extensions to 48 hours.

We can remove the cap on extensions.

I'll make a poll.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Dariush on July 21, 2011, 11:28:12 am
IMO make day 72-hour and allow one 24-hour extension.

Edit: you forgot 'other, explain in thread' variant in poll. :)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Think0028 on July 21, 2011, 11:29:59 am
Extend day to 72 hours, change extension to 48 hours, and still allow only 2 extensions. This'll raise the max length of a day by 3 days, still prevent infinite-extend days, and make it less likely to waste an entire extension. I might be willing to do 48 hour initial day if we have 48 hour extension.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Toaster on July 21, 2011, 11:33:05 am
Extend day to 72 hours, change extension to 48 hours, and still allow only 2 extensions. This'll raise the max length of a day by 3 days, still prevent infinite-extend days, and make it less likely to waste an entire extension. I might be willing to do 48 hour initial day if we have 48 hour extension.

I support this.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on July 21, 2011, 11:33:52 am
IMO make day 72-hour and allow one 24-hour extension.

Edit: you forgot 'other, explain in thread' variant in poll. :)

Ok, added in that option.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on July 21, 2011, 11:45:26 am
I'd give support toward 72 + ONE 48 if there were no replacements necessary. Unfortunately, you don't enforce scum thread posting, meaning we have no idea whether someone is actually lurking or scum lurking, meaning we WANT to extend because of lurking. Removing the ability for scum to lurk in QT would get rid of a lot of problems, and since it's not even a real strategy, it's not necessary anyhow.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Think0028 on July 21, 2011, 12:27:49 pm
I would also support the one 48 hour extension idea, if 72 + 2x48 doesn't get through.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Darvi on July 21, 2011, 12:41:02 pm
72h days, 2 48h extensions. I support the extension capping because extending ad nauseam can get a bit... well... nauseating.

Oh hey Ninja-wuba suggested a single 48h extension. Even better. Too bad I already voted :/
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Dariush on July 21, 2011, 12:42:46 pm
...72 hours+2 48-hour extensions is a week. A week for a single in-game day. Wouldn't THAT get a bit nauseating?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Toaster on July 21, 2011, 12:51:52 pm
Ignoring weekends for a moment:

Current:  Min/Max day length is 2/4 days.
72+2x48:  Min/Max day length is 3/7 days.

I really don't think that three more RL days is that bad, especially if discussion is active.  You don't have to ask for a second extension, remember, and there's always a shorten.


Dariush:  What about this game (http://www.bay12forums.com/smf/index.php?topic=44270.0)?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on July 21, 2011, 12:54:12 pm
If you're asking for an extension, there's usually a good reason. I suggested one as long as no one needed replacements because it IS a lot of time. Unfortunately, "time crunch" is also a motivation for scum to do nothing, which is why removing the leniency on scum lurking should happen.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Dariush on July 21, 2011, 01:08:14 pm
I really don't think that three more RL days is that bad, especially if discussion is active.  You don't have to ask for a second extension, remember, and there's always a shorten.
Three days is a bit under the current maximum limit. And lurkers will still lurk knowing that they have the extension, thus requiring other people to use this extension.
Dariush:  What about this game (http://www.bay12forums.com/smf/index.php?topic=44270.0)?
That game happened almost two years ago. Computers were slower back then...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: IronyOwl on July 21, 2011, 04:48:07 pm
I like 72 + 48, at least to try out. Tacking two more days onto that, especially with the odds of it crossing the weekend, seems like it'd lose the point.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Dariush on July 22, 2011, 04:10:37 am
Actually, if you count weekends, with 72+2x48 there's a 5/7 probability that it will fall on TWO weekends (and a 7/7 probability of it falling on one), bringing the total up to 11 days... insanity much?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Max White on July 23, 2011, 09:37:26 pm
Well if you wanted to force players to be active, you could make a day 24 hours, and extensions 24 hours with a maximum of 4 extensions, the basic idea being that if you want the day to go on you need to check in and ask to extend, and if you check in and don't do anything, people are going to call you out for lurking.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: IronyOwl on July 23, 2011, 09:39:36 pm
Trouble is, that would make extending sort of an automatic thing, which would mean it'd lose most of its meaning.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Max White on July 23, 2011, 09:41:56 pm
Well that is good isn't it?
Extensions are some what of a meta thing, so don't we want them to loose meaning so people aren't drawing conclusions from them? I mean that is just my mindset, I could be a minority, and in that case, I'm the miller, I swear!
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: IronyOwl on July 23, 2011, 09:46:19 pm
I meant more that in the context of your example, the "if you don't vote for an extension you're lurking" bit would be negated by the fact that everyone's requesting them all times, and thus when somebody doesn't they have the pretty valid excuse of it not mattering. That would also ruin the "you must pop in here to extend" bit, because again they've already got the requests they need.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Jim Groovester on July 23, 2011, 09:53:13 pm
Increasing the normal day length to 72 hours would be good, but I don't want two 48 hour extensions. I don't like it when games drag on forever, and lurkers don't usually feel any great impetus to post even when they do get extensions.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on August 10, 2012, 03:10:53 pm
You know, thinking about my death in Paranormal 21 made me wonder something odd.  Why can Tough Dopps survive deadman bombs at night but not during the day?  It might be for balance reasons but we should also consider the fact that tanking a DMB during the day probably limits what your possible role could be anyway.  It just feels off consistency-wise.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Dariush on August 11, 2012, 03:58:10 am
Oh hey, we've got a Paranormal discussion thread? Nice.

Meph, maybe you should add some new roles? The current setup is kinda old. My suggestions:
Hypnotizer: basically a redirect. If the target doesn't have an action, it simply visits the target without doing anything.
Stasis: either a scientist (replaces Psychic Pulser for CES) or an alien item that makes the target untargetable, but unable to do anything for a night and a day.
Guerilla: anti-exterminator (maybe) alien. Each night can summon a one-use item that gives one of the following effects: roleblock, kill, protect, inspect, redirect. Can use any amount of items per night, but not on the same night they were summoned.
Planewalker: an 'untrackable' modifier. Maybe a psychic role that can give this modifier to the target for the night.
Maybe aliens with lyncher/watcher wincons?...
Also, a fourth race with some unique mechanic would be greatly appreciated. :)

And while I'm here: has anybody ever used Psychic Pulser in the history of Paranormal? It seems just plain pointless when compared to mind control and especially body double.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on August 11, 2012, 12:39:36 pm
Oh hey, we've got a Paranormal discussion thread? Nice.

Meph, maybe you should add some new roles? The current setup is kinda old. My suggestions:
Hypnotizer: basically a redirect. If the target doesn't have an action, it simply visits the target without doing anything.
Stasis: either a scientist (replaces Psychic Pulser for CES) or an alien item that makes the target untargetable, but unable to do anything for a night and a day.
Guerilla: anti-exterminator (maybe) alien. Each night can summon a one-use item that gives one of the following effects: roleblock, kill, protect, inspect, redirect. Can use any amount of items per night, but not on the same night they were summoned.
Planewalker: an 'untrackable' modifier. Maybe a psychic role that can give this modifier to the target for the night.
Maybe aliens with lyncher/watcher wincons?...
Also, a fourth race with some unique mechanic would be greatly appreciated. :)

And while I'm here: has anybody ever used Psychic Pulser in the history of Paranormal? It seems just plain pointless when compared to mind control and especially body double.
Hypnotizer seems poorly placed in Paranormal.
A Portable Statis Chamber item seems fine.
Guerrilla is bad, and makes the hardest role even harder.
Planewalker seems kind of redundant, as Psychic players are already untrackable. It just makes the Reporter less powerful, and makes Dopp kills untrackable... and voids a bunch of flavor at that.
As for a fourth race... Meh. Doesn't seem like there's much of a point. If you can come up with one, that's probably fine. I mean, what's wrong with that? But, asking Meph to come up with it misses a bit of the point with this thread.

I think if you modified Planewalker to only allow non-kill actions, then you might have a good idea. But, then there'd also be a need of a Psychic Tracker.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Toaster on August 11, 2012, 01:36:25 pm
There was a fourth "race" at some point in Paranormal history, and it got chucked in favor of making Paranormal "Humans dopps and the occasional alien" and Supernatural "Race and alignment grab bag."
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Dariush on August 11, 2012, 01:39:57 pm
Hypnotizer seems poorly placed in Paranormal.
Uh. We have a guy who can bind people with invisible chains over distance and another guy who can sense their intentions. How come a hypnotizer is poorly placed?
Guerrilla is bad, and makes the hardest role even harder.
Actually, throw away the 'anti-exterminator' part (I admit that I didn't think that through). I was planning to propose another role that has to be done something to by guerilla, but decided that the result was too bulky. However, the idea of craftable items seemed rather good, so I kept that.
As for a fourth race... Meh. Doesn't seem like there's much of a point. If you can come up with one, that's probably fine. I mean, what's wrong with that? But, asking Meph to come up with it misses a bit of the point with this thread.
Actually, I wanted to learn what Meph thinks on the point. No point in coming up with one if he suddenly reveals that he completely thought the setting through and there's only place for humans, dopps and aliens.
I think if you modified Planewalker to only allow non-kill actions, then you might have a good idea. But, then there'd also be a need of a Psychic Tracker.
Yep, that's even better. Maybe add the item crafting system from Guerilla, make him town and a complete role instead of a role modifier?..
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on August 11, 2012, 02:42:53 pm
Hypnotizer seems poorly placed in Paranormal.
Uh. We have a guy who can bind people with invisible chains over distance and another guy who can sense their intentions. How come a hypnotizer is poorly placed?
Guerrilla is bad, and makes the hardest role even harder.
Actually, throw away the 'anti-exterminator' part (I admit that I didn't think that through). I was planning to propose another role that has to be done something to by guerilla, but decided that the result was too bulky. However, the idea of craftable items seemed rather good, so I kept that.
As for a fourth race... Meh. Doesn't seem like there's much of a point. If you can come up with one, that's probably fine. I mean, what's wrong with that? But, asking Meph to come up with it misses a bit of the point with this thread.
Actually, I wanted to learn what Meph thinks on the point. No point in coming up with one if he suddenly reveals that he completely thought the setting through and there's only place for humans, dopps and aliens.
I think if you modified Planewalker to only allow non-kill actions, then you might have a good idea. But, then there'd also be a need of a Psychic Tracker.
Yep, that's even better. Maybe add the item crafting system from Guerilla, make him town and a complete role instead of a role modifier?..
Well, hypnotism is something that requires physical interaction with the victim. However, you're treating it as a psychic action. Hence, it's poorly placed.
As for the guerrilla, I'd nix the idea. It might seem fun, but it's more like you'd simply just make the same item over and over. You're better off with all the items premade, but even then... it doesn't have a place other than as an Alien. But, what would the goal be? If you don't have that planned out, the Alien can't be played well. Plus, the Operative plays similar to this.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Dariush on August 12, 2012, 05:28:22 am
Well, hypnotism is something that requires physical interaction with the victim.
And psyyyychically wrapping someone in invisible chains is just plain impossible.
As for the guerrilla, I'd nix the idea. It might seem fun, but it's more like you'd simply just make the same item over and over. You're better off with all the items premade, but even then... it doesn't have a place other than as an Alien. But, what would the goal be? If you don't have that planned out, the Alien can't be played well. Plus, the Operative plays similar to this.
Why not town? We've already got scientists who can manufacture snooper bots, after all. Maybe we can even ditch the killing item, or maybe put restrictions on the number of items of each kind that can be manufactured.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on August 12, 2012, 08:31:09 am
Well, hypnotism is something that requires physical interaction with the victim.
And psyyyychically wrapping someone in invisible chains is just plain impossible.
As for the guerrilla, I'd nix the idea. It might seem fun, but it's more like you'd simply just make the same item over and over. You're better off with all the items premade, but even then... it doesn't have a place other than as an Alien. But, what would the goal be? If you don't have that planned out, the Alien can't be played well. Plus, the Operative plays similar to this.
Why not town? We've already got scientists who can manufacture snooper bots, after all. Maybe we can even ditch the killing item, or maybe put restrictions on the number of items of each kind that can be manufactured.
The point is a hypnotist is the wrong occupation title for your chosen action. I'd choose something else. But, even then, Meph tends to dislike redirections.

Guerrilla. We DO already have Scientists. So, why do we need that guy? What does he bring to the game that they do not? The ability to choose your item? So... he's more powerful than a regular Scientist. But, then what fun is that for the Scientist? It basically removes his spot in the game.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Dariush on August 12, 2012, 08:52:16 am
The difference is that it's psychic, it can better adapt to situations, it's items are weaker and there're more of them.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Bookthras on August 12, 2012, 11:28:11 pm
From my point of view, this is all unnecessary. All of it, hypnotism, guerrilla, lynchers, new race, the works.

Paranormal as it is has just about the perfect balance of factions, roles, consistency, flavour, powers and counters, and so on, to make it the single most fun game around. Sure, some polish here and there, say on the tech list or balance weights or whatnot, could always be done... but change for the sake of change? Gods no.

It ain't broken. Don't fuck with it.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on August 13, 2012, 12:24:36 pm
A lot of those ideas basically went over to Supernatural. I've got redirectors (Illusionists), multiple possible scum factions, and some of the more unusual win-cons. And...it's a lot less popular than Paranormal. Nor did people like it as much when I had more stuff like that in this game, which is what prompted me to break off stuff into the Supernatural format to begin with.

Not to say that I haven't been thinking about tweaking things a it.

I have been thinking about something like the Stasis idea, since I'd like the Combat Camouflage tech's Abduction result to be more useful. Having more than one thing that makes someone vanish for a day would be good.

Other than that, having a few more Alien types could be interesting. I'm still not all that happy with the Spore Spreader, so it's up for review. And the tech, as usual, could stand some more balancing.

The biggest change I'm thinking about at the moment is less mechanical and more administrative. I need to get the flavor locked down and in the rules. This last game has really driven home just how much of the game is based on knowing what the flavor means, which puts newer players at a huge disadvantage since that kind of thing isn't really written down anywhere.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Dariush on August 13, 2012, 12:39:37 pm
Other than that, having a few more Alien types could be interesting. I'm still not all that happy with the Spore Spreader, so it's up for review. And the tech, as usual, could stand some more balancing.
Right now, my only gripe with the existing techs is the absolute, utter uselessness of Psychic Pulser. Replacing it with a stasis chamber seems good both from balancing standpoint and from flavor (since it's cutting edge, after all).
The biggest change I'm thinking about at the moment is less mechanical and more administrative. I need to get the flavor locked down and in the rules. This last game has really driven home just how much of the game is based on knowing what the flavor means, which puts newer players at a huge disadvantage since that kind of thing isn't really written down anywhere.
Naaaaah. I like the wildly varying flavor. What you should do IMO is specify (in bold lettering) what caused that death or other. For example:

"Book's body looks like it was damaged by some cutting-edge technology. This may suggest Exterminator activity or some other plasma-based weaponry."

And on that note. To make flavor more deep, I suggest giving players non-game-influencing publicly known roles. For example, a setup of a space shuttle may have every player with his own role around the ship (i.e. technician, medic, pilot and so forth), with different players giving different remarks about events and flavor taking different routes depending on the order of deaths. For example, lynching the pilot would cause the ship to lose it's course, the guards would be the ones executing people and so forth.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Hapah on August 13, 2012, 01:02:31 pm
I think Dar's got the right idea for kill flavor (make it a little more explicit so I don't have to bug the hell out of you like I have this game, it's no fun for either of us!). I'm not sure that I'd like the second part of his post though; seems like a lot of work.

And for Spore Spreader: I'm not sure what issues you have with it, but it seems conflicted. You want to win with town, but the only way you can is if you infect them with spores, which makes them weaker. Plus it's not so much a Spore Spreader as a Spore hope-you-don't-get-NK'd. Maybe if it had some way to "shoot spores" at people, and/or Dopps/Aliens were resistant but not immune? Maybe give the spores an incubation period to compensate? Would maybe make it sorta like a Doomspeaker, as you'd have to end the game before everything got spored all to hell.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Bookthras on August 13, 2012, 01:16:37 pm
I also think this discussion should wait until the current game is over.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on August 13, 2012, 01:16:55 pm
Well, flavor is still going to vary a good bit according to the specifics of the game, but I'd have flavor guidelines in the role descriptions. So the Exterminator would have a flavor section saying something like 'Kills are done using high-tech plasma weapons or knives'. Something like that.

Hapah, yeah, that's pretty much the issue with the SS. He's kind of like a Jester, but he actually wants town to win, so getting lynched is often a bad idea. Making him more like a Doomspeaker is an option.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Dariush on August 13, 2012, 01:20:27 pm
I also think this discussion should wait until the current game is over.
You're just butthurt.

Also, what does doomspeaker actually do? I've never been clear on that point. :(
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Hapah on August 13, 2012, 01:23:34 pm
Nah, he's right, it probably should wait until the game wraps up.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on August 13, 2012, 05:50:54 pm
Also, what does doomspeaker actually do? I've never been clear on that point. :(
If you're talking about the #mafia version, yeah it's pretty much impossible to work out unless you ask one of the admins.  Daz told me that it works based on the "doom percentage" that banshees use - if you go up to "100% doom" you die.

Every night when a doomspeaker is alive two random (non-doomspeaker) targets receive 50% doom (it can be the same person both times, in which case that player just dies).  So basically people just die randomly in the night while the Doomspeaker is alive.  Has the advantages of being unblockable, untrackable and the occasional double kill but the disadvantages of not being able to choose who to kill and sometimes wasting doom on people who later die to lynches or whatever anyway.  It's a pretty luck based and annoying role.

What it's come to mean around Bay 12 is an independent role that wins automatically after a certain number of days have passed.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Bookthras on August 13, 2012, 07:54:40 pm
The biggest change I'm thinking about at the moment is less mechanical and more administrative. I need to get the flavor locked down and in the rules.

Now that the game is over, my two cents on this: I agree it should be written down, but I don't like the bolded, explicit suggestion above. Instead I suggest adding "Flavour elements" to the role descriptions, like so:

Vigilante
    Race: Human/Doppelganger
    Goal: Kill
    Rules: [...]
    Flavour elements: Kills with bullets. Visits target.
    Victory: Town/Doppelgangers win

Psychic Warden
    [Psychic]
    Race: Human/Doppelganger
    Goal: Protect
    Rules: [...]
    Flavour elements: Blocks with psychic chains that constrict and force unconsciousness. Doesn't visit target.
    Victory: Town/Doppelgangers win

Exterminator
    Race: Alien
    Goal: Kill
    Rules: [...]
    Flavour elements: Kills with energy weapons, plasma technology, or knives. Visits target.
    Tech: 1 Medium and 1 Large Tech Slot
    Victory: All non-Exterminator aligned players are dead


...likewise for the tech listing: human bot kills with bullets, morning kill's target is clearly freshly dead; alien bot kills with energy weapons; mind shield blocking an action on you "tingles" (or "tickles", I forget) and so on.

