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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 14326 times)

Solifuge

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Re: Paranormal Mafia: Rules Discussion Thread
« Reply #45 on: April 11, 2009, 04:55:33 pm »

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

That is a great tool, but I'm worried if it is password-protectable, so we can keep nosey players out.

If so, you could do the same to allow "spy" characters to see what a given group are chatting about, should you ever implement them. The same would work for a Dead Players group.

In regards to comments about a Dead-Talker Role, the dead-guy zone essentially becomes a separate sphere of the game. Players can elect to stay involved in the game, and can manipulate and inspire paranoia just the same as they could while alive, just with impunity :P

As a thought, you could combining the powers of the Medium and Ghost roles: The Medium can, say, ask one dead person a question per night, or has access to the Dead People Channel. Also, on one Day, the Medium can anonymously bring a soul out of death, to share their knowledge with the town, before returning to the grave that night.

Using this, the dead still have the investment in their team winning; if you still want your team to win, then don't reveal who or what you knew. Spin tales if you need to. Everyone knows who and what you are at that point, so they know if they can trust you, and how far.
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Zai

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Re: Paranormal Mafia: Rules Discussion Thread
« Reply #46 on: April 11, 2009, 08:54:20 pm »

Also. I vote that it shouldn't be possible to have 3 of any one role. Ever. The addition of more roles should even this problem out, though.

We don't need 3 war vets again.
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webadict

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Re: Paranormal Mafia: Rules Discussion Thread
« Reply #47 on: April 11, 2009, 09:05:55 pm »

Also. I vote that it shouldn't be possible to have 3 of any one role. Ever. The addition of more roles should even this problem out, though.

We don't need 3 war vets again.
Seconded.
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Pandarsenic

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Re: Paranormal Mafia: Rules Discussion Thread
« Reply #48 on: April 11, 2009, 09:10:56 pm »

Also. I vote that it shouldn't be possible to have 3 of any one role. Ever. The addition of more roles should even this problem out, though.

We don't need 3 war vets again.
Seconded.
Personally, I don't think two of a role should even be allowed....
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inaluct

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Re: Paranormal Mafia: Rules Discussion Thread
« Reply #49 on: April 11, 2009, 09:12:57 pm »

I want as many roles as possible in the game. I've been a normal townie a lot recently, and it just isn't that fun.
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Org

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Re: Paranormal Mafia: Rules Discussion Thread
« Reply #50 on: April 11, 2009, 09:13:27 pm »

I want as many roles as possible in the game. I've been a normal townie a lot recently, and it just isn't that fun.
Yes.
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Zai

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Re: Paranormal Mafia: Rules Discussion Thread
« Reply #51 on: April 11, 2009, 09:15:19 pm »

Also. I vote that it shouldn't be possible to have 3 of any one role. Ever. The addition of more roles should even this problem out, though.

We don't need 3 war vets again.
Seconded.
Personally, I don't think two of a role should even be allowed....
I had actually meant to mention that, too. But then I got distracted. >,>

Yeah. Two of any role shouldn't exist, since there's so many new roles for everyone to have. Or at least no two of any one role on each team (townies/dopps/aliens).
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Pandarsenic

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Re: Paranormal Mafia: Rules Discussion Thread
« Reply #52 on: April 11, 2009, 09:16:53 pm »

With the obvious exception of Vanilla Roles, I agree with Zaithemaster's amendment to my statement.
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Org

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Re: Paranormal Mafia: Rules Discussion Thread
« Reply #53 on: April 11, 2009, 09:17:30 pm »

And it should be Wizard/Witch.

Remember, most of us are guys.
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Archangel

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Re: Paranormal Mafia: Rules Discussion Thread
« Reply #54 on: April 12, 2009, 03:27:03 am »

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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Alexhans

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Re: Paranormal Mafia: Rules Discussion Thread
« Reply #55 on: April 12, 2009, 11:24:38 am »

I wrote in the link
topic
"You can only find this topic if you know the link

This is what they use in mafiascum often.

No search browser will find this topics."

try to find it without using the link....
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Solifuge

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Re: Paranormal Mafia: Rules Discussion Thread
« Reply #56 on: April 12, 2009, 12:05:21 pm »

It's true, you can't find it in a search engine.

A thought regarding it though; you may want to give Dead People (And perhaps Dopples if there is ever a Little Girl type role) a code-name to use in the chat on their death, so that they anonymously chatter with the Medium, and the Medium wouldn't know if the ghost that claimed to be the deceased Agent was really a tricky Doppleganger. When a Ghost was brought back into the living world (IE the game thread), their name would be known, so the town would know whether they could trust said ghost.
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Mephansteras

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Re: Paranormal Mafia: Rules Discussion Thread
« Reply #57 on: April 12, 2009, 03:04:56 pm »

That's a thought. Would certainly reduce the Medium's power, although only if the dead waited to contact the medium. Otherwise they'd know just based on when people died (generally) what they were.
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Kashyyk

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Re: Paranormal Mafia: Rules Discussion Thread
« Reply #58 on: April 13, 2009, 08:37:40 am »

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

For the reporter I suggest that s/he could either watch someones house to see who entered/left it, or follow someone and see where they go, to create diversity.
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Mephansteras

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Re: Paranormal Mafia: Rules Discussion Thread
« Reply #59 on: April 13, 2009, 12:15:39 pm »

Ok, new poll is up.

Basically, what kind of balance do you want? There are three possible investigative roles now. Agent determines Race (Human, Dopp, Alien), Detective determines Role (Agent, Protector, None, etc), Telepath determines Goal (Survive, Kill, Investigate, Protect, etc).

Agent is probably the most powerful of the three, since Race is the best way to find dopps. Detective and Telepath aren't as good at finding Dopps, but better at figuring out what other Humans and the Aliens are up to. A combination of Any of these roles is quite powerful, provided they work together.

The doppelganger Leader is immune to both Agent and Detective, but not to the Telepath. A Doppelganger Mind Shield, however, would be immune to the Telepath.

Now, one way to balance this is to let the Dopps have their own versions. Balance-wise, a Dopp with a role is scarier then a Human with a role, so my script will weight that higher against the town. It does let more roles show up and lets me increase the total number of players with roles of some sort.

With all of these possible roles, there will only be ONE of any given role per side. So, both Dopps and Town could have an Agent, but there couldn't be two Dopp Agents or two town Agents (or Ghosts, or Mediums, or whatever).
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