Meph: please talk about how Private Messages influence a game in general, and Paranormals in particular.
* Most games do not allow PMs. Yours do. Why? How did you make the choice of allowing PMs for Paranormals? How do you think it impacts balance, and is this reflected in your weight algorithms?
It has certainly effected things over the course of the series. The actual decision to include it initially was flavor: I couldn't see any reason people couldn't be calling one another. With cell phones, the phone lines being down doesn't really stop that. For balance, I'd say it generally makes investigative roles more powerful, especially Agents (cops), since if they clear someone they can start talking with them directly. While there is usually some WIFOM there for the person being contacted, it can create some pseudo mason groups. So cop roles get weighted a bit more then they might otherwise.
* You allowed PMs for BP1, and it was instrumental on the resolution. You changed that for BP2. Why?
Flavor, mostly. I don't see how you can talk in secret without other people being able to at least tell that you're talking while you're running around in a group. It also made things more bastardly for everyone, since even the scum couldn't talk in secret.
* I think PMs, in general, mean more work for the mod. Is that right? What burden does a PM-allowed game place on you?
Doesn't do much at for my workload, other then more PMs to read. But that's usually fun.
* As advice for newer mods, would you recommend them to allow PMs or not? Or under which circumstances? How would you advise them to correct balance for it?
Generally, you're better off not allowing them. PMs rarely have a huge impact on the game, but they can break certain roles wide open. Especially if you can get a confirmed town. So if you are going to allow them, make
sure that no confirmed town can be created in your set up.
* How do you think a normal 9p near-mountainous/role-light/BM game would change in balance or dynamics if PMs were allowed?
Like I said earlier, Cops would be more powerful. Beyond that, a role-light game wouldn't have much of a change.
PMs in general have an interesting effect on the game. While most players don't use them, it is another tool for crafty players to use. Generally I see it used with specific combinations. For example, a cop will often PM a townie that they've inspected. Survivors also often PM the scum team to try to work a deal later in the game if it looks like the scum will win. Paranormal also sees heavy use of PMs when someone is captured by a Xeno, since that's the only way the captive can try to influence the game.