Plus a note next to the general rules stating that flavour is significant, and will vary from game to game, but will always contain those elements to help provide clues as to the actions taken.


Also, some more detailed notes on when one knows things (like being protected, or mind shield blocking an action, and so on) would be good, as well as the Warden A blocks Warden B blocks Player C thing (and similar collision cases).
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Toaster on August 13, 2012, 08:46:50 pm
I think Book has the right idea- either put them in the role description or make a public-knowledge Flavor Guide.

This is the same issue I had with Roguelike (and I said as such to him via PM.)  You have to be careful with what flavor gives away.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on August 13, 2012, 10:36:01 pm
That's exactly what I was thinking, Book.

So...Deadman Bomb. What are people's thoughts on it? Too random, yes. But what's the best way to fix it? Make the targets chosen by the user? That's more balanced, but a bit anti-thematic. Bombs aren't that precise.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on August 13, 2012, 11:16:52 pm
That's exactly what I was thinking, Book.

So...Deadman Bomb. What are people's thoughts on it? Too random, yes. But what's the best way to fix it? Make the targets chosen by the user? That's more balanced, but a bit anti-thematic. Bombs aren't that precise.
How is that anti-thematic? An alien with a suicide bomb can't make it targetable? He's a psychopathic techie with lots of gear. I THINK he can manage to make his deadman bomb shoot out little darts of poison at death or something. Heck, maybe he's a sharp shot and can get off a few kills before he dies. Change it to Last Stand if you want, and make it Call of Duty. Point is, this guy could easily kill a few people if he wanted.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Jim Groovester on August 13, 2012, 11:29:58 pm
I suggest one of two options:

1) Blow up the last person to vote and one player of the bomb holder's choice.
2) Blow up the last two people to vote for the bomb holder.

I would've loved to have Option 1 at my disposal as a Survivor, but I think Option 2 is better. Instead of forcing only one player to face the certainty of death, it makes two players face it, which is arguably more effective at what the Deadman Bomb is supposed to do. I.E., force people to reconsider whether lynching the bomb holder is such a good idea after all.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Urist Imiknorris on August 13, 2012, 11:31:30 pm
Who would you have chosen?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Jim Groovester on August 13, 2012, 11:44:34 pm
If I had the choice of blowing up one person I would've picked town, since if, in the town's infinite brilliance they decided to lynch me and force me to lose, I would've done the same to them.

I probably would've held Hapah hostage since he was available to tie the vote.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Bookthras on August 13, 2012, 11:46:03 pm
I think two directed kills is too much - too powerful for a small tech slot, even if it's only at death.

I agree the second kill being random ends up being too random. How about it just being a single kill thing? Like it works at night: kills your killer, and that's it... Makes it weaker rather than stronger, but it's a last ditch thing anyway.

...perhaps make a special case exception: if there are only two other people alive, it kills both; so, still not random, and works exactly like today in the case the game ends with an Ext + 2 townies, the Ext still can win a scorched Earth victory.

Other possibilities: it hits the first and last person to vote him (still seems too powerful); or it hits the last person voting him, and one random person from three of the alien's choice (so it's less random, but still a bit, like aiming at a crowd at long range - he picks three, one of those three dies)...
Edited to add: another possibility: kills the last person to vote the alien, and the last person voting that person (target). Would still make it nonrandom while less deterministic, would match the flavour ("someone standing close to them"), and if no one is voting the target, only one dies. Balances out nicely perhaps.

PPE: Ninja'd by Jim. I still think two deaths deterministically is much too powerful, and gives it unwarranted deterrent power.


On other things, two things came to mind reading the game PMs and post-game chat:

a) I'm not sure it's clear if I have a mindshield whether I know someone attempted to block me and failed because of it. Also speaking of flavour, I was blocked by a warden but no chains (but Meph clarified over PM that this was an accident, so no big deal).

b) Toaster mentioned the replicator can't be used during the day? I think this is not optimal. Given the stated purpose of the replicator ("Allows the Alien more flexibility to respond to changing situations"), I think it should be a free action at any time. I could decide to make two small techs immediately on D1, or hold my last replicator juice to use only if it looks like I'm going to get lynched (so Toaster could have made a stun orb last day if it looked like he would survive, and a bomb otherwise). Also, can it be used to make two identical items? Say two shields, or one shield N1 and another N2? If so, what happens if I make two deadman bombs and they explode at the same time? That sounds really cool.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: zombie urist on August 13, 2012, 11:51:43 pm
Maybe the DMB should be moved up a tech slot? Or add a weaker version as small tech?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Hapah on August 14, 2012, 12:30:21 am
I think it (DMB) is just going to be very hard to balance. Too weak and no one will take it, too strong and it'll be standard kit for every Alien (or at least every Exty).

Has it ever had as big an impact as it did this game? The game was decided by two small tech slots and Lady Luck.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on August 14, 2012, 12:38:43 am
Yeah it's probably not the biggest issue to fix.  The only reason it even became a problem was out of sheer bad luck.  The reason it hasn't happened this badly in the past is because it's so very unlikely to be this favorable to the town in the first place.

Also Paranormal 21 had two aliens both with DMBs.  The high quantity of DMBs probably didn't help matters.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Dariush on August 14, 2012, 04:24:09 am
What I suggest:
Large DMB: medium slot, kills the last guy to vote and a person of the alien's choice;
Normal DMB: small slot, kills the last guy OR two people if they're the last ones.

Also, Meph, please make it impossible for the Exty to win a scorched earth victory (i.e. he MUST be alive to win). Otherwise dumb things can happen, and it is stupid from the flavor standpoint.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on August 14, 2012, 06:24:49 am
Also, Meph, please make it impossible for the Exty to win a scorched earth victory (i.e. he MUST be alive to win). Otherwise dumb things can happen, and it is stupid from the flavor standpoint.
So make it so there's no reason at all to take the DMB except spite?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Dariush on August 14, 2012, 06:37:10 am
Also, Meph, please make it impossible for the Exty to win a scorched earth victory (i.e. he MUST be alive to win). Otherwise dumb things can happen, and it is stupid from the flavor standpoint.
So make it so there's no reason at all to take the DMB except spite?
Implying there is right now.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on August 14, 2012, 07:49:41 am
Also, Meph, please make it impossible for the Exty to win a scorched earth victory (i.e. he MUST be alive to win). Otherwise dumb things can happen, and it is stupid from the flavor standpoint.
How does it make no sense? I assume that a kill-crazy alien wouldn't mind going out by killing everyone. Maybe it's some sort of Predator ritual? You don't know his life! It CAN make sense, and it avoids ties. I do the same thing for sks because they don't stand a chance otherwise.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Toaster on August 14, 2012, 07:54:51 am
The Exterminator's goal is to kill all the Dopps and leave no other witnesses.  If everyone is dead, didn't he finish his goal?


The DMB on an Exty is used for two things- blackmail and a guaranteed win at 3p LYLO.



Also, the replicator should at least be labeled as only usable at night.  I almost screwed myself over that.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on August 14, 2012, 08:33:59 am
Also, Meph, please make it impossible for the Exty to win a scorched earth victory (i.e. he MUST be alive to win). Otherwise dumb things can happen, and it is stupid from the flavor standpoint.
So make it so there's no reason at all to take the DMB except spite?
Implying there is right now.
You literally said the reason in this exact quote: it allows the exterminator to win after dying when there are 2 or fewer others left.  An action which makes you win is not an action taken out of spite.

The "blackmail" factor... the amount of leverage you get doesn't actually change based on whether you have a DMB or not (assuming you haven't demonstrated another tech ability).  Either way all the town knows is that you're threatening you have one.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Dariush on August 14, 2012, 09:03:30 am
Hm. On that note, maybe replace EMP Pulse Bomb with improved (maybe targeted) DMB? For the same reason I proposed replacing Psychic Pulser - it's just way too weak compared to alternative choices.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on August 14, 2012, 11:48:46 am
Considering that in 21 games an Exterminator has never won, I can't see any reason to make it harder on them.

The Deadman bomb needs more thought, I guess. It's never had this effect before, but it also made the game rather unsatisfactory for everyone.

The Psychic Pulser was actually chosen by Zombie Urist this game, but of course he didn't live to use it. I think it'd be interesting to have around, since it's a great tool late in the game. Suspect that the dopps have an Enchanter or Warden? Take them out for a night/day. Same for the dopps. Know that the town has a Warden that's the one chance they really have of ruining your plan? Blast all the Psychics for a night. Of course, like all one-shots it could also be wasted, but I don't know that it's actually weak.

Is it as powerful as the Body Double? No, it's not. But I've decided the body double is too powerful. It's like the Assassin Bot was: So powerful no one every really has a reason to take anything else. So I'm going to either nerf it or scrap it. It might end up as a Medium Alien Tech, since they're allowed to have more powerful goodies.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Dariush on August 14, 2012, 11:52:07 am
Is it as powerful as the Body Double? No, it's not. But I've decided the body double is too powerful. It's like the Assassin Bot was: So powerful no one every really has a reason to take anything else. So I'm going to either nerf it or scrap it. It might end up as a Medium Alien Tech, since they're allowed to have more powerful goodies.
Actually, no. Body Double is exactly the right amount of powerful, since CES can't do anything else during the game after picking it and effectively flips after losing it, which is especially damaging to dopp CESes, ESPECIALLY if they flip after fakeclaiming. Moreover, if you nerf it too hard, CESes will simply switch to mindray and no alien with a medium tech slot will ever pick anything except the double. Maybe put up a poll about what do with pulser and EMP?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on August 14, 2012, 10:48:51 pm
I'd say it's ridiculously useful and a no-brainer for dopps - a lylo breaker, a personal shield or a wasted town lynch, all of which are great abilities and there's the added security of knowing you can't waste it.  For town it's not so amazing (you get the personal shield effect, but you can also waste a town lynch) but it remains the obvious choice because the other two tech options aren't very useful to town at all (Mind Control Ray's main use of lylo breaking isn't there for town, and Psychic Pulse is probably going to do way more harm than good).

So I'd say that the other cutting edge tech options should be made more useful for town: Mind Control Ray could perhaps have the possibility of making the player target themselves (so you can make dopps suicide), while Psychic Pulse could perhaps only affect people who are not on your team (hurts the dopps and also has a nice investigative effect if people's actions are missing).
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Dariush on August 15, 2012, 07:08:30 am
Mindray is also a LYLO-breaker, and in some ways even better than BD, since it works even if it's not the CES who is lynched. I've also explained how flipping after getting BD destroyed is extremely disadvantageous for the dopps.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on August 15, 2012, 07:16:28 am
It's not hard to get yourself lynched at lylo.  Just make a mistake in your rolename or claim an action that doesn't make sense and everyone will be all over you.  The disadvantage of the Mind Ray is that it's completely wasted if you get killed (not that it's a huge disadvantage - it's still a great item for scum, just not as good as the BD), while the BD comes in handy almost every time.  I'm not sure what you mean about the flipping thing.  If you don't have a BD then you die when you are killed and flip, and are also removed from the game anyway.  "Not dying and not roleflipping" is a clear advantage over that.

It would be interesting if psychic pulse and mind control ray became better options for town - then the disadvantage of taking a BD as a dopp would be that you'd have to either lie about your role (because both other choices are highly visible) or bullshit about why you choose the anti-town one.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Dariush on August 15, 2012, 09:43:58 am
What I mean by flipping is that if a dopp CES fakeclaims and then somehow dies, he'll get immediatly lynched again. Also, what's the point of intentionally getting yourself lynched, even with a BD?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on August 15, 2012, 10:23:25 am
What I mean by flipping is that if a dopp CES fakeclaims and then somehow dies, he'll get immediatly lynched again.
Yes, wasting a town lynch and therefore essentially giving the dopps an extra kill.  If the dopp didn't have a BD then he'd just die and not waste that lynch.

Also, what's the point of intentionally getting yourself lynched, even with a BD?
If it's actually pre-lylo and you're trying to shield another dopp who has an assassin bot or something.  But you're right: you don't need to get lynched as a BD in order to break lylo.  Even if town lynches your buddies they'll eventually be down to 3p and you'll win.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on August 22, 2012, 02:21:08 pm
Been thinking about things.

I've decided that I'm going to leave the Deadman Bomb as it is for now. I'm not that happy with it, but I haven't come up with a solution that really fixes it in a satisfactory manner. And this is the first time in 21 games that it's really had a huge effect like this, so I don't think it's a critical issue at the moment.

The Body Double needs to go or be nerfed. I'm leaning towards either the Stasis Field idea or making it just protect against Lynches.

For the Spore Spreader, I think I've found a way to improve things. Instead of only infecting Humans, they'll now be able to infect anyone. But those players will no longer become spore spreaders, they just carry the spores. All the SS needs is for either it to survive to the end, or for at lest 1 player carrying spores to live to the end. Much more of an actual Jester this way.

So...when Lynched the Spore Spreader will randomly infect 4 other players. It will not be known who is infected. As long as one of those people survives to the end, the SS wins. If NK'd, the SS will infect whoever killed them as long as it wasn't a tech kill of some sort (Like the Plasma Bomb).


New Alien idea: Harvester. This alien will come in several flavors. All of them will involve Abducting a player for the night. An Abducted Player will be gone for the Night, as well as the next Day and Night. They will be found, in whatever state, at the start of the Second day. What happens to them while abducted depends on the type of Harvester.
    Organ Harveter - The Abducted player is killed. The Harvester acts as a Doom Speaker, and is building an Abomination. After some # of nights (based on player count) the Abomination is released and performs a Night Kill attempt on every player.
   Mind Stealer - Copies the Role from the Abducted player for the following day/night as well as the Win Condition of that player for the next Day and Night. If the Mind Stealer doesn't have any other goal, then it is a Survivor.
   Tech Thief - Needs to steal X amount of tech. Like the Xenozoologist, but tech based rather than Player type based.

Thoughts?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on August 22, 2012, 02:32:07 pm
That does make it feel like the SS will have a very hard time not losing if he can act as a survivor and being lynched even half way through the game will pretty much guarantee victory.

I like the Harvester especially the Organ Harvester because massacres are fun.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Bookthras on August 22, 2012, 02:58:34 pm
Thoughts?

A few:
I've decided that I'm going to leave the Deadman Bomb as it is for now. I'm not that happy with it, but I haven't come up with a solution that really fixes it in a satisfactory manner.
All right, but how about the questions regarding the replicator? (shouldn't its use be a free action? can duplicated items be created? what happens if it's used to make two bombs?)


For the Spore Spreader, I think I've found a way to improve things. Instead of only infecting Humans, they'll now be able to infect anyone. But those players will no longer become spore spreaders, they just carry the spores. All the SS needs is for either it to survive to the end, or for at lest 1 player carrying spores to live to the end. Much more of an actual Jester this way.
Those infected players would not be able to spread spores themselves if lynched/killed, right?

If so, then it removes the multiple-generations thing that was a plus with the SS... as Toony said, rather than a jester, the SS in this form has an incentive to make it to D2/D3, and then get lynched, as he'd be practically guaranteed victory then. It would work, if this is how you want it played.


New Alien idea: Harvester.
I like the Organ Harvester a lot. The other two, not so much.

The tech one sounds really random; would he want only alien tech (too little) or human tech as well? He also would need to hit people fast, before bots/modulators/scanners/shields and the like are used up... Would a medium-size tech (like bot) be worth more to him than a small size one like shield? Would the abductee lose all their tech when abducted? Can he use the tech?

The mind stealer sounds off... he'd need to abduct N1 to gain a role, use the role N2, abduct again N3, use the new role N4... his win condition would change every time, hard to make a consistent strategy. What if he abducts a dopp? Can he dopkill? Would he get tech?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on August 22, 2012, 03:21:52 pm
A few:
I've decided that I'm going to leave the Deadman Bomb as it is for now. I'm not that happy with it, but I haven't come up with a solution that really fixes it in a satisfactory manner.
All right, but how about the questions regarding the replicator? (shouldn't its use be a free action? can duplicated items be created? what happens if it's used to make two bombs?)


The replicator is a free action, but only at night (The Alien needs to be at it's ship). Duplicate Items can be created. A double-deadman bomb would hit two targets twice (so a single player could be hit twice).

Quote
For the Spore Spreader, I think I've found a way to improve things. Instead of only infecting Humans, they'll now be able to infect anyone. But those players will no longer become spore spreaders, they just carry the spores. All the SS needs is for either it to survive to the end, or for at lest 1 player carrying spores to live to the end. Much more of an actual Jester this way.
Those infected players would not be able to spread spores themselves if lynched/killed, right?

If so, then it removes the multiple-generations thing that was a plus with the SS... as Toony said, rather than a jester, the SS in this form has an incentive to make it to D2/D3, and then get lynched, as he'd be practically guaranteed victory then. It would work, if this is how you want it played.

Yeah, people with spores don't spread them themselves. The idea is a risk/reward model for the SS. They have to survive for a few days before they get a really good chance to win if they get lynched. With all the potential kills floating around a Paranormal, that's a bit of a risk, so getting lynched early could be a good thing. Might need to tweak the # of people who get hit with spores, though, to make it balanced.


Quote
New Alien idea: Harvester.
I like the Organ Harvester a lot. The other two, not so much.

The tech one sounds really random; would he want only alien tech (too little) or human tech as well? He also would need to hit people fast, before bots/modulators/scanners/shields and the like are used up... Would a medium-size tech (like bot) be worth more to him than a small size one like shield? Would the abductee lose all their tech when abducted? Can he use the tech?

The idea for this one is that the Tech Thief is trying to get as much technology as possible regardless of type. Higher level tech is worth more (say, Small = 1, Medium/Human = 2, Large = 4) with the Thief trying to get X worth of tech. And, yes, he would steal all of the tech. And he can use it, although if it gets used up that reduces his score so he'd need to steal even more. Might need to have him start with 2 Scanners or something.

Quote
The mind stealer sounds off... he'd need to abduct N1 to gain a role, use the role N2, abduct again N3, use the new role N4... his win condition would change every time, hard to make a consistent strategy. What if he abducts a dopp? Can he dopkill? Would he get tech?

Hmm...the strategy issue is valid. Maybe have him keep whatever Win Condition he had last, so the player can decide to stop Abducting becuse he thinks his current Goal is going to be fufilled?

