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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 135069 times)

ToonyMan

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Re: Paranormal Mafia Game - Rules Discussion - New Poll
« Reply #630 on: August 14, 2009, 06:39:08 pm »

That's one large ham guys.
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webadict

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Re: Paranormal Mafia Game - Rules Discussion - New Poll
« Reply #631 on: August 16, 2009, 10:54:28 pm »

Perhaps we can start over now? Puh-puh-puh-please?
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BloodBeard

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Re: Paranormal Mafia Game - Rules Discussion - New Poll
« Reply #632 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.

ToonyMan

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Re: Paranormal Mafia Game - Rules Discussion - New Poll
« Reply #633 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.
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BloodBeard

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Re: Paranormal Mafia Game - Rules Discussion - New Poll
« Reply #634 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.

webadict

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Re: Paranormal Mafia Game - Rules Discussion - New Poll
« Reply #635 on: August 16, 2009, 11:34:49 pm »

I vote to scrap it completely. We need less roles, not more!
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Mephansteras

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Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
« Reply #636 on: August 17, 2009, 12:19:43 am »

Ok, good idea for a poll.

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dakarian

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Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
« Reply #637 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. 
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ToonyMan

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Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
« Reply #638 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.
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Mr.Person

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Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
« Reply #639 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.
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Frelock

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Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
« Reply #640 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.
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Pandarsenic

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Re: Paranormal Mafia Game - Rules Discussion - New Poll
« Reply #641 on: August 17, 2009, 02:36:25 am »

I vote to scrap it completely. We need less roles, not more!
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dakarian

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Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
« Reply #642 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.
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Rysith

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Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
« Reply #643 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.
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Mephansteras

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Re: Paranormal Mafia Game - Rules Discussion - Watcher Poll
« Reply #644 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.
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