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Poll

Distribution of Investigative roles

Only 1 of Agent, Detective, or Telepath
- 0 (0%)
All three are fine, as long as dopps can get them too
- 2 (16.7%)
As long as the overall balance works, any combination of roles is ok
- 7 (58.3%)
No preference
- 2 (16.7%)
Other: Specifiy below
- 1 (8.3%)

Total Members Voted: 12


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Author Topic: Paranormal Mafia: Rules Discussion Thread  (Read 14360 times)

webadict

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Re: Paranormal Mafia: Rules Discussion Thread
« Reply #30 on: April 10, 2009, 12:18:17 am »

I guess I should explain that better.

By this I mean Night events. For example, during the current game we had the dopps target the Exterminator who was targeting someone else. I rolled randomly to see who went first.

Another way to handle that situation would be to have a set list of event precedence. So I could have said that, say, Exterminators always took their action first, followed by dopps, followed by the Agent, etc. All of which would have changed the outcome quite a bit. This makes the game much more predictable. Whether or not people want some extra randomness or not in the game is what I'm trying to find out.

Does that make more sense?
Oh, gotcha.

I believe all events should happen in a certain order. They have a list on the MafiaWiki, but for your game it'd be:

Protections, Killings, Investigations

For my DF Mafia, I try to keep a certain order to events. If someone dies, then their power isn't used. If someone is attacked but saved, their protection lets them use their powers.

If someone is protecting someone else and then attacked, and then someone else attacks the protected person, then both are killed. It keeps things ordered.
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inaluct

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Re: Paranormal Mafia: Rules Discussion Thread
« Reply #31 on: April 10, 2009, 12:20:21 am »

I think that the events should happen in the order that they get PM'd in.
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Solifuge

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Re: Paranormal Mafia: Rules Discussion Thread
« Reply #32 on: April 11, 2009, 01:33:53 pm »

As the Exterminator from last game, I can vouch for how much the odds are stacked against the role. You're essentially trying to night-kill every townie without the support network that the dopples have, AND every dopple without the trust of the town.

The role is essentially a Team unto itself, and to win you'd have to be extremely tricky and extremely lucky. Perhaps combining them with the concept of the Mad Scientist you had would help balance them out.

Along with their power to night-kill, give them a selection of "gear" to pick at the start (1-2 of the following):
  a one-time-use Personal Shield (which would work once as though guarded by the Protector)
  a one-time-use Holoform Modulator (which would work once when investigated, allowing you to choose a role to show as)
  a one-time-use Scanner (which would work once as the Agent)

Depending on your feelings about the individual powers, some may be able to be used more than once. The Exterminator could then effectively operate Solo, lurking and working in silence, or could privately ally with the Town (providing a fairly powerful, but dangerous mercenary aid against the Dopples) or the Dopples (providing a second kill, an armored target, and a limited-use investigator). Of course, both sides would know that any alliance would only be temporary, and an offer of protection from the other party may sway them to betrayal.

On the subject of what happened with the crossed night-kills, I think they should execute simultaneously rather than in an order of operations. If two killers target each other, both die. If one killer targets a player, and a second killer targets the first, then the target should die, and the first killer should die.
« Last Edit: April 11, 2009, 02:05:43 pm by Solifuge »
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Pandarsenic

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Re: Paranormal Mafia: Rules Discussion Thread
« Reply #33 on: April 11, 2009, 01:40:52 pm »

I agree with Solifuge on all accounts.
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Alexhans

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Re: Paranormal Mafia: Rules Discussion Thread
« Reply #34 on: April 11, 2009, 01:56:54 pm »

yeah... I think Solifuge's got a point... In normal mafias with not many PRs it is possible for the SK to win but here... With so many PRs and alliances forming between players... He's got no chance...
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Servant Corps

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Re: Paranormal Mafia: Rules Discussion Thread
« Reply #35 on: April 11, 2009, 02:16:03 pm »

What is PR?
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Solifuge

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Re: Paranormal Mafia: Rules Discussion Thread
« Reply #36 on: April 11, 2009, 02:17:18 pm »

Player Roles.
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Servant Corps

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Re: Paranormal Mafia: Rules Discussion Thread
« Reply #37 on: April 11, 2009, 02:18:09 pm »

Ah.
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Pandarsenic

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Re: Paranormal Mafia: Rules Discussion Thread
« Reply #38 on: April 11, 2009, 02:29:43 pm »

Player Roles.
I thought it was POWER Roles. :|
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Alexhans

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Re: Paranormal Mafia: Rules Discussion Thread
« Reply #39 on: April 11, 2009, 02:43:31 pm »

It is Power Roles (not townies, not mafia goons).  People who have abilities other than talking and voting.