Not sure if they Harvesters need Tech or not. I'm thinking no, except for the Tech Thief (amusingly).
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Jim Groovester on August 22, 2012, 03:23:31 pm
Four people is pretty good odds, but I don't like it being random. If the Spore Spreader gets lynched like he's supposed to, there's still a chance he could lose and it would be completely out of his control. That's not exactly the best reward for playing a proper jester and playing it well.

Also, as ToonyMan mentions, it's incredibly friendly for him to be able to be win if he gets lynched, killed, or lives to the end of the game.

I feel like you should just make him a straight up jester and be done with it.

New Alien idea: Harvester. This alien will come in several flavors. All of them will involve Abducting a player for the night. An Abducted Player will be gone for the Night, as well as the next Day and Night. They will be found, in whatever state, at the start of the Second day. What happens to them while abducted depends on the type of Harvester.
    Organ Harveter - The Abducted player is killed. The Harvester acts as a Doom Speaker, and is building an Abomination. After some # of nights (based on player count) the Abomination is released and performs a Night Kill attempt on every player.
   Mind Stealer - Copies the Role from the Abducted player for the following day/night as well as the Win Condition of that player for the next Day and Night. If the Mind Stealer doesn't have any other goal, then it is a Survivor.
   Tech Thief - Needs to steal X amount of tech. Like the Xenozoologist, but tech based rather than Player type based.

Thoughts?

Tech Thief is boring. Pretty much everyone, with the possible exception of the Exterminator since he's the most reliant on tech, would have no significant reason to care that a Tech Thief was in the game, aside from the abductions themselves. This makes him a nuisance. Nobody wants to play a game where they're just a nuisance.

Mind Stealer is weird. He's basically a super survivor. He has no incentive to honor the win condition he receives if the game isn't about to end, and if the game is about to end, then he'll pick the win condition of the team who's about to do it. I guess it could make for some interesting situations where he has to pick and choose who he thinks is about to win, but otherwise, I don't quite see the value of the role.

Organ Harvester's pretty neato. But can he abduct a player every single night? If he can do it every night, then he's basically an awesome SK, who gets to have roleflips from kills delayed and has a chance to kill everybody at some point.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on August 22, 2012, 08:02:56 pm
I'm not sure I like the DMB and Spore Spreader ideas.  If the DMB really can't be fixed to not randomly screw people over then it should go (and replaced with something similar but directional), while the new Spore Spreader seems to have something of a coin toss win condition (placing fewer spores on chosen people could be better).

Organ Harvester should be ok since if he does kill he's working against his doomspeaker aspect.  The delayed flip and the doomspeaker ability probably make him about equivalent to the teched up Exterminator.

Another problem with the Mind Stealer I'm seeing: he can just pm whoever he just copied and come up with a plan with them to win.  If he copies an Agent or something the dopps are screwed, while copying a dopp would leave the town at lylo really early.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Dariush on August 23, 2012, 03:24:26 am
I've decided that I'm going to leave the Deadman Bomb as it is for now. I'm not that happy with it, but I haven't come up with a solution that really fixes it in a satisfactory manner. And this is the first time in 21 games that it's really had a huge effect like this, so I don't think it's a critical issue at the moment.
Awwwwwwww. Why didn't you like any of mine or Jim's ideas? There's already been precedent. It doesn't matter that it happened so late. A game-breaker is a game-breaker regardless of when it was discovered.
The Body Double needs to go or be nerfed. I'm leaning towards either the Stasis Field idea or making it just protect against Lynches.
Awwwwwwww. Maybe make it activa...ble, but only able to last through one night and one day (or maybe the other way around)?
For the Spore Spreader, I think I've found a way to improve things. Instead of only infecting Humans, they'll now be able to infect anyone. But those players will no longer become spore spreaders, they just carry the spores. All the SS needs is for either it to survive to the end, or for at lest 1 player carrying spores to live to the end. Much more of an actual Jester this way.

So...when Lynched the Spore Spreader will randomly infect 4 other players. It will not be known who is infected. As long as one of those people survives to the end, the SS wins. If NK'd, the SS will infect whoever killed them as long as it wasn't a tech kill of some sort (Like the Plasma Bomb).
FOUR PEOPLE? That's just plain ridiculous. All the SS needs is to survive two days (since it'll net at least four deaths) and get an almost guaranteed win. With this idea he becomes a survivor who simply can't lose. I'd say decrease the number of people to two (or maybe one) and cut out the survivor wincon.
New Alien idea: Harvester. This alien will come in several flavors. All of them will involve Abducting a player for the night. An Abducted Player will be gone for the Night, as well as the next Day and Night. They will be found, in whatever state, at the start of the Second day. What happens to them while abducted depends on the type of Harvester.
    Organ Harveter - The Abducted player is killed. The Harvester acts as a Doom Speaker, and is building an Abomination. After some # of nights (based on player count) the Abomination is released and performs a Night Kill attempt on every player.
   Mind Stealer - Copies the Role from the Abducted player for the following day/night as well as the Win Condition of that player for the next Day and Night. If the Mind Stealer doesn't have any other goal, then it is a Survivor.
   Tech Thief - Needs to steal X amount of tech. Like the Xenozoologist, but tech based rather than Player type based.
FUCK YES. Except Tech Thief kinda sucks, as mentioned before. Also, I don't really see OH as using the abduction mechanic. It's basically a delayed NK. So basically, he's a techless exterminator. Also, I think make Mind Stealer abduct a player for a day and a night and then release him, making him either a voteless vanilla of whichever race he is or a simple vanilla (in addition stripping the dopp of a NK ability). He wins after stealing a certain number of minds.

BTW, what about replacing Psychic Pulser and EMP? Did you reach a decision?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 26, 2012, 02:40:30 pm
Ok, been pondering things some more in preparation for the next game (which will go into sign-ups today).

Tech changes:
   Deadman Bomb becomes Hold-out Blaster: If the Alien is lynched, he pulls out the blaster and gets to shoot a single target before dying. If he is night-killed, he gets a shot off on his attacker (although he still suffers the effect of the attack). This is a one-shot item.

  Body Double gets a nerf: A perfect body double. It could be organic, robotic, even a hologram. Regardless, it takes his place in dangerous situations while he stays safe. This allows him to escape a Lynch by having the body double destroyed in his place during the day. It's a one-use item, though, so he's vulnerable after it's been destroyed.

  Mind Control Ray[/b] loses the restriction on the MC'd action's target: Once per game the MS can use the Mind Control Ray to choose another player's target for the night. If the player does not have a night action (and is not the dopp chosen for the night kill), or if the player has a limited-use night ability and chose not to use it, then no action occurs. The Ray also allows the Scientist to control that player's vote during the next day and may change it as often as he wishes. Its effect is fairly obvious, however.


Role Changes:
  Spore Spreader becomes a standard Jester: This alien organism has been engineered to spread by spores and prepare earth for a take-over by depopulating the planet. The only thing is that the host has to die for the spores to spread. Whenever the Spore Spreader is about to be lynched it will prepare itself for the spores to be relesed and then spred them upon death. This catastrophy will kill all other players in the game, preventing any other win-cons from being fulfiled (except for an Exterminator)
    Victory: The Spore Spreader must be lynched.

New Role:
Harvester
    Race: Alien
    Goal: Kill/Find
    Rules: The Harvester is collecting things for its own purposes. There are three different types of Harvesters
      Organ Harvester - The Abducted player is killed. The Harvester acts as a Doom Speaker, and is building an Abomination from the parts of those killed. After some # of kills (based on player count) the Abomination is released and performs a Night Kill attempt on every player.
      Mind Stealer - Copies the Role from the Abducted player for the following day/night as well as the Win Condition of that player until a new one is acquired. The abducted player reverts to a vanilla role for the rest of the game(Aliens will all become survivors). If the Mind Stealer doesn't have any other goal, then it is a Survivor.
      Tech Thief - Needs to steal X amount of tech. Like the Xenozoologist, but tech based rather than Player type based.
    Tech: 1 Medium Slot (Tech Thief only)
    Victory: The Hivemind wins when all opposing groups are dead and the town has no way of stopping them (Vig, War Vet, etc)


Still pondering the Tech Thief to decide if it's worth putting in, or what changes would make it more interesting.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Hapah on November 26, 2012, 02:47:08 pm
PFP

I like the DMB change; it did need to be toned down.

I don't like that SS ends the game upon being lynched. Frowns all around no matter when he gets lynched, and feels like it would be a very unsatisfying ending. Just my first impression though.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: zombie urist on November 26, 2012, 02:49:36 pm
I don't really like sS change either, but I can't really see an alternative right now. Pfp
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Toaster on November 26, 2012, 02:51:06 pm
What happens to the target of a Mind Stealer?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Dariush on November 26, 2012, 02:52:47 pm
  Spore Spreader becomes a standard Jester
...
This catastrophy will kill all other players in the game
Spoiler (click to show/hide)
That was my actual facial expression when I read this. WHAT WERE YOU THINKING MEPH. WHY WOULD YOU DO THIS. This would make the game unplayable. How can anyone, especially you, think that GAME-ENDING FUCKING JESTERS ARE A GOOD IDEA?! I've seriously never seen anything this level of stupid among any professional mods on this forum. I mean... just... why. Just cut out the SSs entirely, but don't butcher the entire gametype. Please.

I vote against the Tech Thief. Too few roles that can use techs, thus too hard and too random a role to play.

Also, you didn't specify how should BD be used.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 26, 2012, 02:53:45 pm
On the SS:

My reasoning for that is to prevent the SS from being a worthless Jester. With all the kills in Paranormal, losing a day to a Jester Lynch is bad but not necessarily as bad as it would be otherwise. Making people more likely to simply go 'Oh, he's either ObvScum or a SS. Lynch him anyway!'. With the SS ending the game for everyone they can't just play Super-Scum and win on day 1. Which is usually what I see Jesters do, because it's low hanging fruit on day 1 when no one has anything else to go off of and people sort of assume the Day1 Lynch isn't all that important.

I want people to have to think long and hard about lynching what seems like an easy target.

@Toaster
The target is abducted, gone for a day, and returns Alive the following day. Their Role, however, has been stolen so they are now a Vanilla Human/Dopp/Survivor.

This should make the Mind Stealer a bit nastier, and also balances him a bit more. If he steals too many people's roles, he runs the risk of getting stuck with the Win-Con of a team that he's hamstrung.

@Dariush
Body Double only works against Lynches now. This makes it quite useful, but no longer as over powered as it was before.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Dariush on November 26, 2012, 03:00:11 pm
What exactly will prevent anybody from claiming SS and just... not doing anything else? Or for SS to simply play just the right amount of badly to get lynched? The game won't ever progress. Everyone will (rightfully) fuss over the risks.

Just make a poll - either SSs get cut out entirely (temporarily, at least) or stay in the current bullshit form. You'll see a nice zero in the latter results.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 26, 2012, 03:05:03 pm
Because this is a Role-heavy game and it'd be very easy to confirm/kill whomever did that?

Think about it:

  Alien claims SS - dopps WILL kill them because they block their Win-Con while they're alive.
  Human or Dopp claims SS - They will either be Inspected or Killed at the first opportunity. This makes for some interesting War Vet/Sentry Gun scenarios, but otherwise doesn't break the game in any way.

  Also, an actual SS won't make that claim because doing so means they lose. No one will lynch them, and then they can't win at all. It could be an interesting gamble along the lines of 'I claim SS because no one would lynch a SS, meaning people WILL lynch me'. But then you have all the other stuff I mentioned above.

I highly doubt it's a big a deal as you think.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Toaster on November 26, 2012, 03:07:16 pm
I have an alternate SS suggestion, and you said it yourself:

On the SS:

losing a day


How about have it cause the next Day to be skipped?  More nights is always pro-scum, so the town actually stands to lose something without ending the game right there.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Jack A T on November 26, 2012, 03:09:14 pm
I do not like the idea of a Spore Spreader lynch ending the game (just not a huge fan of most game-ending third parties), but one thing I do generally want with most jesters is some sort of penalty for lynching them.

Not sure what that would be, though.

PPE:
How about have it cause the next Day to be skipped?  More nights is always pro-scum, so the town actually stands to lose something without ending the game right there.
This could work well.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 26, 2012, 03:09:35 pm
Hmm...that might be an option. Kind of like the Beloved Princess role...

I guess it could make everyone sick overnight and out for the next day while they recover. That would work thematically.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Dariush on November 26, 2012, 03:09:58 pm
Here's a setup. I'm playing unintentionally badly and am about to get lynched. I see this and bump my level down a notch, beginning to play outrageously badly. Ta-da - instant concentrated WIFOM. Even better if I'm a PGO.

I'm telling you, don't do this. Please. For puppies.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on November 26, 2012, 03:11:39 pm
   Deadman Bomb becomes Hold-out Blaster: If the Alien is lynched, he pulls out the blaster and gets to shoot a single target before dying. If he is night-killed, he gets a shot off on his attacker (although he still suffers the effect of the attack). This is a one-shot item.
Good.  What happens if the alien is day/ morning killed?

Body Double gets a nerf: A perfect body double. It could be organic, robotic, even a hologram. Regardless, it takes his place in dangerous situations while he stays safe. This allows him to escape a Lynch by having the body double destroyed in his place during the day. It's a one-use item, though, so he's vulnerable after it's been destroyed.
The nerf is welcome but it's still a pretty dull item that doesn't do much other than eat a town lynch (making it a scum-only choice really).

Mind Control Ray loses the restriction on the MC'd action's target: Once per game the MS can use the Mind Control Ray to choose another player's target for the night. If the player does not have a night action (and is not the dopp chosen for the night kill), or if the player has a limited-use night ability and chose not to use it, then no action occurs. The Ray also allows the Scientist to control that player's vote during the next day and may change it as often as he wishes. Its effect is fairly obvious, however.
I'm not sure what the change is.  Does the MC get used up if it's not hitting someone with an action?

Role Changes:
  Spore Spreader becomes a standard Jester: This alien organism has been engineered to spread by spores and prepare earth for a take-over by depopulating the planet. The only thing is that the host has to die for the spores to spread. Whenever the Spore Spreader is about to be lynched it will prepare itself for the spores to be relesed and then spred them upon death. This catastrophy will kill all other players in the game, preventing any other win-cons from being fulfiled (except for an Exterminator)
    Victory: The Spore Spreader must be lynched.
I don't like this one.  It's just too easy to win with and ruins the game for everyone else, potentially on day one.  It also means the town will be scared of lynching people even if they're acting really scummy.

In my opinion for a jester to be viable in a larger game they need drawbacks.  Like maybe they can only win by being lynched on day 3 onwards (maybe modify the exact day depending on game size) - that way they'd have to suddenly change their behaviour from "survivor" to "jester" and it would be a lot more feasible for the town to work out what's happening.  It also makes perfect sense flavour-wise, they need to allow their spores to mature before spreading them.

New Role:
Harvester
    Race: Alien
    Goal: Kill/Find
    Rules: The Harvester is collecting things for its own purposes. There are three different types of Harvesters
      Organ Harvester - The Abducted player is killed. The Harvester acts as a Doom Speaker, and is building an Abomination from the parts of those killed. After some # of kills (based on player count) the Abomination is released and performs a Night Kill attempt on every player.
      Mind Stealer - Copies the Role from the Abducted player for the following day/night as well as the Win Condition of that player until a new one is acquired. The abducted player reverts to a vanilla role for the rest of the game(Aliens will all become survivors). If the Mind Stealer doesn't have any other goal, then it is a Survivor.
      Tech Thief - Needs to steal X amount of tech. Like the Xenozoologist, but tech based rather than Player type based.
    Tech: 1 Medium Slot (Tech Thief only)
    Victory: The Hivemind wins when all opposing groups are dead and the town has no way of stopping them (Vig, War Vet, etc)


Still pondering the Tech Thief to decide if it's worth putting in, or what changes would make it more interesting.
The victory condition seems incorrect on these ones?  The tech thief seems a bit chance based and hampers roles like the exty which are already fairly hard.  The Mind Stealer is basically a super-agent who can choose his alignment so I don't like it.  Harvester seems ok but without an "X" it's hard to know whether it'd be balanced.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Hapah on November 26, 2012, 03:13:05 pm
PFP

I like Toaster's idea
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 26, 2012, 03:15:59 pm
Oh, yeah, the Harvester's victory set didn't get filled in properly.

It's basically dependent on type. Organ Harvester wins by killing everyone, Mind Stealer wins with whatever win-con they have at the end of the game, and Tech Thief would win if they steal enough tech.


Leafsnail's idea of moving the SS's win condition up to the 3rd day (or along those lines) is also interesting. As they have to survive long enough to even have a chance to win by lynching.

EDIT:

To answer some questions:

The Hold-out Blaster does not help in the case of a Day/Morning Kill, as those are performed by a bot.

The Mind Control Ray used to prevent you from having the person target themselves. That restriction has been removed.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on November 26, 2012, 03:23:37 pm
Oh, ok.  That makes the MC ray significantly more appealing for town.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 26, 2012, 04:41:23 pm
Had an odd idea for the Tech Thief. Kind of a Reversal of what it did.

Rather than Take Tech, the role is changed to a Field Tester for some Alien tech company. Abducted players are gone for a day but come back with a fancy piece of tech that they've been 'programmed' to know how to use.

The Alien is trying to get all of their Tech tested out. A few piece can be used by the alien themselves (like scanners) but most needs to be tested out by a subject to count. So the alien is actually trying to extend the game by judicious use of abduction and tech choices so that all of their tech gets used up by the end of the game.

They would win if all of their tech is used or distributed by the end of the game. Survival is only important for as long as they have tech to give out.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: zombie urist on November 27, 2012, 12:51:19 am
Doesn't that make it extremely easy to win? I can't think of a reason not to claim getting tech, especially since an abduction is very obvious. Then the Tester can just claim and choose people to give tech to.

Poll so far is tied. I don't think a delayed SS helps much because its still a relatively easy role to play. Bandwagoning the D2 lynchee is an obvious and easy way to get lynched D3. Skipping a day might help, but I still think the SS wincon is still too easy to achieve.

Hmm... how about this. At the end of every day, the number of votes on the SS gets added to a counter. If he gets lynched and his counter is greater than or equal to some n, then he wins. (and game continues) Otherwise he loses. If he gets killed any other way he loses.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on November 27, 2012, 04:16:55 am
In that case optimal play would be to make sure there are never any votes on people except the guy getting lynched... to be honest I think we should maybe adopt the mafiascum policy of "Jesters are bad" and leave them out.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Dariush on November 27, 2012, 08:40:52 am
Oh hey, I was perfectly right about nobody voting for game-ending SS.

