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Spore Spreader

Keep it as is
- 3 (12%)
Change it to a full Jester, with game-end on win
- 1 (4%)
Change it to a full Jester, but without game-end on win
- 5 (20%)
Change it to a full Jester, with game-end on win AFTER day 3
- 3 (12%)
Change it to a Jester with the loss of the Next Day phase
- 4 (16%)
Remove it entirely
- 9 (36%)
Other (explain)
- 0 (0%)

Total Members Voted: 25


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Author Topic: Paranormal Mafia Game - Rules Discussion  (Read 133382 times)

Mephansteras

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Paranormal Mafia Game - Rules Discussion
« 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
Game 2
Game 3
Game 4
Game 5
Game 6
Game 7
Game 8
Game 9
Game 10
Game 11
Game 12
Game 13
Game 14
Game 15
Game 16
Game 17
Bastard Paranormal
Game 18
Game 19
Game 20
Bastard Paranormal 2
Game 21
Game 22
Game 23
Game 24
Game 25
Game 26
Bastard Paranormal 3
« Last Edit: December 28, 2022, 01:03:49 pm by Mephansteras »
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Mephansteras

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Re: Paranormal Mafia Game - Rules discussion
« Reply #1 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.
 

« Last Edit: January 05, 2023, 12:20:28 am by Mephansteras »
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Mephansteras

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Re: Paranormal Mafia Game - Round 4 rules discussion
« Reply #2 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)

 




« Last Edit: December 01, 2009, 03:21:00 pm by Mephansteras »
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Mephansteras

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Re: Paranormal Mafia Game - Round 4 rules discussion
« Reply #3 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
  • Vampire
        Race: Vampire
        Visible Role: No Role
        Goal: Kill when hunting (even though it's not really a kill per se, it's still bloodthirsty and violent)
        Rules: This character is a Vampire, preying on the Townsfolk to fuel their undead life. The Vampire must hunt each night, feeding on human blood to sustain themselves. This feeding will role-block the victim, and the Vampire will use his hypnotic powers to erase all memory of the attack from the victim. If the victim has a Mind Shield, they will still be role-blocked but will know what happened (but not who). If the target is a Doppelganger, Cultist, or Alien they are still role-blocked and hypnotized but the feeding is considered a failure. Two failures in a row and the vampire will go into a comatose state, effectively removed from the game.
      If a human is fed upon twice in the game by the same vampire, they will become a vampire themselves. If a human is fed upon by more then one vampire in the same night, they die of blood loss.
      The Vampire wins when all non-vampire players are dead or gone.
  • Werewolf
        Race: Werewolf
        Visible Role: No Role
        Goal: Kill when hunting
        Rules: This character is cursed with lycanthropy. A normal looking person during the day, they shift into a mad killing machine at night. During the night phase the Werewolf chooses another player to Night-kill. The Werewolf is immune to all normal Night and Morning kills, and can usually only be killed during the day.
      The Werewolf wins when all other players are dead or gone.
      Exceptions: A Werewolf can be killed by a Monster Hunter or by a Plasma Bomb.
  • Monster Hunter
        Race: Human
        Goal: Kill or Find
        Rules: This character is a monster hunter who has dedicated his life to eradicating Vampires and Werewolves from the world. Each night the Monster Hunter may choose to Inspect a player and learn if they are a Vampire or Werewolf (they get Other for Humans/Dopps/Aliens/etc). They may also choose to Attack someone at night. However, the Monster Hunter loses if he kills an innocent townsperson.
      The Monster Hunter wins when all Vampires and Werewolves are dead or gone.

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]


« Last Edit: November 16, 2009, 06:21:38 pm by Mephansteras »
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webadict

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Re: Paranormal Mafia Game - Round 4 rules discussion
« Reply #4 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.
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Mephansteras

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Re: Paranormal Mafia Game - Round 4 rules discussion
« Reply #5 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...)
« Last Edit: April 29, 2009, 11:29:00 pm by Mephansteras »
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webadict

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Re: Paranormal Mafia Game - Round 4 rules discussion
« Reply #6 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.
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Mephansteras

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Re: Paranormal Mafia Game - Round 4 rules discussion
« Reply #7 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.
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Pandarsenic

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Re: Paranormal Mafia Game - Round 4 rules discussion
« Reply #8 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.
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Re: Paranormal Mafia Game - Round 4 rules discussion
« Reply #9 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.
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Pandarsenic

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Re: Paranormal Mafia Game - Round 4 rules discussion
« Reply #10 on: April 30, 2009, 04:40:59 am »

Maybe the kook should only appear as a Dopp to human investigations?
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Mephansteras

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Re: Paranormal Mafia Game - Round 4 rules discussion
« Reply #11 on: April 30, 2009, 10:24:04 am »

That works for me.
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Servant Corps

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Re: Paranormal Mafia Game - Round 4 rules discussion
« Reply #12 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.
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Mephansteras

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Re: Paranormal Mafia Game - Round 4 rules discussion
« Reply #13 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.
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webadict

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Re: Paranormal Mafia Game - Round 4 rules discussion
« Reply #14 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.
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