Also... I think we should use quicktopic for mafia communications in the future.

It's really easy and handy and it won't make my Pm box explode (and the mod's inbox too).  And it gives us the possibility to show the link at the end of the game so we can see what was the mafia up to.

quicktopic link for mafia communications
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Mephansteras

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Re: Paranormal Mafia: Rules Discussion Thread
« Reply #40 on: April 11, 2009, 03:12:09 pm »

Good thoughts, Sol. Looks like the votes are overwhelmingly against randomness, so I'll set up a precedence list. And we can certainly have all kills happen simultaneously.

How does this sound?

Role-blockers
Protectors
Investigators
Night Kills (The Paranoid War Vet is sort of an exception, in that he'll kill anyone who targets them on THEIR turn, rather than his)
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NUKE9.13

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Re: Paranormal Mafia: Rules Discussion Thread
« Reply #41 on: April 11, 2009, 03:19:50 pm »

Sounds good.
So, when does the next one start?
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Mephansteras

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Re: Paranormal Mafia: Rules Discussion Thread
« Reply #42 on: April 11, 2009, 03:34:35 pm »

Good question. Um...probably after we decide what roles we want in.

First question: Do people like Sol's suggestion for Exterminator Alien changes?
Quote
combining them with the concept of the Mad Scientist you had would help balance them out.

Along with their power to night-kill, give them a selection of "gear" to pick at the start (1-2 of the following):
  a one-time-use Personal Shield (which would work once as though guarded by the Protector)
  a one-time-use Holoform Modulator (which would work once when investigated, allowing you to choose a role to show as)
  a one-time-use Scanner (which would work once as the Agent)

Next, I'd like to have people vote on what roles they'd like to see in the next game.
Please copy this code and put an X in the Yes or No column for each Role:
Code: [Select]
[table]
[tr]
[td][b]Role Name[/b][/td][td][b]Yes[/b][/td][td][b]No[/b][/td]
[/tr]
[tr]
[td]Medium[/td][td][/td][td][/td]
[/tr]
[tr]
[td]Ghost[/td][td][/td][td][/td]
[/tr]
[tr]
[td]Detective[/td][td][/td][td][/td]
[/tr]
[tr]
[td]Telepath[/td][td][/td][td][/td]
[/tr]
[tr]
[td]Bodyguard[/td][td][/td][td][/td]
[/tr]
[tr]
[td]Mad Scientist[/td][td][/td][td][/td]
[/tr]
[tr]
[td]Kook[/td][td][/td][td][/td]
[/tr]
[tr]
[td]Disciple of Truth[/td][td][/td][td][/td]
[/tr]
[tr]
[td]Witch[/td][td][/td][td][/td]
[/tr]
[tr]
[td]Psychic Warden[/td][td][/td][td][/td]
[/tr]
[tr]
[td]Mind Shield[/td][td][/td][td][/td]
[/tr]
[tr]
[td]Aggressive War Vet[/td][td][/td][td][/td]
[/tr]
[tr]
[td]Reporter[/td][td][/td][td][/td]
[/tr]
[/table]
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inaluct

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Re: Paranormal Mafia: Rules Discussion Thread
« Reply #43 on: April 11, 2009, 03:38:36 pm »

Role NameYesNo
Mediumx
Ghostx
Detectivex
Telepathx
Bodyguardx
Mad Scientistx
Kookx
Disciple of Truthx
Witchx
Psychic Wardenx
Mind Shieldx
Aggressive War Vetx
Reporterx
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Zai

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Re: Paranormal Mafia: Rules Discussion Thread
« Reply #44 on: April 11, 2009, 03:50:52 pm »

The Exterminator changes proposed make sense.

Role NameYesNo
MediumX
GhostX
DetectiveX
TelepathX
BodyguardX
Mad ScientistX
KookX
Disciple of TruthX
WitchX
Psychic WardenX
Mind ShieldX
Aggressive War VetX
ReporterX

Some of the roles (such as Mad Scientist, Detective, and Bodyguard) should be weighted for the chances of being town or Dopp. Such as having a ratio of 2:1 or 3:1, with the 2 or 3 being the chances of being pro-town.

Others should be weighted so that they don't occur if other roles are already in (such as what I was saying about the Agent/Detective/Telepath).
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