Here's my idea: SS has two night actions: nightly 'infect' and one-shot 'prime'. After being primed, he lives one day. Any of the infected people who vote him (regardless of whether he gets lynched OR, to make it harder, only if he is lynched) get turned into SSes. Nobody gets infected if he isn't primed. He loses if no SSes remain.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 27, 2012, 09:58:10 am
Had an odd idea for the Tech Thief. Kind of a Reversal of what it did.

Rather than Take Tech, the role is changed to a Field Tester for some Alien tech company. Abducted players are gone for a day but come back with a fancy piece of tech that they've been 'programmed' to know how to use.

The Alien is trying to get all of their Tech tested out. A few piece can be used by the alien themselves (like scanners) but most needs to be tested out by a subject to count. So the alien is actually trying to extend the game by judicious use of abduction and tech choices so that all of their tech gets used up by the end of the game.

They would win if all of their tech is used or distributed by the end of the game. Survival is only important for as long as they have tech to give out.
Hmm...

Here's my advice:

Make a Scientist role that has a similar effect. He has like 2-3 Techs to give away that he can't use himself (I don't know, he's afraid of his inventions or something). They can be one-shot role powers basically (They can even fail, if that's what you want [Which could explain why he gives them away, the leak acid all over your hand]).

THEN you can add the Alien version (Call him the Planet-To-Planet Salesalien). The Alien will have 4 (Player dependant -> Players / 4 or something) Techs to give away, but does not abduct (Too many abducts for Aliens, he just markets to them). His goal is to give away all his Tech (not use). 1 Small Tech.

This also makes the Tech Stealer more viable.

As for the SS, don't make them game-ending Jesters. Don't even do Jesters. Jesters hardly ever work. I honestly don't see a problem with the current form of SS. What is it?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on November 27, 2012, 11:09:45 am
The problem with the current one is that it's a weird random jestery survivor.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Dariush on November 27, 2012, 11:19:12 am
jestery survivor.
Well, aren't you're just stupidly smart. Oh wait.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on November 27, 2012, 11:34:45 am
Oh right, sorry.  Weird random culty jestery survivor.

Come to think of it that makes it the three most hated alignments on mafiascum rolled into one package.  That's quite impressive.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 27, 2012, 12:16:00 pm
Had an odd idea for the Tech Thief. Kind of a Reversal of what it did.

Rather than Take Tech, the role is changed to a Field Tester for some Alien tech company. Abducted players are gone for a day but come back with a fancy piece of tech that they've been 'programmed' to know how to use.

The Alien is trying to get all of their Tech tested out. A few piece can be used by the alien themselves (like scanners) but most needs to be tested out by a subject to count. So the alien is actually trying to extend the game by judicious use of abduction and tech choices so that all of their tech gets used up by the end of the game.

They would win if all of their tech is used or distributed by the end of the game. Survival is only important for as long as they have tech to give out.
Hmm...

Here's my advice:

Make a Scientist role that has a similar effect. He has like 2-3 Techs to give away that he can't use himself (I don't know, he's afraid of his inventions or something). They can be one-shot role powers basically (They can even fail, if that's what you want [Which could explain why he gives them away, the leak acid all over your hand]).

THEN you can add the Alien version (Call him the Planet-To-Planet Salesalien). The Alien will have 4 (Player dependant -> Players / 4 or something) Techs to give away, but does not abduct (Too many abducts for Aliens, he just markets to them). His goal is to give away all his Tech (not use). 1 Small Tech.

This also makes the Tech Stealer more viable.

As for the SS, don't make them game-ending Jesters. Don't even do Jesters. Jesters hardly ever work. I honestly don't see a problem with the current form of SS. What is it?

Hmm...problem with that is it makes for a stupidly strong scum Scientist and a relatively weak town scientist.

The whole idea of having the Alien abduct was to make it non-obvious what type of abductions were going on. Did the guy get turned vanilla by a Mind Stealer, or is he fake-claiming but actually got some additional tech for the scum team to use?

Possibly not necessary, although it also made getting the tech a little less powerful since it removes the player for a day.

And, yeah, the current SS is just kind of boring. Functionally it ends up as a Survivor who may luck out and win even after getting lynched.

Hmm...what do people think about making it an Arson style SK? He'd have to visit people to infect them, and then can trigger the infections to kill off the targets. I know we have several SK types on the list now, but they'd at least all be different in interesting ways.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Dariush on November 27, 2012, 12:58:16 pm
IMO too similar to the normal Exty, minus the techs. Now if you only allowed him to 'arson' people once and made some interesting effect (for example, slow turning into the alien over the course of three nights - first they lose their regular action, then they gain the alien's abilities, then gain the chat), that would be awesome.

What happened to the Stasis Field aka abductions-by-humans idea I proposed earlier? Did it get scrapped?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 27, 2012, 01:32:32 pm
What happened to the Stasis Field aka abductions-by-humans idea I proposed earlier? Did it get scrapped?

Currently on the back burner.

The slow cult idea is kind of interesting. A bit strange with Arson, though, since an Arson normally tags a few people over the first few turns and then triggers the effect. Seems like a lot of games would end before anyone actually turned alien.


I guess another thought would be to simply remove the SS's survival win-con. Make it so he HAS to get lynched and have one of the new SS living at the end to win.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Dariush on November 27, 2012, 01:40:31 pm
I guess another thought would be to simply remove the SS's survival win-con. Make it so he HAS to get lynched and have one of the new SS living at the end to win.
Too random and dependent on the skill of the infectee.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Hapah on November 27, 2012, 01:47:30 pm
PFP

Might have to pull SS for this round, I guess?

Does Paranormal have a Cult?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 27, 2012, 01:49:46 pm
I guess another thought would be to simply remove the SS's survival win-con. Make it so he HAS to get lynched and have one of the new SS living at the end to win.
Too random and dependent on the skill of the infectee.

Infectees, plural, since it hits two random people. Although there is the downside that a hit against dopps/aliens doesn't work.

@Hapah: The Hivemind is a cult.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 27, 2012, 01:54:38 pm
How is a Field Tester Scum Scientist overpowered? If they give away inspects and protects to their team, they can be found out, plus the team gains nothing really. That's like saying a roleblocker is stupidly powerful because they always hit someone not on their team. Sure, they're more powerful, but they aren't ovepowered. They're like... Twice as powerful as their Town counterpart. No big deal.

As for abductions... Nah. Since there are things like the Exty kill, it's not that big of a deal to keep it like that. However, Dariush's Stasis Field is interesting, if you want. Having the ability to hide behind human roles is the key, not more Alien roles.

And the SS acts more like a survivor town, in that they win with the town if one survives. I think it's fine to have town friendly aliens to pretend to be.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 27, 2012, 07:40:39 pm
How is a Field Tester Scum Scientist overpowered? If they give away inspects and protects to their team, they can be found out, plus the team gains nothing really. That's like saying a roleblocker is stupidly powerful because they always hit someone not on their team. Sure, they're more powerful, but they aren't ovepowered. They're like... Twice as powerful as their Town counterpart. No big deal.

As for abductions... Nah. Since there are things like the Exty kill, it's not that big of a deal to keep it like that. However, Dariush's Stasis Field is interesting, if you want. Having the ability to hide behind human roles is the key, not more Alien roles.

And the SS acts more like a survivor town, in that they win with the town if one survives. I think it's fine to have town friendly aliens to pretend to be.
What I'm trying to say here is that the Scientist I described isn't stupidly powerful as scum. It would be if he gave away kills, but he wouldn't. He'd give away trackers or inspections or a one-shot tech block shield or something random. The best part about it is that you literally can pick almost any ability to give away, and he'd still be pretty balanced for both sides (excluding kills).

The abduction thing just artificially extends the game for no reason. Do you really want that? Because, honestly, having human counterparts to alien roles is what Aliens want. They don't want Alien counterparts. This makes scum have claim options, aliens have claim options, and even humans have claim options.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 27, 2012, 07:50:21 pm
Hmm...I think I see where you're going with that. I'll need to ponder the effects of different techs, though, to figure out the balance.

Field Tester is probably not going in this game because of that.

So I'll leave Field Tester/Tech Thief out for this next game.

SS I'm still on the fence about. I like the idea of having roles with different win conditions than simply Kill/Survive, but it's a bit harder to balance and still be interesting for both the person who has that role and the rest of the players.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 27, 2012, 09:00:53 pm
Hmm...I think I see where you're going with that. I'll need to ponder the effects of different techs, though, to figure out the balance.

Field Tester is probably not going in this game because of that.

So I'll leave Field Tester/Tech Thief out for this next game.

SS I'm still on the fence about. I like the idea of having roles with different win conditions than simply Kill/Survive, but it's a bit harder to balance and still be interesting for both the person who has that role and the rest of the players.
Playing something Jestery isn't really all that fun for everyone else. Look at the current list of alignments I made, and try to work on that. You could switch Spore Spreader to be something Martyr-like. That makes it so he has to play town-like, which is good for a game, but he doesn't have the survive part of his alignment.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 28, 2012, 12:43:46 pm
Martyr could work. Haven't figured out a good thematic justification for one yet, though.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Dariush on November 28, 2012, 01:47:02 pm
Only in close quarters will he be able to ensure that enough spores get inside the enemy for infection. Infection has no game effect. If he doesn't infect anyone, his mission on Earth was a failure. Also, I would suggest making him able to visit people to trigger sentries and war vets. (though sentries would obviously make him lose)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Bookthras on November 28, 2012, 03:07:08 pm
Coming a bit late to this discussion. A couple of thoughts and questions:

   Deadman Bomb becomes Hold-out Blaster: If the Alien is lynched, he pulls out the blaster and gets to shoot a single target before dying. If he is night-killed, he gets a shot off on his attacker (although he still suffers the effect of the attack). This is a one-shot item.
Do I read this right as the kill being directed if lynched? That is, the alien can choose who dies with them, not the person who last voted them?

If this is the case, then I am in favour of this. It removes the randomness, and while it does nerf the bomb a bit, it's still more powerful than the (still random) Werewolf Leader lynch action on Supernatural. The downside is that it no longer lets the Exty win in a 2-vs-1 scenario -- I would miss that, but it's an acceptable compromise.

Body Double gets a nerf: [saves your life on lynch only]
Good, I am also in favour of this. Hopefully it gives other tech choices more action as well.

  Spore Spreader [...]
I voted "Remove it entirely" on the poll, based on the lack of consensus, on the fact that I agree a game-ending jester is a terrible idea, and the other poll options were not much better. I'm also not a fan of the Martyr thought.

What I liked the most about the Spore Spreaders was the multi-generation thing. I think any change that removes their ability to make more Spore Spreaders is ultimately scrapping the role and coming up with some unrelated new role (whether the same name is shoe-horned into it or not).

The big problems with the infection mechanism were a) dopps/aliens are immune; and b) SS wins with town, so can just play survivor. So:

Dopps being immune is mandatory, of course, but how about making aliens susceptible? would give them a bit more play, yes? For the other, how about making them win only if last surviving or with an alien win? That way town and dopps must kill them, Survivors, XenoZoos, Hiveminds should be careful or be infected (but still win with them if so), Agent-Ops could be converted and maybe give up their agent. The SSs still have no defence against dopps, though (but that could be a good thing). For the Exty, two choices: a) could win with them if all non-SS players are dead; this would make an Exty win easier; or b) must kill all SSs to win, if so should also be immune to them (otherwise can't kill them without tech).


Harvester
    Race: Alien
    Goal: Kill/Find
    Rules: The Harvester is collecting things for its own purposes. There are three different types of Harvesters
      Organ Harvester - The Abducted player is killed.
      Mind Stealer - Copies the Role from the Abducted player for the following day/night as well as the Win Condition of that player until a new one is acquired. The abducted player reverts to a vanilla role for the rest of the game(Aliens will all become survivors). If the Mind Stealer doesn't have any other goal, then it is a Survivor.
      Tech Thief - Needs to steal X amount of tech. Like the Xenozoologist, but tech based rather than Player type based.
I like the Organ Harvester, looking forward to seeing it, but dislike the Tech Thief (or tech giver alternative). wuba's comments notwithstanding, I think it would lower the general value of tech and mess up the strategies and balance too much.

The Mind Stealer, I'm also not a fan of. Especially the win-condition stealing thing. See this post I made earlier about it:

The mind stealer sounds off... he'd need to abduct N1 to gain a role, use the role N2, abduct again N3, use the new role N4... his win condition would change every time, hard to make a consistent strategy. What if he abducts a dopp? Can he dopkill? Or a Xeno?

On top of that, I dislike the idea of turning other players into powerless townies. Having a role and a strategy to use it is a great part of what makes paranormal fun. The emasculation of a player could be even more frustrating than being killed. Several roles turn into townies after your one-shot wonder is used, or you could roll vanilla at the start, but at least you know that D1 instead of it being inflicted upon you.

Really, not a fan of the Mind Stealer. Wouldn't mind if you gave it a miss.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on November 28, 2012, 04:39:24 pm
I kindof disagree on the mindstealer - the problem is that it's overpowered.  It has an action that can perfectly identify a player's alignment and role, and can switch to town whenever it likes to use that information to win.  Or if it fails to win as town it can just grab a dopp again.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 28, 2012, 05:45:42 pm
Of course, any time it switches it runs the risk of being hit by a War Vet/Sentry Bot. Plus, switching too much is going to weaken the team that the Mind Stealer is on. And it's not like the Mind Stealer has any special ability to know who to target ahead of time, which means unless he gets really, really lucky he's as likely to hit town when he means to hit dopp or vice versa.

That's somewhat dependent on the player, of course.

But even assuming the player makes perfect alignment choices, let's look at two scenarios:

1) The MS hits town first. This makes the MS town and converts the other player to Vanilla (who's also gone for a day). Town is now weaker. The MS now manages to nab a Dopp and switches sides. The dopp is weaker, but not as weak as a VT, and also can't be lynched until at least day 4. Which also relies on the MS becoming town again, and making the town even weaker, since you're in a situation where the dopp is known but a Town player is out and can't vote (plus the loss of any powers that townie had). Once he reveals himself, he's a ripe target for being killed off. While this is powerful, I just don't see how it's more powerful than an Agent or other inspection role. Yes, it's perfect knowledge, but at a cost.

2) The MS hits Dopp first. This makes the MS Dopp and converts the other player to basic dopp (also, gone for a day). Dopps are weaker and since the MS doesn't get the Dopp Chat he only gains info on the other dopps if his captive tells him. Of course, that's risky for the dopps since the MS could turn on them at any point, and even if he never turns again he's a Dopp ally without any abilities. The dopps could confide in him and plan with him, but they're risking exposing their team to someone who could flip town on any given night and blow open the scum team. So any reasonably cautious scum team will, at most, speak to the MS through whomever his first captive was (and the MS has to expose himself to the dopps in the process). The MS could flip to town and then try to grab another dopp, but that's not too likely unless the dopps let him.


Hmm...only real question I see is what to weight him as. Pro-town, I think, since dopps can't afford to let him flip them too much and have no reason to really trust him.

I do think I need to give him a rule where he can't Abduct the same person twice, since that's an obvious loophole that keeps the team weakening under control.

Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on November 28, 2012, 06:24:30 pm
That does make sense.  I'm not sure if I'd weight it pro-town though, since there's a good chance of him hooking up with the scumteam, and that could allow the scumteam to win at what would otherwise be mylo.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 28, 2012, 07:06:16 pm
I like the Organ Harvester, looking forward to seeing it, but dislike the Tech Thief (or tech giver alternative). wuba's comments notwithstanding, I think it would lower the general value of tech and mess up the strategies and balance too much.
I think Tech SHIELD is highly undervalued right now because of the lack of actual Tech. It protects from Aliens and that's about it. You might get lucky with a Scientist, but if you add a bit more Tech, Tech Shields can become a worthwhile investment. Something a scum Scientist could switch out for, for instance. No default Mind Shield on Exty. Just putting that out there.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 28, 2012, 07:15:08 pm
Minor note on that: The Exterminator gets a free Mind Shield or Anti-Tech Barrier. Various people have taken both options, although I do see Mind Shield taken a bit more often.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on November 28, 2012, 07:56:02 pm
The main thing is that the Mind Shield stops two common and major threats - the Telepath and the Warden.  The tech shield does have a few uses (against int scientists, assassin bots and the occcasional rival alien) but those uses seem rare compared to the roles that are essentially the town's bread and butter.

It's probably partly that extys usually have more to fear from the town and dopps than they do from other aliens (they already are the guy with the most tech afterall).
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 28, 2012, 09:00:33 pm
The main thing is that the Mind Shield stops two common and major threats - the Telepath and the Warden.  The tech shield does have a few uses (against int scientists, assassin bots and the occcasional rival alien) but those uses seem rare compared to the roles that are essentially the town's bread and butter.

It's probably partly that extys usually have more to fear from the town and dopps than they do from other aliens (they already are the guy with the most tech afterall).
Exactly. I feel like it's undervalued, and it definitely has a place in the game.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Captain Ford on November 29, 2012, 11:59:41 am
I read part of the discussion about the Spore Spreader and wanted to add my own idea to the mix:

Spoiler (click to show/hide)

I'm not sure how well it fits your original concept of the Spore Spreader, but I tried coming up with something different from what's already in the game, that didn't inflict a penalty on the town for using their lynch, and made for a relatively balanced third party.

It would work well to add or modify tech/role options to add ways to detect and clear infections. Perhaps the scanner/telepath could reveal infections?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Dariush on November 29, 2012, 12:13:16 pm
Way too overpowered. Cut out or at least nerf (to one maximum person per night) the goal learning (which basically makes your version a confirmable omnipotent cop who can hang anybody by the balls and has no loyalties to anyone) and you have a workable role.

Meph, so what are you going to do with the SS?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 29, 2012, 12:30:12 pm
Eh...not sure. I think leave it out for 22 and revisit it. I want to do *something* with it, since the base idea has good potential. But I'm not sure how that's going to go yet.

I think for the next game we'll add in the Organ Harvester and Mind Stealer as possibilities. The Tech role and the SS can wait until next time for me to make a decision on.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Captain Ford on November 29, 2012, 03:25:26 pm
Way too overpowered. Cut out or at least nerf (to one maximum person per night) the goal learning (which basically makes your version a confirmable omnipotent cop who can hang anybody by the balls and has no loyalties to anyone) and you have a workable role.

Meph, so what are you going to do with the SS?
Better Idea: Only allow the goal learning after the SS is dead, so it can't communicate the results to the other players.

