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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 135115 times)

JanusTwoface

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1095 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.
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RedWarrior0

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1096 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?
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Pandarsenic

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1097 on: November 21, 2009, 11:27:26 pm »

Professional?
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webadict

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1098 on: November 21, 2009, 11:29:14 pm »

Doctor?
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Pandarsenic

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1099 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
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JanusTwoface

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1100 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)
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Pandarsenic

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1101 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.
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JanusTwoface

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1102 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?
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Mephansteras

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1103 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.
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webadict

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1104 on: November 22, 2009, 12:51:06 am »

No lynch stoppers.
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Pandarsenic

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1105 on: November 22, 2009, 01:02:06 am »

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JanusTwoface

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1106 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.
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Pandarsenic

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1107 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.
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Leafsnail

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1108 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?
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Pandarsenic

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1109 on: November 22, 2009, 05:55:22 am »

Even a one-shot one is still immensely irritating in the hands of scum.
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KARATE CHOP TO THE SOUL
Your bone is the best Pandar honey. The best.
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Fuck off, you fucking fucker-fuck :I
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