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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 135087 times)

Leafsnail

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Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
« Reply #780 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.
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Mephansteras

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Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
« Reply #781 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?
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Re: Paranormal Mafia Game - Rules Discussion - Talking about aliens
« Reply #782 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?
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Mephansteras

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Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
« Reply #783 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.
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ToonyMan

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Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
« Reply #784 on: October 13, 2009, 07:50:38 pm »

Sounds good.
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Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
« Reply #785 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).
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ToonyMan

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Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
« Reply #786 on: October 13, 2009, 09:18:38 pm »

The MOD would have to do that me thinks.
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Mephansteras

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Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
« Reply #787 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.
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Vector

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Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
« Reply #788 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.
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dakarian

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Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
« Reply #789 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.
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CobaltKobold

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #790 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)
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Leafsnail

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Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
« Reply #791 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...
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Mephansteras

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Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
« Reply #792 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.
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NUKE9.13

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Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
« Reply #793 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.
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Pandarsenic

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Re: Paranormal Mafia Game - Rules Discussion - Talking about cultists
« Reply #794 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.
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