The idea was that the SS could still participate in the game even while dead, addressing the point that was made about the SS being able to win after being lynched but having no control over the outcome:
And, yeah, the current SS is just kind of boring. Functionally it ends up as a Survivor who may luck out and win even after getting lynched.

And I would also change the victory condition to requiring 100% of the winning players to be infected, encouraging the SS to use its abilities to sabotage the players it couldn't infect, and also changing it so that if the SS does win, everyone else loses.

This brings it more in line with the other third parties, who have poor odds to win, but are really just there to make the game more interesting anyway.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 25, 2013, 02:36:07 pm
Been thinking about the Spore Spreader, and I have an interesting idea. It was, originally, my take on a Paranormal Jester. I wanted something thematic that also avoided the normal 'Ok, we lynched the Jester. Moving on...' that normally happens with them. Or having it be an automatic game-over for everyone else, which is just lame.

Unfortunately, the current version just isn't that interesting. It's a combination Survivor/Jester and doesn't add much to the game.

So...what if we made it an Arson/Lyncher/Jester hybrid?

Basically, have the SS visit someone each night to infect them with Spores. Once that is done, that Player will now release Spores upon being Lynched (but not killed in any other way). Those Spores will now infect a random non-Infected player (and not the SS, of course). The SS will always know who is infected. If the SS is lynched (but not killed in any other way), they will do the same.

The Win condition for the SS is to have the game end with only infected players left (of any faction). It counts as infected for those purposes, of course.

Thematically, I may make the Spores count as Tech (nanomachine spore hybrids or somesuch), so that the Tech Shield would protect against it.

This makes the SS specifically NOT a survivor, since they DO care very much who's alive at the end. They just don't care what Faction those players are part of. They also add some interesting uncertainty to the day phase, as well as some potentially interesting situations in which an Assassin-bot could be used.

What do you guys think?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Jim Groovester on November 25, 2013, 03:54:31 pm
Is the SS wincon exclusive to everybody else's?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 25, 2013, 03:56:06 pm
Is the SS wincon exclusive to everybody else's?

I would say Yes, since the last thing anyone wants is to be taken over by alien spores. Also keeps them from being a Survivor.

Note that as long as at least one uninfected player is alive at the end of the game, the Spore Spreader loses.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Toaster on November 25, 2013, 04:13:10 pm
Will the "primed" players being lynched spread the spores obviously?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 25, 2013, 04:21:02 pm
Will the "primed" players being lynched spread the spores obviously?

Yes. Otherwise I think it'd be a bit too powerful, since the Spore Spreader would pretty much be invisible until it was too late.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Toaster on November 25, 2013, 04:25:04 pm
Would a primed player know they were primed?


Do infected players win with the SS?  If so, what about dead ones?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 25, 2013, 04:36:51 pm
Would a primed player know they were primed?


Do infected players win with the SS?  If so, what about dead ones?

No, primed players would not know that they are infected.

Which leads to the answer to your second question being No, since they can't do anything about being infected nor can they do anything to promote their new wincon. Like an SK, the only winner in a SS victory is the SS itself.

Note that the SS itself can be dead and still win, provided that all living players at the end of the game are infected.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 25, 2013, 04:49:12 pm
Ideas:
- Make a role changer, even if in a Tech item.
- Make a role that can make weaker Tech items and give them away.
- Make a role that can give weaker Psych powers and give them away.
- Similarly, another role that can make Psychic Shields or Anti-Tech Fields for players.
- Make a Dopp role with implanted human pheromones to redirect his target to himself.
- Make a Rogue Doppelganger that is from a previous swarm. Randomize it having either a Mafia-ally or Town alignment (either it wants to live among its kind again or it has found a way to live amongst humans peacefully). Give it a one-shot kill. Built-in Kook.
- Similarly, a Rogue Alien as an attribute. They are able to get a normal role, but inspect as Alien.
- A Thief role that steals Tech. Perhaps an Alien works here.
- A Reviver role that can survive a Night kill.

There's a few ideas for you to ponder over.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 25, 2013, 04:55:21 pm
I've been pondering a few of those. I like the Rogue Dopp idea, that has some good potential.

Still trying to find a way to make a tech thief fun.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 25, 2013, 11:34:46 pm
Salesman
You have no idea why you're giving away this sort of tech to primitive life forms, but the boss said to do, so you better do it if you want to keep your job.
Race: Alien
Each Night, gives away one of either GalaxiCo. Brand Anti-Tech Fields or Anti-Psychic Fields (both types of Techs).
Starts with one of these as his own.
Wins when all remaining players have a Tech Field or Mind Shield.

Tech Thief
You're missing some parts to your space ship, and you're sick of this hellhole. Maybe you can convert some things to make it work?
Race: Alien
Each Night, visits a player, stealing a random Tech from them.
Starts with 1 small Tech.
Wins when he has 3 pieces of Tech.

Rogue Doppelganger
You are part of a previous band of Doppelgangers that were wiped out. You're not sure what happened, but those humans are vicious. You sensed a few nearby Doppelgangers, and wish to help them out. OR
Not all Doppelgangers are bloodthirsty. You found your way here after a bloody ordeal, hoping to life out your life in peace. Even if you have to kill a few wild mooses every once in a while.
Race: Doppelganger
Once during the game, kills a player.
Wins when Doppelgangers win OR Town wins, depending.

Attractive Doppelganger
You fused with a particularly virile human, allowing you to control their pheromones at will.
Race: Doppelganger
Each Night, may attract a player, forcing them to target you.

Add Psycho trait: Changes the players' Goal to Kill.

There you go.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Max White on November 25, 2013, 11:36:21 pm
The salesmen is hilarious.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on November 26, 2013, 08:53:44 pm
The main issue with the Paranormal Rules as I see them is one of balance.  The game is often stacked pretty heavily against the town, due to two factors.
1. The numbers.  It tends to be that 1/4 of players are doppelgangers, but that becomes pretty difficult to win once you add in your 2-3 aliens who aren't interested in lynching them.
2. Doppelganger roles.  Specifically Advanced Doppelganger and Vigilante.  AD is extremely powerful and also hides its own flip.  I'd say that it should be changed so that it flips AD (or maybe missing) when converting, at minimum.  Vigilante is extremely strong in dopp hands and should probably be made town only, or alternatively shrink the dopp team by one if it exists.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 26, 2013, 09:10:16 pm
The main issue with the Paranormal Rules as I see them is one of balance.  The game is often stacked pretty heavily against the town, due to two factors.
1. The numbers.  It tends to be that 1/4 of players are doppelgangers, but that becomes pretty difficult to win once you add in your 2-3 aliens who aren't interested in lynching them.
2. Doppelganger roles.  Specifically Advanced Doppelganger and Vigilante.  AD is extremely powerful and also hides its own flip.  I'd say that it should be changed so that it flips AD (or maybe missing) when converting, at minimum.  Vigilante is extremely strong in dopp hands and should probably be made town only, or alternatively shrink the dopp team by one if it exists.
Yeah, these are all good points. I would never give the scumteam a doublekill without a good reason.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Max White on November 26, 2013, 09:21:31 pm
Yea, kills and converts are the kind of thing you want to keep to a one a night basis in general... There might be reasonable exceptions, but it would take a lot of counterbalance.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 27, 2013, 01:42:17 pm
Main reason Vig is a possible Dopp role is that it keeps a Detective from knowing for a fact that the Vig is Town. Dropping the Dopp count down if they have either of those two roles is an interesting idea, though. Could make the difference.

Looking back over the last ten games, I think those are the only really unbalancing roles. Town's won 4 and Dopps 6, so it's really not that far off. A single additional town win would put us tied.

The Aliens don't really hurt town all that much from the looks of it, and sometimes they help. So it seems to mostly balance itself out.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 29, 2013, 02:28:54 pm
I think for the next game I'll include the SS changes as well as the Rogue Doppelganger. Tech stuff will wait for next time as I decide what I like and don't like.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 29, 2013, 03:09:56 pm
Drop the Spore Spreader. It's just doesn't seem like a fun mechanic.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Max White on November 29, 2013, 03:13:35 pm
Drop the Spore Spreader. It's just doesn't seem like a fun mechanic.

Yea, I'm In... Hoping to roll spore spreader and then win long after my own death.
:'(
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 29, 2013, 03:23:36 pm
Drop the Spore Spreader. It's just doesn't seem like a fun mechanic.

Yea, I'm In... Hoping to roll spore spreader and then win long after my own death.
:'(
Right, but the Spore Spreader is a passive element to the game. And doesn't require active participation to win. You just... do. I would rather win through active participation.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 29, 2013, 03:38:42 pm
Drop the Spore Spreader. It's just doesn't seem like a fun mechanic.

Yea, I'm In... Hoping to roll spore spreader and then win long after my own death.
:'(
Right, but the Spore Spreader is a passive element to the game. And doesn't require active participation to win. You just... do. I would rather win through active participation.

Did you read my ideas for the new SS mechanic? I made it MUCH more active now. You not only have a Night Action to Infect someone with, you're actively trying to get everyone infected by the end of the game. This should effect both night action choices as well as lynch decisions.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 29, 2013, 04:42:45 pm
Drop the Spore Spreader. It's just doesn't seem like a fun mechanic.

Yea, I'm In... Hoping to roll spore spreader and then win long after my own death.
:'(
Right, but the Spore Spreader is a passive element to the game. And doesn't require active participation to win. You just... do. I would rather win through active participation.

Did you read my ideas for the new SS mechanic? I made it MUCH more active now. You not only have a Night Action to Infect someone with, you're actively trying to get everyone infected by the end of the game. This should effect both night action choices as well as lynch decisions.
Quote
Basically, have the SS visit someone each night to infect them with Spores. Once that is done, that Player will now release Spores upon being Lynched (but not killed in any other way). Those Spores will now infect a random non-Infected player (and not the SS, of course). The SS will always know who is infected. If the SS is lynched (but not killed in any other way), they will do the same.

I don't see how this affects lynch decisions. It just creates a separate win condition that impacts other players, is far more powerful than a Cult, is detrimental to the actual game, and is super anti-fun. And here's why:

1) Lynch Infecting: There is ZERO skill involved in getting yourself lynched, or in gaining extra infectees from lynches. If you get lucky and infect the scum, you could win.

2) Win Indication: There is a certain measure of indication for win conditions. Typically, it's the remaining number of players that gives it away. For Spore Spreaders, there's the issue of nobody knows how close to losing they are.

3) Powerful Yet Passive: The Spore Spreader is super powerful. Far more powerful than a cult. However, needing to infect everyone makes them basically impossible to win. They are like a Watcher mixed with a Cult mixed with a Survivor, but in all the worst aspects of the role. This doesn't make it fun to combine a whole bunch of roles.

4) Nonsensical: The Spore Spreader doesn't add anything to the game flavorwise. They're a cybernetic race of aliens that infects its host to spread its spores. But, killing the host is the only way to continue the infection. That's not a viable way to live. You'll just eventually kill off all your hosts. How would a Spore Spreader MAKE another Spore Spreader?

Can you make the role fun and make sense? Because as it stands, it just plays a passive role until you randomly win. I'd rather be a Doppelganger and eat people or a Human and fight Doppelgangers or even a Survivor that got caught in the middle than this random Spore Spreader guy, because then I'm not playing a different game from everyone else.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 29, 2013, 05:00:28 pm
1) Lynch Infecting: There is ZERO skill involved in getting yourself lynched, or in gaining extra infectees from lynches. If you get lucky and infect the scum, you could win.
Sure, but the lynch infection is just a last-ditch thing. The night-action infection is the main avenue for victory.

Quote
2) Win Indication: There is a certain measure of indication for win conditions. Typically, it's the remaining number of players that gives it away. For Spore Spreaders, there's the issue of nobody knows how close to losing they are.
Yeah, I've been pondering this. There obviously needs to be some way for town to know about a Spore Spreader and possibly a way to counter it. I think I'll make it obvious on role-flop if someone was infected or not. That should help, because you can use basic math to figure out about how many people have probably been infected. I'll probably let Guards stop an infection as well (And either become infected themselves or simply stop it, as appropriate). That, with Tech shields, should be enough I think.

Quote
3) Powerful Yet Passive: The Spore Spreader is super powerful. Far more powerful than a cult. However, needing to infect everyone makes them basically impossible to win. They are like a Watcher mixed with a Cult mixed with a Survivor, but in all the worst aspects of the role. This doesn't make it fun to combine a whole bunch of roles.
It simply infects people now, so it's not a cult. More Arson who's trying to get everyone tagged at the end of the game.

Quote
4) Nonsensical: The Spore Spreader doesn't add anything to the game flavorwise. They're a cybernetic race of aliens that infects its host to spread its spores. But, killing the host is the only way to continue the infection. That's not a viable way to live. You'll just eventually kill off all your hosts. How would a Spore Spreader MAKE another Spore Spreader?

They no longer require killing to continue the infection. Flavor-wise, the spores infect someone and then have a reasonably long gestation period. They do spread on lynching, because the heightened stress and fear triggers an escape mechanism in the spores to try and find a new host. A quick death (anything but a lynch) happens to fast for them to respond in time. Lore-wise the reason they need everyone infected at the end is that any uninfected people will be able to escape and warn the authorities, who will then quarantine the area and purge the SS and its spawn.

Quote
Can you make the role fun and make sense? Because as it stands, it just plays a passive role until you randomly win. I'd rather be a Doppelganger and eat people or a Human and fight Doppelgangers or even a Survivor that got caught in the middle than this random Spore Spreader guy, because then I'm not playing a different game from everyone else.
My idea for this is that you'll be carefully trying to pick targets to give you the best chance of having everyone infected at the end of the game. Someone who is likely to get Night-killed is a bad choice. You want people who will either live through the game or get lynched. It's a more subtle role than basic Town/Dopp, but it should still be interesting. And no more passive than a SK, especially since you need the game to go on long enough for you to make sure everyone at the end is infected. If town or dopps win too early, you're out of luck, so you definitely care about identifying scum and working to keep things going. But with more to do than the Watcher.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 29, 2013, 05:16:51 pm
I'll be right back with some test statistics. I really think the Spore Spreader is a very anti-fun role.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 29, 2013, 06:24:29 pm
Aaaaaaaaaaaaaand here's the results:

Assuming no roles to interfere other than the following:

Doppelganger
Townie
Spore Spreader

This program assumes total randomness for lynch, non-Dopp for kill, and non-infected for infection. Infected players infect on lynch.

Variables: 16 Town, 4 Dopp, 1 SS
Dopp Wins: 7536 Spore Wins: 2005 Town Wins: 459

Variables: 16 Town, 3 Dopp, 1 SS
Dopp Wins: 5685 Spore Wins: 3177 Town Wins: 1138

Variables: 16 Town, 2 Dopp, 1 SS
Dopp Wins: 3619 Spore Wins: 3796 Town Wins: 2585

Changes to rule set: Infected players no longer infect on lynch.
Variables: 16 Town, 4 Dopp, 1 SS
Dopp Wins: 8473 Spore Wins: 927 Town Wins: 600

Variables: 16 Town, 3 Dopp, 1 SS
Dopp Wins: 7131 Spore Wins: 1423 Town Wins: 1446

Variables: 16 Town, 2 Dopp, 1 SS
Dopp Wins: 5193 Spore Wins: 1699 Town Wins: 3108

NOTE: Changing player number to 15 will more accurately judge win rates, but assume a slight increase in Spore and Town win rates and a slight decrease in Dopp win rates with 15. I'm too lazy to check all of them at the moment.

Effectively, this is just a bunch of stats of what happens in the game with no modifiers. Sure, the roles balance the game in favor of town, but these don't have much effect on the Spore Spreader. Tech Shields are relatively uncommon, and you can merely decrease the win rate a max of 10% to adjust for them.

The Spore Spreader has no counter play other than killing or blocking the Spore Spreader, which, in itself, is tougher than saying so. The Dopps can be protected against, investigated, blocked, lynched, and killed. The Spore Spreader has difficulty being found out, wins long after death, increases his chances of winning with his lynch or infectees' lynches (which is the Town's biggest weapon), and can actually make the game unwinnable if left to his own devices (which a third party usually is, since he's not the main focus).

I don't want another role that's not fun. This one isn't as broken as the Ghost or Watcher, but it's still broken, and the game's fun could be at risk.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 29, 2013, 06:52:47 pm
I'll run some simulations with roles over the weekend, see what that comes up with.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on December 01, 2013, 02:39:40 pm
I really don't like the new SS proposal.  It's too random for the SS with the spores splashing on random people, and no other faction can really do anything about the Spore Spreader even though it can make them lose.

If you want a Paranormal jester, I've come up with a new mechanic idea (although I'm not sure how to flavour it).  Basically, once per game during the night it can make an announcement, publically.  This announcement forces the town to lynch on the next day (spore spreader can privately break a tie).  If the spore spreader is lynched that day, they win and everyone else who has not already achieved their win condition loses.  If the spore spreader is not lynched on that day, they lose and leave the game.

I think this would be an interesting role for all involved - perhaps fairly difficult to win, but I think that's acceptable for a third party that can have the glory of a solo victory.  I'm thinking they should maybe have a medium tech slot because the idea of them screwing with an Advanced Holoform Modulator amuses me.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on December 01, 2013, 03:37:42 pm
Maybe they'd need to have a requirement that they activate the announcement while there are a certain number of other players alive, so that the role cannot be played as a survivor.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on December 01, 2013, 05:47:29 pm
I actually like that idea.

The role isn't a survivor though. Since the announcement needs to be made at Night, they can't win by just surviving. If the game ends without them being lynched, they should lose.

It's actually a rather well done Jester.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on December 01, 2013, 06:16:26 pm
It depends on what the exact wincons are (now would be a good time to clarify that, actually).  The way that Para has worked in the past is that as long as someone's victory is uncertain the game continues.

Although I've realized what I'm really worrying about is that the SS might play like an exty, which is dumb because the exty wincon is hard enough and the SS would have way fewer tools to do it.

There are a few odd situations that could arise from the SS (SS/dopp/townie ending - do you call it in favour of the SS or give the others a chance to screw him over?) but I suspect it's not unique in that regard.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on December 01, 2013, 06:17:43 pm
It depends on what the exact wincons are (now would be a good time to clarify that, actually).  The way that Para has worked in the past is that as long as someone's victory is uncertain the game continues.

Although I've realized what I'm really worrying about is that the SS might play like an exty, which is dumb because the exty wincon is hard enough and the SS would have way fewer tools to do it.

