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Poll

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 135077 times)

Leafsnail

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1275 on: May 19, 2010, 01:28:43 pm »

To be fair, it wasn't exactly brilliant for Team Doppelganger either :/.
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Solifuge

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1276 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.
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Leafsnail

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1277 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.
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Org

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1278 on: June 17, 2010, 05:00:33 pm »

Do not make it so town knows there is an AD.
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Pandarsenic

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1279 on: June 17, 2010, 05:31:36 pm »

Repeating the Small/Medium/Large Tech suggestion for Exterminator.
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Mephansteras

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1280 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.
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Org

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1281 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.
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Mephansteras

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1282 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.
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Org

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1283 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?
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Mephansteras

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1284 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.
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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1285 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.
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Leafsnail

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1286 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.
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Mr.Person

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1287 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?
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Org

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1288 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?
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Mr.Person

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1289 on: June 17, 2010, 06:56:46 pm »

I would say yes, but that's just me.
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Hmm...I've never been a big fan of CCGs - I mean, I did and still do collect Pokemon cards, but I never got heavily into the battling and trading thing.

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