There are a few odd situations that could arise from the SS (SS/dopp/townie ending - do you call it in favour of the SS or give the others a chance to screw him over?) but I suspect it's not unique in that regard.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on December 01, 2013, 07:12:19 pm
Flavour suggestion: the Spore Spreader is an alien that got infected with a horrible extra-terrestrial parasite.  This parasite completely takes over your brain and body - the player is effectively playing as the parasite rather than the alien.

During the night the Spore Spreader can use the seed action.  This makes them breathe seeds out, and these take root and cause strange plants to grow all over town that everyone can see.

If the Spore Spreader is lynched during the next day, strange glands in his body explode.    These glands contain a gas that fertilizes the plants, and causes them to shoot out spores.  These spores infect everyone in town, causing them all to become spore spreaders.  This is basically the same thing as dying, so they all lose.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Toaster on December 01, 2013, 07:43:25 pm
What about a daykill?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on December 01, 2013, 07:59:51 pm
What about a daykill?
Should count for the win. Who would be stupid enough to daykill if they knew that?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Toaster on December 01, 2013, 08:04:17 pm
Sure, as long as it's handled in the rules.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on December 01, 2013, 08:04:25 pm
Daykills are really rare in Paranormal anyway under the current rules.  I'm not sure if it should be a Spore Spreader win or not, I'm leaning not because it would let a stupid exterminator ruin the game for everyone else.

Oh right, if the SS doesn't get lynched after seeding the plants wither and so does the virus within him.

I'm not so sure about the town's forced lynched flavour wise.  Maybe the SS could lynch himself if no other lynch is made during the day.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 01, 2013, 09:43:57 pm
I really don't like the new SS proposal.  It's too random for the SS with the spores splashing on random people, and no other faction can really do anything about the Spore Spreader even though it can make them lose.

If you want a Paranormal jester, I've come up with a new mechanic idea (although I'm not sure how to flavour it).  Basically, once per game during the night it can make an announcement, publically.  This announcement forces the town to lynch on the next day (spore spreader can privately break a tie).  If the spore spreader is lynched that day, they win and everyone else who has not already achieved their win condition loses.  If the spore spreader is not lynched on that day, they lose and leave the game.

I think this would be an interesting role for all involved - perhaps fairly difficult to win, but I think that's acceptable for a third party that can have the glory of a solo victory.  I'm thinking they should maybe have a medium tech slot because the idea of them screwing with an Advanced Holoform Modulator amuses me.

I'm missing something here. What do you mean by the announcement? Are they saying "Hey, I'm a Spore Spreader! Lynch me if you can?"

I don't see how this works...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on December 01, 2013, 09:47:15 pm
The moderator announces that a Spore Spreader has just seeded the town, but doesn't say who it is.

So they are kindof saying that, but anonymously.

e: More like "avoid lynching me if you can"

e2: Just to be clear, if a Spore Spreader dies (including by lynch) before making an announcement/seeding they lose.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Toaster on December 01, 2013, 10:01:16 pm
It's an interesting concept- it puts some strategic thinking on the part of the SS (do I fire early and not get NKed or fire late when there are fewer people?) as well as a good acting challenge for the big day.  For the town, they know exactly what is at stake.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: makeinu on December 01, 2013, 10:37:07 pm
For the town, they know exactly what is at stake.

What's at stake is that the day that announcement is made, they're in a MyLo situation. Lynch the SS, everyone loses. Don't lynch the SS, normal day. No lynch, and the scum get a free pass that day.

The likeliest case, assuming no lynch is an option and there's no obvious scum to lynch, is no lynch. So, the SS loses, and the scum avoid losing one of their own.

Nope. I can see in my mind how that day would play out beyond a doubt. That's a gnarly anti-Town role.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on December 01, 2013, 10:52:27 pm
For the town, they know exactly what is at stake.

What's at stake is that the day that announcement is made, they're in a MyLo situation. Lynch the SS, everyone loses. Don't lynch the SS, normal day. No lynch, and the scum get a free pass that day.

The likeliest case, assuming no lynch is an option and there's no obvious scum to lynch, is no lynch. So, the SS loses, and the scum avoid losing one of their own.

Nope. I can see in my mind how that day would play out beyond a doubt. That's a gnarly anti-Town role.
But, one of the main points was that they're forced to lynch that Day.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: makeinu on December 02, 2013, 12:49:00 am
Hmm, okay, I did miss that element.

So, town is still forced for the day into MyLo by the nuclear jester role. Better hope somebody's got a good scum read or a solid investigation.

I'd have fun playing that role... but, as it's been said before, any village idiot can get themselves lynched.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Max White on December 02, 2013, 12:50:02 am
You say that, but then there have been players whos greatest talent was not getting lynched despite the worst play imaginable.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Tiruin on December 02, 2013, 01:06:02 am
I blame metaknowledge for that. :P
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on December 02, 2013, 05:31:01 am
Also realize that everyone else in the game knows someone is trying to get lynched.  That will make the role tough.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 02, 2013, 01:09:44 pm
Hmm...that does make for an interesting Jester role. Certainly more strategy to it than your basic jester.

Did some more simulations with the Arson style SS. I think it'll work fine, as long as I remove the infected spreading spores on death. That removes most of the randomness, although the final infection on a lynch of the SS seems to work well when in. That then gives the SS an interesting day game of trying to get people who are untagged lynched, as well as extending things a bit by trying to keep both town and scum going long enough to get all the remaining players infected. Also means the town can do a lot more about the SS, since infected will flip infected on death and Guards can successfully block the infection attempts. Guardians won't be infected, and normal bodyguards don't expect to live to then end of the game anyway.

I think I will add in both varieties of SS in to the mix. As mutually exclusive options, of course.


So for the current game we have both SS types as options as well as the Rogue Dopp going in.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on December 02, 2013, 01:23:53 pm
I still don't like how the arsonist SS has a pretty much random chance of winning after they die (IE there are a bunch of people who can cause everyone else to lose but they don't know it).  That wouldn't be fun to deal with as the town or the mafia.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on December 02, 2013, 06:38:59 pm
I still don't like how the arsonist SS has a pretty much random chance of winning after they die (IE there are a bunch of people who can cause everyone else to lose but they don't know it).  That wouldn't be fun to deal with as the town or the mafia.
I'm still agreeing with Leafsnail here, Meph. It just doesn't seem like a fun concept.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 02, 2013, 07:10:59 pm
It adds some uncertainty, yes, but I'm not convinced that it's necessarily unfun. After all, it gives more weight to some of the tech options. Tech shields get another level of viability, and being able to know where someone went or who was infected could be vital information.

Paranormal has a LOT of ways to know who did what. This just gives both town and dopps a reason to care about what an Alien did.

I think it can add some interesting interactions to the game.

But ultimately we'll have to see how it goes whenever it shows up in a game.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Max White on December 02, 2013, 07:16:54 pm
It is going to be interesting when the current game is nothing but spore spreaders, with everyone a slightly different type...
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on December 02, 2013, 07:29:08 pm
Well either someone has a track result to the infectee or there's no way of knowing at all.  Neither scenario results in interesting scumhunting.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on December 02, 2013, 09:09:02 pm
Well either someone has a track result to the infectee or there's no way of knowing at all.  Neither scenario results in interesting scumhunting.
In essence, the counterplay to the Spore Spreader is pretty low.

Let's compare this to the Telepath. The Telepath used to be incredibly broken, due to its near infallible results. This was an unfun mechanic, due to how powerful it was compared to other things. Similarly, the Agent used to have infallible results besides the Doppelganger Leader. Unfun. The roles themselves can be fun, but it creates a certain power dynamic in the game that makes the game less fun.

This is the way that the Spore Spreader is unfun, except that it takes it to a higher level. The Spore Spreader is more of a surprise element to the game, that passively influences it, since the Spores themselves don't do anything. And there's no way to stop it really, either. So, I guess I'm just lost. To me, it creates a negative mechanic. One that has limited counterplay, limited interaction, and limited use.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 02, 2013, 09:22:10 pm
Tech shield stops it, Guards of all sort stop it, PGO stops it, Sentry Guns stop it, Vig stops it in that he can either try to figure out who the SS is and kill him or kill people he thinks have been infected. Assassin bot does something similar. Dopps have the same set of tools, except of course they always have a kill.

And if you lynch the SS early enough, he's unlikely to win. Which means that trackers, Agent, Telepath, and the like all have a chance of identifying the SS. And an outed SS is going to be killed by the Dopps as a direct threat, so even if town doesn't have a kill the SS can be in trouble if they're not careful. And, of course, the Warden can block a suspected SS from doing anything.

You might be right, but I see a lot of potential interactions going on. A infecter SS would bring a different dynamic to any game that it is in. Yes, the Spores are passive, but the SS needs to be active at night, needs to pick good targets, and needs to be careful during the day game to both prolong the game and keep from being outed.

As soon as anyone who was infected dies (for whatever reason) people will know that there is a SS in the group and start looking for it. It's a different kind of Scumhunting, but it's there. You're just looking for different vote patterns.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on December 02, 2013, 09:28:24 pm
The problem isn't so much identifying the Spore Spreader - identifying and lynching a scum player is a legitimate part of a mafia game.  It's dealing with the infected players who aren't even aware that they're carriers.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 02, 2013, 09:37:29 pm
The problem isn't so much identifying the Spore Spreader - identifying and lynching a scum player is a legitimate part of a mafia game.  It's dealing with the infected players who aren't even aware that they're carriers.

Yeah, I get that. But...if even one player is uninfected when the game ends the infections don't matter at all. Trying to determine who the SS would have tagged becomes part of the game.  So, yes, it's possible that the SS dies and if the wrong people get killed off/lynched the game ends with a SS victory.  It's also possible that a Xenobiologist abduction, a PGO kill, and the Dopp Nightkill will all happen in such a way that the game goes from a near certain town win to a Dopp victory in a single night phase.

Paranormal is a game of Power roles, lots of them. It's the interactions of those power roles that makes it interesting, but it also means that sometimes a side is just going to win because they played smart or got lucky or both. The SS is just kinda like that. He can play well and pick good targets and get lucky because no one who COULD tag him did. And then win. Or he can get Nightkilled Night 1 and accomplish pretty much nothing unless the one person he infected before dying manages to be the sole survivor.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 24, 2013, 02:46:58 pm
Pondering the Mind Stealer. Current form is too powerful and too pro-town. Question is, how to fix it?

Backing up a bit, the main point of the Mind Stealer is to be an Abductor that removes people for a day but doesn't kill them. That part worked perfectly this last game, as people were left wondering if the abduction was Xeno, Harvester, Mind Stealer, or Exty with Combat Camo.

So the core aspect should remain. The Abductee should return alive.

Beyond that, I kind of like the feel of the role.

So my initial thought it to give it a more Alien win condition: Steal X number of Roles throughout the game. Depends a bit on the number of players, but probably between 3-5.

This puts the Mind Stealer at slightly anti-town, since stolen roles are more likely to be town than dopp based on statistics. Still not dopp friendly overall, though, since an abducted dopp is a bigger loss for the dopp team than an abducted townie is for town.

That removes the most powerful aspect, I think. Beyond removing the ability to basically choose your win condition it also removes any need to learn the faction of the player who was abducted.

We still have the question of the effects of the Mind Stealer. Does he in fact get the Role for the next day/night? Or does it just go away?

Is there any point in getting the role? Probably not, unless the Mind Stealer gets to both Abduct someone and use a role in the same night, since otherwise you're better off just abducting people since that's what lets you win. Letting the MS do both might be interesting, but could also end up too powerful.

What do you guys think?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on December 24, 2013, 03:54:24 pm
Make the number of abducts required 3 days if there's 2 anti-town, 4 days if there's 3 anti-town, and 5 days if there's 4 anti-town.  Not counting the Mind Stealer as one of the anti-town of course.

I would just have the role go away.  It'd be too powerful if it could use multiple roles at once.  Maybe have the mind steal behave differently if it hits dopp.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: ToonyMan on December 24, 2013, 03:55:56 pm
And for extra fun if the Mind Stealer is killed/lynched have all the roles they stole randomly given to vanilla players.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 26, 2013, 01:12:25 pm
And for extra fun if the Mind Stealer is killed/lynched have all the roles they stole randomly given to vanilla players.

Hmm. Yeah, that could be fun.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Tiruin on December 26, 2013, 02:39:29 pm
And for extra fun if the Mind Stealer is killed/lynched have all the roles they stole randomly given to vanilla players.

Hmm. Yeah, that could be fun.
Writing the flavor,  however, would be quite interesting (if not for the fact that the roleflip is visible).

"My memories go onto you." and such. However there'd be quite a stir if the MS captures both a dopp and a townie, and somehow those roles 'remix'.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 26, 2013, 03:27:07 pm
Well, yes, but I can simply make it so that only Role information gets passed and nothing about human/dopp or anything like that. And the Dopp specific roles can simply not pass on to a Human in order to prevent any meta knowledge from being passed.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on December 26, 2013, 05:57:45 pm
Well, yes, but I can simply make it so that only Role information gets passed and nothing about human/dopp or anything like that. And the Dopp specific roles can simply not pass on to a Human in order to prevent any meta knowledge from being passed.
Wouldn't this make it benefit Town more, though? Why not just allow Town players to get Doppelganger roles? Have the Mind Stealer have previously stolen roles that you can mix in. This prevents a lot more meta knowledge than your proposed idea, while also allowing for crazy things.

I mean, I'd love to see an Advanced Doppelganger become a human role through brain mix-ups.

This also allows previously Vanilla roles to gain roles, and not be left out. Look at web, solving the hard problems.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 26, 2013, 06:09:05 pm
I can't really see how Advanced Doppelganger would work as a human role, though. Tough Dopp, sure, but Advanced? After all, it's not the mind that lets a Doppelganger mimic another person (at least not wholly)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Tiruin on December 26, 2013, 06:15:08 pm
Would that also affect alignment? Because I'd see a Townie gaining 'Dopp' status only as a detriment to any investigative roles (and a +scum bonus), vice versa to a Dopp gaining a Human role (if originally a Dopp and nothing else).
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Toaster on December 26, 2013, 06:50:59 pm
A human getting a Dopp role and becoming Kooky as a result isn't that out there flavorfully.

Of course, how many Dopp-only roles are there?  Advanced, Leader, and Tough?  Leader is a bit silly and Advanced is troublesome balance-wise, so it's a bit much just for Tough.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on December 26, 2013, 07:25:07 pm
I can't really see how Advanced Doppelganger would work as a human role, though. Tough Dopp, sure, but Advanced? After all, it's not the mind that lets a Doppelganger mimic another person (at least not wholly)
Well, it would clearly try to absorb someone's role, but would fail. I mean, they're not an actual Doppelganger. But, they WOULD eat someone.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on February 02, 2017, 03:46:51 pm
I think I'm going to go with the idea of the Mind Stealer needing X successful abductions to win the game. A stolen role is added to their Collection, which will include 3 random roles at the start of the game. Should the Mind Stealer be killed, all roles in their Collection will be randomly distributed to players who have a Vanilla Role of some sort. So, vanilla town, vanilla dopp, maybe Survivor Alien?

Survivor Aliens getting a role would make things interesting. Their win-con would stay the same, but they'd suddenly have some interesting and unexpected role to possibly help them fulfill it.

One thought on the Mind Stealer's win-con: What if they needed to steal X 'points' worth of roles, and got tech? That way they could take some investigative tech to try and bag better roles (Wardens, Advanced Dopps, stuff like that), or Defensive Tech to try and say alive long enough to grab enough randomly selected roles? It would certainly make the role a little more interesting to play, although it'd be slightly harder to balance. Still, I could pull the points off of my weights spreadsheet that the perl script uses to generate the set-up, so it wouldn't be too bad.

Thoughts?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: doll on February 02, 2017, 04:20:05 pm
I think I'm going to go with the idea of the Mind Stealer needing X successful abductions to win the game. A stolen role is added to their Collection, which will include 3 random roles at the start of the game. Should the Mind Stealer be killed, all roles in their Collection will be randomly distributed to players who have a Vanilla Role of some sort. So, vanilla town, vanilla dopp, maybe Survivor Alien?

Survivor Aliens getting a role would make things interesting. Their win-con would stay the same, but they'd suddenly have some interesting and unexpected role to possibly help them fulfill it.
I think this could work.
They will essentially town-side (to delay the game) until the last night, where they are likely to betray whoever is losing.
Players will know that there is a mind stealer and who it is, which should make for interesting play.

Quote
One thought on the Mind Stealer's win-con: What if they needed to steal X 'points' worth of roles, and got tech? That way they could take some investigative tech to try and bag better roles (Wardens, Advanced Dopps, stuff like that), or Defensive Tech to try and say alive long enough to grab enough randomly selected roles? It would certainly make the role a little more interesting to play, although it'd be slightly harder to balance. Still, I could pull the points off of my weights spreadsheet that the perl script uses to generate the set-up, so it wouldn't be too bad.
I think this is too meta.
It would be an interesting exercise for players trying a purely mechanical approach to the game, but it inhibits playing the core game.
Because of the power of the mind stealer, dealing with (including making deals with) the mind stealer is very important. This would push the mind stealer's wincon too heavily into the daygame in my opinion.


A completely alternative approach to mind stealing: Mind Swapping:
This Mind Stealer is an alien with no win con, tech (I'm thinking 1 large tech), and a full role swap ability which occurs in the morning.
This Mind Stealer is absolutely lynchable, because it consists of an auto-lose threat to every player every night that it is allowed to exist.
At lylo, this Mind Stealer must side with town.
Players who held this old maid of a Mind Stealer for a night will have gained super-cop information about one or more players, and can bus the new Mind Stealer. Players can prevent the Mind Stealer from swapping with them (e.g. on the last night) by killing it. This Mind Stealer is a reverse survivor, which wishes to extend the game rather than end it.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on February 02, 2017, 04:53:53 pm
Why would people know who the Mind Stealer is?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on February 02, 2017, 07:57:45 pm
I think the Xenozoologist has a similar but more interesting win condition than that. Redistributing roles at random on death just seems swingy, and it's weird that the actual Mind Stealer won't care about it (because they'll have already lost at that point).

I think having your wincon changed is a lot less fun in practice than it is in theory (it makes all the effort you put into the game previously meaningless) and I wouldn't like a role that causes it to happen pretty much randomly a bunch of times. You'd also have to make sure Doppelgangers are immune to it.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on February 02, 2017, 09:04:15 pm
Well, this version wouldn't change wincons or teams on people, just roles. So a Doppelganger would never stop being a Doppelganger, they'd just pick up some other role (Like Bodyguard or whatnot).

Possibly kinda swingy, though, you're right about that. Could just have them strip roles and no give them back, which was the original idea. If it is 'abduct X people' or 'abduct X points of Roles' then the Mindstealer also isn't changing Wincon ever.

It is a similar concept to the Xenozoologist, although and important difference in that the Mind Stealer doesn't permanently abduct anyone. 
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: doll on February 02, 2017, 10:01:54 pm
Why would people know who the Mind Stealer is?
Isn't the Mind Stealer putting the people it is abducting back into the town?
It's not going to take more than a cycle to figure out who the Mind Stealer is if the abducted player outs them as soon as they get back to town.

I think that Leafsnail's wincon change comments are directed towards me.

I think having your wincon changed is a lot less fun in practice than it is in theory (it makes all the effort you put into the game previously meaningless) and I wouldn't like a role that causes it to happen pretty much randomly a bunch of times. You'd also have to make sure Doppelgangers are immune to it.
No, you'd have to make sure that Doppelgangers are not immune to it.
However, I was considering this from a naked standpoint and not considering the existing administrative techniques, and their inability to operate this sort of situation.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: fillipk on February 02, 2017, 10:55:47 pm
I would love to contribute to this discussion but I can't find the Mindstealer role in the list of possible roles or proposed roles, am I just missing it or is it somewhere special?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on February 03, 2017, 01:44:59 am
Why would people know who the Mind Stealer is?
Isn't the Mind Stealer putting the people it is abducting back into the town?
It's not going to take more than a cycle to figure out who the Mind Stealer is if the abducted player outs them as soon as they get back to town.
Ah, I see. No, abductees do not get to know who their abductor is (generally speaking, anyway).


I would love to contribute to this discussion but I can't find the Mindstealer role in the list of possible roles or proposed roles, am I just missing it or is it somewhere special?
Harvester
    Race: Alien
    Goal: Kill/Find
    Rules: The Harvester is collecting things for its own purposes. There are two different types of Harvesters. A Harvester may choose to Abduct another player during the Night Phase.
      Organ Harvester - The Abducted player is killed. The Harvester acts as a Doom Speaker, and is building an Abomination. After some # of nights (based on player count) the Abomination is released and performs a Night Kill attempt on every player.
      Mind Stealer - Copies the Role from the Abducted player for the following day/night as well as the Win Condition of that player until a new one is acquired. The abducted player reverts to a vanilla role for the rest of the game(Aliens will all become survivors). If the Mind Stealer doesn't have any other goal, then it is a Survivor.     
    Tech: 0 Slots
    Victory: Organ Harvester wins when all other players are dead. The OH must be alive at the end of the game. The Mind Stealer wins if its current win condition is fulfilled.

I bolded the Mind Stealer section. That is, obviously, the old rules on it that I am considering replacing.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: fillipk on February 03, 2017, 02:07:30 am
I would love to contribute to this discussion but I can't find the Mindstealer role in the list of possible roles or proposed roles, am I just missing it or is it somewhere special?
Harvester
    Race: Alien
    Goal: Kill/Find
    Rules: The Harvester is collecting things for its own purposes. There are two different types of Harvesters. A Harvester may choose to Abduct another player during the Night Phase.
      Organ Harvester - The Abducted player is killed. The Harvester acts as a Doom Speaker, and is building an Abomination. After some # of nights (based on player count) the Abomination is released and performs a Night Kill attempt on every player.
      Mind Stealer - Copies the Role from the Abducted player for the following day/night as well as the Win Condition of that player until a new one is acquired. The abducted player reverts to a vanilla role for the rest of the game(Aliens will all become survivors). If the Mind Stealer doesn't have any other goal, then it is a Survivor.     
    Tech: 0 Slots
    Victory: Organ Harvester wins when all other players are dead. The OH must be alive at the end of the game. The Mind Stealer wins if its current win condition is fulfilled.

I bolded the Mind Stealer section. That is, obviously, the old rules on it that I am considering replacing.
Thank you, I feel stupid now.

Yeah that role looks like an easy victory if you can avoid attracting attention.  I like the idea of stealing roles for role points that was thrown about as it doesn't actually remove any player from the game just acts like an ice cream man.  I think it should give the roles back if it died to incentivize finding and killing them but not requiring it for a town victory.  That way people don't feel pressured to go after it unless it becomes a huge nuisance and the town isn't immediately breathing down their back.  Depending on how many points of roles it needs it should get 1-2 small techs, as those are the one use items to help it with its wincon.   
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: doll on February 03, 2017, 02:19:08 am
In the game where it appeared it basically acted as a supercop because it learnt the full roles of players and ended up abducting town to switch over to their wincon when it was ready to close out the game, more or less.

The Mind Stealer was outed on D2 in that game (by a player it had PM'd it's role), incidentally.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on February 03, 2017, 02:20:58 am
Yeah, way too powerful and pro-town with that rule set. It's why I want to change it.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on February 03, 2017, 04:54:17 am
I think I'm going to go with the idea of the Mind Stealer needing X successful abductions to win the game. A stolen role is added to their Collection, which will include 3 random roles at the start of the game. Should the Mind Stealer be killed, all roles in their Collection will be randomly distributed to players who have a Vanilla Role of some sort. So, vanilla town, vanilla dopp, maybe Survivor Alien?

Survivor Aliens getting a role would make things interesting. Their win-con would stay the same, but they'd suddenly have some interesting and unexpected role to possibly help them fulfill it.

One thought on the Mind Stealer's win-con: What if they needed to steal X 'points' worth of roles, and got tech? That way they could take some investigative tech to try and bag better roles (Wardens, Advanced Dopps, stuff like that), or Defensive Tech to try and say alive long enough to grab enough randomly selected roles? It would certainly make the role a little more interesting to play, although it'd be slightly harder to balance. Still, I could pull the points off of my weights spreadsheet that the perl script uses to generate the set-up, so it wouldn't be too bad.

Thoughts?
It's survivor with a twist. More power. Downside is that it collects powers that it doesn't want to use, since it has to abduct, unless it grabs a day power role. So really is just an ICM with the ability to give (most likely Dopp) power rules on death. In that sense, it's probably more likely to be killed if found out. On the other hand, I would hate for the game to be broken because a Dopp got her hands on a vigilante role.

Maybe it's like Xeno, but more powerful and potentially game breaking. I feel like its a 5.5/10. It doesn't feel like it adds more than the mind wiping, but that generally feels anti fun. It wouldn't ruin the game, but it wouldn't add a whole lot.

But that's, like, my opinion, man.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on February 03, 2017, 10:28:47 am
It is similar to the Xenozoologist in a lot of ways, but I think giving it reasons to use investigative techs would make it more interesting to play as. And it fills a role in the abduction set by giving people back. It is also less survivor since it's win condition, like the Xenozoologist, depends on accomplishing a set goal rather than simply living to the end of the game.

Power imbalance from the Mind Stealer dying is an issue, of course, but that is partially solved by the addition of extra roles at the start. I can simply not let game breaking role combinations come back out.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on February 03, 2017, 11:08:06 am
It is similar to the Xenozoologist in a lot of ways, but I think giving it reasons to use investigative techs would make it more interesting to play as. And it fills a role in the abduction set by giving people back. It is also less survivor since it's win condition, like the Xenozoologist, depends on accomplishing a set goal rather than simply living to the end of the game.

Power imbalance from the Mind Stealer dying is an issue, of course, but that is partially solved by the addition of extra roles at the start. I can simply not let game breaking role combinations come back out.
Yeah. To me, it feels anti fun for both the MS and the stolen player, since the MS doesn't really have a chance to use the role they stole (They have to abduct) and the stolen from (They are powerless.) It's not big enough to try to argue much against it or not play, but it certainly could be better. An incentive to use these roles would really set it apart.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on February 03, 2017, 11:41:54 am
I've been thinking about that, but what do you do with some of the roles? Bodyguards are common in most games, but that's the last power an alien would want to use. Most of the others are ok, but don't necessarily help the alien win more than abducting random people would.

Hmm...what about some sort of Robot Buddy instead of tech that could be given the Role ability for the next night? Then you'd have the alien abducting and the RB performing whatever the action is? Would make it more fun, I think, and let the alien more safely use abilities like Agent or Reporter without getting whacked by War Vets and the like.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on February 03, 2017, 12:11:30 pm
I've been thinking about that, but what do you do with some of the roles? Bodyguards are common in most games, but that's the last power an alien would want to use. Most of the others are ok, but don't necessarily help the alien win more than abducting random people would.

Hmm...what about some sort of Robot Buddy instead of tech that could be given the Role ability for the next night? Then you'd have the alien abducting and the RB performing whatever the action is? Would make it more fun, I think, and let the alien more safely use abilities like Agent or Reporter without getting whacked by War Vets and the like.
That sounds doable and much more fun, so long as it has limited usage. I would say each role can be used once (or the buddy is killed :( ) It could double as a personal shield, limiting their tech, but picking what a MS would have anyway (MS ahould always start with something like a Doctor or BG role.)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on February 03, 2017, 12:40:28 pm
Yeah, I was thinking each role stolen would have one use in the RB.

Question is, is the RB a single thing that is gone if killed, or does the MS have backups? I'll have to run some scenarios for that, see how it'd effect the balance.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on February 03, 2017, 12:57:53 pm
Why would people know who the Mind Stealer is?
Isn't the Mind Stealer putting the people it is abducting back into the town?
It's not going to take more than a cycle to figure out who the Mind Stealer is if the abducted player outs them as soon as they get back to town.

I think that Leafsnail's wincon change comments are directed towards me.

I think having your wincon changed is a lot less fun in practice than it is in theory (it makes all the effort you put into the game previously meaningless) and I wouldn't like a role that causes it to happen pretty much randomly a bunch of times. You'd also have to make sure Doppelgangers are immune to it.
No, you'd have to make sure that Doppelgangers are not immune to it.
However, I was considering this from a naked standpoint and not considering the existing administrative techniques, and their inability to operate this sort of situation.
If a doppelganger gets swapped and then swaps again to town/third party they can just say who their partners were.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on February 03, 2017, 01:12:53 pm
Yeah, I was thinking each role stolen would have one use in the RB.

Question is, is the RB a single thing that is gone if killed, or does the MS have backups? I'll have to run some scenarios for that, see how it'd effect the balance.
I'm more of a fan of a "single use item" (one life), with upgradeable modules in place of tech slots. It seems a little more balanced, and makes the MS a little more fragile.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on February 03, 2017, 01:19:27 pm
If a doppelganger gets swapped and then swaps again to town/third party they can just say who their partners were.

Again, the Mind Stealer effects ROLE, not FACTION. A Vanilla Doppelganger is still a Doppelganger. A Dopp who gets an Agent Role that used to belong to a Town player is just a Dopp Agent. Nobody changes win-cons with this setup except aliens who become Survivors. And they stay Survivor even after getting a Role back unless it is an Alien Role. An Alien Warden, for example, would still have a Survivor win-con, they'd just have a useful power to bargain for their life with.


Yeah, I was thinking each role stolen would have one use in the RB.

Question is, is the RB a single thing that is gone if killed, or does the MS have backups? I'll have to run some scenarios for that, see how it'd effect the balance.
I'm more of a fan of a "single use item" (one life), with upgradeable modules in place of tech slots. It seems a little more balanced, and makes the MS a little more fragile.
What do you mean by upgradeable modules?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on February 03, 2017, 01:47:54 pm
Think along the lines of giving MS the choice of taking a BR or a ??? Tech and then the ability to grab an additional stolen mind or something (say BG and Inv came standard or something.) Or, they might have the choice of Extra Plating on their RB. I'm honestly just spitballing on what might work.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on February 03, 2017, 01:53:15 pm
Ah, I see.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: TheBiggerFish on February 03, 2017, 02:40:26 pm
Hi.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on February 03, 2017, 03:26:14 pm
I feel like this might create a fissure in the Tech choices, though... but the idea itself has merits with other Aliens as well (Exterminator?) The Robot Buddy sounds pretty decent the more I think about it. And giving the MS some small choice on what roles they have would be nice for them. I've always felt Aliens get the short end of the stick a lot (which they should), so choices can certainly help them out and make them a bit more fun.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on February 03, 2017, 07:44:29 pm
I was responding to Doll's suggestion, I even quoted them that time.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on February 03, 2017, 08:04:52 pm
I was responding to Doll's suggestion, I even quoted them that time.

I see, I see, I kept reading it wrong. Sorry about that.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on February 03, 2017, 08:43:57 pm
Ok, so how does this sound?


Harvester
    Race: Alien
    Goal: Kill/Find
    Rules: The Harvester is collecting things for its own purposes. There are two different types of Harvesters. A Harvester may choose to Abduct another player during the Night Phase.
      Organ Harvester - The Abducted player is killed. The Harvester acts as a Doom Speaker, and is building an Abomination. After some # of nights (based on player count) the Abomination is released and performs a Night Kill attempt on every player.
      Mind Stealer - Takes the Role from the Abducted player and adds it to their stockpile. The abducted player reverts to a vanilla role for the rest of the game (Aliens will all become survivors). The Mind Stealer begins the game with 2 Roles available (1 Investigative, 1 Random). The Mind Stealer may choose to take on any Role in its stockpile for the next Day/Night phase and use that role instead of Abducting. If the MS chooses a Robot instead of Tech slots they may give the Robot a Role each day from their stockpile. The Robot can use that role in addition to any actions the MS takes, and the MS also begins with a Bodyguard Role of their choice in addition to the other two. The Mind Stealer needs to steal X 'points' worth of Roles to win. Points per role will be revealed to the MS during the role PM.   
    Tech: OH - 0 Slots    MS - 1 Robot or 2 Small Tech slots
    Victory: Organ Harvester wins when all other players are dead. The OH must be alive at the end of the game. The Mind Stealer wins if it has stolen enough points worth of Roles.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: doll on February 03, 2017, 08:54:01 pm
You didn't chance MS's wincon in the Victory section.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Leafsnail on February 03, 2017, 09:47:06 pm
It seems like the Mind Stealer would just perform an arbitrary number of wipes and then leave? It's difficult to see how anyone else can plan around the role when they don't know how many points they need or what each role is worth. Also if your win condition is based entirely on the abduction action I can't imagine many situations where you'd choose not to use it.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on February 03, 2017, 09:51:09 pm
Well, you'd know exactly what you needed at the start of the game. The Role PM for a Mind Stealer would have how many points you need and how much each role is worth in it.

As for not Abducting...yeah, probably not often, but I wanted to make it an option just in case.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on February 06, 2017, 11:55:26 am
I think I'll go with this version for now. We can always revisit it whenever it shows up in a game and we have more data to work on.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on February 15, 2017, 01:41:42 pm
To answer a rules question PM'd to me:

We'd discussed a while back the issue with the flip of Advanced Doppelgangers. Based on my notes, one of the impetus for the expansion of Abduction type roles was to help deal with this.

Therefore, since I don't think it's been stated anywhere prior to now: Advanced Doppelgangers, upon using Consume & Replace, will have the original player disappear in the same manor as an Abduction.

This will serve to cover the AD's actions a little bit while still giving the town clues as to what might be going on. As the AD can only do this once, unlike the other abuduction roles, it will still be possible for town to figure it out once no more abduction happen (or were happening up to that point, should it be a late game switch).
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on February 19, 2017, 02:59:23 am
So many rules questions this game. I suppose it makes sense, given how infrequently Paranormals have been run in the past few years.


Quote
Mephansteras (Question 1)
If during Night X
Observant Guard A protects Observant Guard B,
and Observant Guard B protects Villager C
and Scum D kills Villager C
Who will die, and who will be told that Scum D tried to kill someone?

Mephansteras (Question 2)
If during Night Y
Observant Guard A protects Observant Guard B,
Observant Guard B protects Observant Guard A,
and Scum C kills Observant Guard A
Who will die, and who will be told that Scum C tried to kill someone?

To answer question 1)
  A dies and informs B of the attacker's identity.

To answer question 2)
  B dies and informs A of the attacker's identity.


The logic chain here is as follows:
  Bodyguards (other than Wardens) basically redirect an attack onto themselves. The redirections happen before kills are resolved. Therefore only the final state of the attacks actually happens.

Question 2 is fairly straightforward. Question 1 is slightly more complicated, but ultimately just ends up shifting who was attacked, from a mechanics standpoint.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: TheBiggerFish on February 20, 2017, 10:12:56 am
What happens if an Observant Guard protects an active War Vet?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on February 20, 2017, 02:27:43 pm
What happens if an Observant Guard protects an active War Vet?

He gets shot. And probably 'informs' the War Vet of who shot him in a horrified/sarcastic/betrayed sort of way.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on February 20, 2017, 03:48:41 pm
What happens if an Observant Guard protects an active War Vet?

He gets shot. And probably 'informs' the War Vet of who shot him in a horrified/sarcastic/betrayed sort of way.
Yes!
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: 4maskwolf on February 20, 2017, 07:24:18 pm
What happens if an Observant Guard protects an active War Vet?

He gets shot. And probably 'informs' the War Vet of who shot him in a horrified/sarcastic/betrayed sort of way.
Yes!
/me silently passes Wuba $20
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on February 20, 2017, 08:36:00 pm
What happens if an Observant Guard protects an active War Vet?

He gets shot. And probably 'informs' the War Vet of who shot him in a horrified/sarcastic/betrayed sort of way.
"I can't believe you've done this!"
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Tiruin on February 20, 2017, 11:34:08 pm
What happens if an Observant Guard protects an active War Vet?

He gets shot. And probably 'informs' the War Vet of who shot him in a horrified/sarcastic/betrayed sort of way.
Yes!
/me silently passes Wuba $20
*Knock knock*!
"Who is it?"
"Um, I'll just stand out here, can't tell you I'm protecting you, ignore me!"
"Oh okay!"
*A few minutes pass and forgetfulness hits*
AND THEN SOMEONE WAS AT THE DOOR!
*BLAM*
"I was...going to protect you."

But seriously, Meph, you're making brilliant imagery just by the hilarity of these scenes. :P
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: TheBiggerFish on February 20, 2017, 11:38:33 pm
What happens if a bulletproof guard protects a War Vet?

We've got those right?

...What happens with any protects on a War Vet?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Jack A T on February 21, 2017, 12:04:04 am
Don't forget the day game in the absurdity.

War Vet, in PM to Meph: "I won't be here for day end or for the night.  Action in advance: Tonight, I'll be active."
Guard, 3 minutes before day end: "Hey, I'll protect [War Vet] tonight."
Night happens.
Guard arrives, prepared to save [War Vet] from the inevitable doppelganger-exterminator-vigilante triple kill.
Guard knocks on the door.  Guard opens the door.  War Vet is ready for anything, even his own known bodyguard.  BLAM.
Guard, now with rather less arm: "Hey, just checking up on you.  Looks like you just tried to attack you...wait..."
BLAM BLAM BLAM BLAM.
Guard: "...oh."  Thud.  BLAM BLAM BLAM.  "I'm already dead.  Stop shooting me."  BLAM.

The doppelganger, exterminator, and vigilante hiding out in the bushes decide collectively decide to kill someone else.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on February 21, 2017, 12:37:59 am
The war vet just gets an automatic Night Kill attempt on anyone who physically visits them. So, it just depends on the exact situation.

For example, an Agent protected by an alien's Personal Shield could go to the War Vet and get an investigation result on them and use up the shield's protection by absorbing the War Vet's attack.

And, no, generally speaking we don't have any bulletproof guards in this game. Not without some specific funky tech trading going on, at least.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: TheBiggerFish on February 21, 2017, 12:47:02 am
The Guardian guard.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on February 21, 2017, 01:15:20 am
The Guardian guard.

Oh, yeah, I see what you mean. A Guardian would still be shot by the War Vet. They don't die when preventing a night kill against their target, but they are just as vulnerable to a night kill targeted at themselves as anyone else.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Tiruin on February 21, 2017, 05:36:53 am
The Guardian guard.

Oh, yeah, I see what you mean. A Guardian would still be shot by the War Vet. They don't die when preventing a night kill against their target, but they are just as vulnerable to a night kill targeted at themselves as anyone else.
This is some good scenery to imagine :P
I wonder how much fun you have writing the PMs for folks?

Also in regards to that one Spore Spreader which gives obvious plants: Can the death be anyway prevented if the lynch goes awry or otherwise?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: TheBiggerFish on February 21, 2017, 09:54:51 am
The Guardian guard.

Oh, yeah, I see what you mean. A Guardian would still be shot by the War Vet. They don't die when preventing a night kill against their target, but they are just as vulnerable to a night kill targeted at themselves as anyone else.
Huh.  So a Guardian/Guardian loop is bulletproof?
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on February 21, 2017, 10:52:47 am
Also in regards to that one Spore Spreader which gives obvious plants: Can the death be anyway prevented if the lynch goes awry or otherwise?

The SS must be Lynched that day to win. Something like an Advanced Assassin Bot killing them would prevent them from winning.

The Guardian guard.

Oh, yeah, I see what you mean. A Guardian would still be shot by the War Vet. They don't die when preventing a night kill against their target, but they are just as vulnerable to a night kill targeted at themselves as anyone else.
Huh.  So a Guardian/Guardian loop is bulletproof?

Yeah. As long as there was only one night kill attempt, anyway. Guardians only prevent one attack. Only the Heroic Guard can block multiple in the same night.  So a Guardian could protect another guard from a War Vet's attack, but that guard would still suffer the normal effects of protecting the War Vet if they were targeted.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Tiruin on February 22, 2017, 06:38:15 am
The Guardian guard.

Oh, yeah, I see what you mean. A Guardian would still be shot by the War Vet. They don't die when preventing a night kill against their target, but they are just as vulnerable to a night kill targeted at themselves as anyone else.
Huh.  So a Guardian/Guardian loop is bulletproof?

Yeah. As long as there was only one night kill attempt, anyway. Guardians only prevent one attack. Only the Heroic Guard can block multiple in the same night.  So a Guardian could protect another guard from a War Vet's attack, but that guard would still suffer the normal effects of protecting the War Vet if they were targeted.
Wow. This imagery.
If someone was hit by a plasma bomb, and there was a heroic guard, they'd go all "GET AWAY, GET BACK (https://www.youtube.com/watch?v=KQ2sPHpou98)" and thus save everyone. u_u

Also in regards to that one Spore Spreader which gives obvious plants: Can the death be anyway prevented if the lynch goes awry or otherwise?

The SS must be Lynched that day to win. Something like an Advanced Assassin Bot killing them would prevent them from winning.
Wow ._. Pretty risky but also pretty "fun" as a dopp-aid possibly.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: RoseHeart on November 11, 2020, 04:20:10 pm
I have a grievance with the rules for PM26.

The error was a bummer, but it could have happened to anybody. Though perhaps it should have been that Web was informed I didn't see them, rather than I did? It's debatable. But it probably would have worked better for the flavortext, which infact seems pretty important, as I used spotting Tric's dog to testify my role as Detective. Just commenting on it to give my 2c.

My primary concern was that Luckyowl was permitted to post direct quotes from deadchat wholesale without inhibition. The reason that mod posts cant be coppied this way is because it removes suspension of disbelief. I feel the same applies here to post all this:

Well 4maskwolf told me that if the answer to that question is a no. Then that means the dopp tried to target web last night. He also said that it dammed Roseheart pointless N2 information.

and here is 4maskwolf whole arguement against Roseheart.

Alright fine I'll make webadict's case for him.

1. Roseheart's role is a much more powerful scum role than Juicebox's, so if Roseheart was scum it would make sense why the telepath was performing the NK (as compared to, say, someone like you, whose role requires no actions and would thus be a preferable killer for the dopps)
2. Roseheart refuses to provide N2 results as a role whose results are now irrelevant, which smacks of a scum who can't come up with a good fakeclaim (if I was roseheart I would have claimed investigating Caz)
3. Roseheart doesn't even appear to be reading the thread, pushing an agenda about how webadict is trying to lynch Caz next when webadict is Caz's staunchest defender and someone he actively confided in.
4. Even beyond the refusal to provide N2 results, Roseheart has just been really weird ever since Web accused him, and doesn't seem interested in finding scum so much as just not getting lynched. Even after web claimed something that was contrary to Roseheart's claim, Rose didn't start accusing or pushing him until Webadict basically demanded it.

On the off chance Roseheart isn't scum, I'd say Persus is the next most likely: his claims (protecting Juicebox then webadict) is a convenient claim for a dopp guard (actual actions: protecting Juicebox, attempting to kill webadict).


And pretend that maybe they faked it[or deceived Wolf into writing it], that's a huge burden to put on a mafia player. In this case luckyowl is a newbie and not likely to have pulled it off, unless they were cherrypicking(pretending to be a beginner for advantage) which wouldn't have been a very impressive win.

Otherwise, shit happens. Good work. Great game. GG

(Send me a link to any spooky short stories you've written, I'm sure I'll gobble them up.)

Edit: And thanks for the cool ending. You delivered.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: 4maskwolf on November 11, 2020, 04:33:01 pm
Honestly, I had more of a problem with the use of flavor to confirm actions. Most games with fluff have an explicit ban on sharing any of the flavor sent to you by the mod until postgame because it bypasses the purpose of the “no quoting the mod”: by providing flavor you grant your claims extra credence from the moderator, and the amount of time and effort required to fake it is prohibitive to the scum team to try and counter flavor claims.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Persus13 on November 11, 2020, 04:44:53 pm
Yeah I agree that that post should have violated the rules.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 11, 2020, 04:51:23 pm
Yeah I agree that that post should have violated the rules.
I also agree. That should never have been allowed. I would be okay with a claim flavorban.

I am not sure if quoting the dead is against any rules, though. It doesn't feel wrong in the same way, since it's the equivalent to quoting a player. I mean, you can't really use it the same way, can you? Hmm. I dunno.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 11, 2020, 05:18:53 pm
Glad you enjoyed the writing!

Medium is a bit tricky in some ways. It is reliant on luck (the medium living long enough to have two with useful power roles die and have info to give) and on the skill of the medium. A scum medium can really put words into the mouths of dead townsfolk if they're good, and that can add a lot of weight to what they say. So I'm a bit torn on the whole 'quoting the dead' thing. It's strong if everyone is sure the words are from the dead person, but strong both in favor of town or scum depending on who the medium is.

An early medium claim with powerful pro-town info like that is pretty rare. I'd say this is probably one of the most influential cases of a medium I've seen in a game. Heightened by the small number of players, really.

If Paranormals keep getting such small numbers of players I may need to rethink the weights on some stuff. It was really all built back when getting 12 or more players was the norm, and that has a huge impact on how much any given power role really has on the game. Plus the loss of any one player (town or scum) has less of an impact in a larger game.

However, the ban on quoting flavor like the dog is probably wise. I don't think I usually see people use it like that, which is surprising because I'm sure I've had various flavor tidbits between night actions before that could be used. Maybe I used to just limit those to death scenes where it mattered less?

I agree that it certainly adds much more weight to people's claims than I'd like. You want a claim, real or fake, to have the same basic weight based on mechanics as any other claim.

So I'll have to tweak the rules on that. And probably do a bit less cross-flavor posting like that in the future.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Persus13 on November 11, 2020, 05:45:00 pm
I've mainly analyzed flavor on kills in the past. You can tell what faction did the kill sometimes from that.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 11, 2020, 05:56:04 pm
I've mainly analyzed flavor on kills in the past. You can tell what faction did the kill sometimes from that.

Well, flavor for kills in the morning report is deliberate on my part. Mostly to give town and dopps some indication that there are hostile aliens around, though it also works for human roles like vig or war vet. Also because it's really hard to write flavor that doesn't give away info like that when you have to deal with one person being eaten, one person getting shot by a rifle, and another person getting incinerated by an alien plasma weapon.

And I'll be honest, writing interesting flavor is one of the reasons I run games.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: RoseHeart on November 11, 2020, 05:56:56 pm
Honestly, I had more of a problem with the use of flavor to confirm actions. Most games with fluff have an explicit ban on sharing any of the flavor sent to you by the mod until postgame because it bypasses the purpose of the “no quoting the mod”: by providing flavor you grant your claims extra credence from the moderator, and the amount of time and effort required to fake it is prohibitive to the scum team to try and counter flavor claims.
That felt broken for the "right reasons" if that makes any sense. So long as it's taken into consideration in balance.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: RoseHeart on November 11, 2020, 06:05:36 pm
I'd perhaps be interested in hosting a Dopp of this game if Meph wanted to play some time. Just a casual thought that would take an amount of work I haven't assessed, but I am familiar with hosting games inspired by The Thing. I've done a few that went really well, they were about 6 players.

Paranormal makes me think of ghosts and evil dolls, Sci-Fi Horror is waaay more up my ally. A pleasant discovery.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: RoseHeart on November 11, 2020, 06:10:07 pm
Quote from: Bastard Paranormal 1
1) You CANNOT trust the flavor to tell you what is going on. It may be accurate, or it may be deliberately misleading.

That seems a good balance. And if it is just the flavor then it smacks of fair AND entertaining.

(So long as there is this disclaimer!)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Caz on November 11, 2020, 06:11:55 pm
Paranormal makes me think of ghosts and evil dolls, Sci-Fi Horror is waaay more up my ally. A pleasant discovery.

I think Supernatural is the one you describe. It has cults and witches and scary things.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Caz on November 11, 2020, 06:12:17 pm
a bastard paranormal game would be +fun+ :)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 11, 2020, 06:30:29 pm
a bastard paranormal game would be +fun+ :)

I like running bastard games. I do, in fact, have a Paranormal one in mind that I'd like to run sometime.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: 4maskwolf on November 11, 2020, 06:35:12 pm
a bastard paranormal game would be +fun+ :)

I like running bastard games. I do, in fact, have a Paranormal one in mind that I'd like to run sometime.
bastard paranormal...

Man it's been eight years since one of those was run.

Seems like we'd need more people to be around to have a really good game of it, bastards tend to end quickly and without the town knowing what's going on when they're low numbers in my experience.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 11, 2020, 06:44:07 pm
a bastard paranormal game would be +fun+ :)

I like running bastard games. I do, in fact, have a Paranormal one in mind that I'd like to run sometime.
bastard paranormal...

Man it's been eight years since one of those was run.

Seems like we'd need more people to be around to have a really good game of it, bastards tend to end quickly and without the town knowing what's going on when they're low numbers in my experience.

I could probably do this idea pretty well with 9, I think. Which seems possible right now if we could get, say, Vector and notquitethere to join in.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Persus13 on November 11, 2020, 06:44:33 pm
And I'll be honest, writing interesting flavor is one of the reasons I run games.
I mean, its one of my favorite parts about reading or playing in your games.

I look forward to continuing my streak of being a Human Guard in your games.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: 4maskwolf on November 11, 2020, 06:45:10 pm
And I'll be honest, writing interesting flavor is one of the reasons I run games.
I mean, its one of my favorite parts about reading or playing in your games.

I look forward to continuing my streak of being a Human Guard in your games.
Plot twist: next game you get to be a Human Guard (Kook)!
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 11, 2020, 07:04:40 pm
And I'll be honest, writing interesting flavor is one of the reasons I run games.
I mean, its one of my favorite parts about reading or playing in your games.

I look forward to continuing my streak of being a Human Guard in your games.
Plot twist: next game you get to be a Human Guard (Kook)!
Plot Twist: They start as a Human Townie and are Spirit-Bonded a Guard role.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 11, 2020, 07:05:54 pm
Ok, that actually made me laugh out loud.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: TricMagic on November 11, 2020, 07:13:44 pm
I have mafia idea. First though, how long do you need to setup Mephansteras? I'm willing and able to wait.

Also night yall.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on November 11, 2020, 07:36:22 pm
As for boosting the power of Doppelgangers in small Towns, I think Doppelganger specific Modifiers would be a way to go. They're really missing a bit of passive power to their roles when they kill. Something that's one-shot is gonna give them more power without breaking the game too hard. Like, for instance, giving the better Active role a one-shot Kill Immune gives incentive for the Doppelganger to kill, as opposed to just giving it to the weakest power role. Heck, giving each of them something different that makes them something more powerful than a normal Townie might be better. Two Dopps with these powers can fight stronger Towns, so coming across a strong Power role wouldn't be out of place in those cases.

This would mean coming up with some, but fear not, as I have ideas. For balance and player reasons, I think telling the Doppelganger when these are used is for the best, and purposefully not using them should also be a choice:

Spoiler (click to show/hide)
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 11, 2020, 08:38:50 pm
Hmm, interesting ideas, web.


I have mafia idea. First though, how long do you need to setup Mephansteras? I'm willing and able to wait.

Also night yall.

Depends on what you mean by 'how long I need'. If you mean whip up another Paranormal, pretty quickly if we've got a full roster of people who want to play again. I could even whip up this particular bastard game pretty quickly, since I've been thinking about this idea for a while now. Probably a few days in sign-ups to try and get more players and then a day or two for me to do all the role work and flavor.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: TricMagic on November 11, 2020, 09:03:49 pm
Probably go ahead with that then. I wanted to run an Among Us flavored game.


Depending on number of players, how many PR there are would differ.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Caz on November 12, 2020, 04:48:56 am
As for boosting the power of Doppelgangers in small Towns, I think Doppelganger specific Modifiers would be a way to go. They're really missing a bit of passive power to their roles when they kill. Something that's one-shot is gonna give them more power without breaking the game too hard. Like, for instance, giving the better Active role a one-shot Kill Immune gives incentive for the Doppelganger to kill, as opposed to just giving it to the weakest power role. Heck, giving each of them something different that makes them something more powerful than a normal Townie might be better. Two Dopps with these powers can fight stronger Towns, so coming across a strong Power role wouldn't be out of place in those cases.

This would mean coming up with some, but fear not, as I have ideas. For balance and player reasons, I think telling the Doppelganger when these are used is for the best, and purposefully not using them should also be a choice:

Spoiler (click to show/hide)

I like it, and totally fitting in with the 'doppelganger' flavour :) right now it seems like aliens get a lot more lore-specific powers than dopps.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: RoseHeart on November 12, 2020, 01:44:38 pm
Quote from: Bastard Paranormal 1
1) You CANNOT trust the flavor to tell you what is going on. It may be accurate, or it may be deliberately misleading.

That seems a good balance. And if it is just the flavor then it smacks of fair AND entertaining.

(So long as there is this disclaimer!)
I feel though even for regular games, would you really need to label the whole game as bastard, if you just had this and its' disclaimer? No opinion on being pro bastard or pro standard for the next Paranormal I join, but even my experience in the current session could probably benefit from this. The fact that the dog was female and I didn't know it gave Web something extra to claim for Tric. It was perhaps not contradictory to what I was told, but it was random, and extra, for a similar action.

And I'm all for it.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: RoseHeart on November 12, 2020, 01:57:18 pm
Glad you enjoyed the writing!

Medium is a bit tricky in some ways. It is reliant on luck (the medium living long enough to have two with useful power roles die and have info to give) and on the skill of the medium. A scum medium can really put words into the mouths of dead townsfolk if they're good, and that can add a lot of weight to what they say. So I'm a bit torn on the whole 'quoting the dead' thing. It's strong if everyone is sure the words are from the dead person, but strong both in favor of town or scum depending on who the medium is.

An early medium claim with powerful pro-town info like that is pretty rare. I'd say this is probably one of the most influential cases of a medium I've seen in a game. Heightened by the small number of players, really.

If Paranormals keep getting such small numbers of players I may need to rethink the weights on some stuff. It was really all built back when getting 12 or more players was the norm, and that has a huge impact on how much any given power role really has on the game. Plus the loss of any one player (town or scum) has less of an impact in a larger game.

However, the ban on quoting flavor like the dog is probably wise. I don't think I usually see people use it like that, which is surprising because I'm sure I've had various flavor tidbits between night actions before that could be used. Maybe I used to just limit those to death scenes where it mattered less?

Gosh, I sure hope you keep cross flavor, and just balance for it. Gosh, I sure hope you keep cross flavor, and don't break the toy because it's tricky. Extremely immersive, cross flavor is.

Edit: Just provide a lot of chances for differences in perspectives to make it unreliable. Like the dog gender.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on November 12, 2020, 04:15:38 pm
Bastard Paranormal 3 (http://www.bay12forums.com/smf/index.php?topic=177519.0) is up in sign-ups for anyone who wants to join in one that.
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: Mephansteras on December 28, 2022, 01:22:39 pm
Paranormal Mafia 27 (http://www.bay12forums.com/smf/index.php?topic=180996.0) is now in sign-ups for anyone interested!
Title: Re: Paranormal Mafia Game - Rules Discussion
Post by: webadict on January 03, 2023, 08:07:15 pm
But you won't get, say, a Tough/Reporter dopp or anything like that.
Another idea to add:  Dreipelganger.  A Doppelganger made from consuming two (or more) humans, gaining multiple or combined roles (Say, an Agent/Detective that performs an investigation of both Race and Role.)

Some more to put on the Doppelganger plate from my previous list:

Spoiler (click to show/hide)