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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 144854 times)

Mephansteras

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1005 on: October 22, 2009, 09:11:44 pm »

Yes. The Corruption of the Great Old Ones makes the blood of Cultists unpalatable.
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webadict

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1006 on: October 22, 2009, 09:21:55 pm »

*cough* Remove Cultists *cough*
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JanusTwoface

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1007 on: October 22, 2009, 09:24:36 pm »

*cough* Remove Cultists *cough*
I do not disagree with this.

The Vampire serves the purpose of being an actual cult and the dopps serve the purpose of being Mafia.  Also, it cleans up the Human/Human Cultist thing.
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Mephansteras

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1008 on: October 22, 2009, 09:26:34 pm »

I'll probably rename the Cult's race to Corrupted Human or something like that to help clear up some confusion about them.

And I don't really want to get rid of them, since we have some interesting new roles we can give them to make them distinct from the dopps.
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JanusTwoface

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1009 on: October 22, 2009, 09:29:23 pm »

Distinct is good.

Will you update the roles/rules in the OP at some point?  No hurry, just curious when.
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Mephansteras

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1010 on: October 22, 2009, 09:31:48 pm »

I will. Possibly tonight as I'm going to be stuck working until 2am or so.
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Mr.Person

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1011 on: October 22, 2009, 11:39:12 pm »

I think, to make information on the third parties slightly less available, all of the non-town, non-dopp, non-cult roles should show up as "Unknown" to the agent, especially if you plan on adding more of them. So in that case, you could get 3 results on an inspection, which would pretty much be "Town", "Doppleganger" (or whatever you do for the cult), or "Unknown", for everything else.
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dakarian

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1012 on: October 22, 2009, 11:44:11 pm »

Good way to hide the Vamp and anything else that shows up.

I approve.
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Mephansteras

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1013 on: October 26, 2009, 02:09:05 pm »

Hmmm, yeah Unknown sounds good. It's really no more ambiguous then 'Alien' is without non-alien 3rd party roles, so that works fine for me.

Hmm...next big question is whether or not we want to add the Vampire in as an option for Round 11 or if we should wait until after the current changes are tested for a round.
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ToonyMan

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1014 on: October 26, 2009, 02:09:47 pm »

Doesn't matter.  I'll just be a townie.
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JanusTwoface

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1015 on: October 26, 2009, 02:13:55 pm »

I think we should go ahead and add the Vampire in. (Of course I would say that...) In a more scientific frame of mind, I'd say go slowly to see what exactly is breaking, but everything breaks in some way or another so it really cannot hurt.  And there's always the possibility that one isn't even generated, so... Go for it.

Potentially from Toony's standpoint, what would you say to removing Townies from the game?  He's been among very few in the last few games (yes?) and I don't think it would hurt too much to completely remove them.  Or weight them to be less likely.
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Vector

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1016 on: October 26, 2009, 02:17:02 pm »

Wouldn't that kind of screw around with the flavor some?  I feel like this game is already too power-role-heavy, so it's important to have a reasonably large townie base.  Power roles are fun, of course, but there is such a thing as too many (especially in a non-Toon/Weirdo/Ridiculous/whatever game).
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JanusTwoface

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1017 on: October 26, 2009, 02:18:41 pm »

The thing is that we really haven't had a townie heavy Paranormal since the one with two mafias (which turned out !!great!! albeit for other reasons).  I'm good either way, but I like having more roles rather than less.
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Mephansteras

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1018 on: October 26, 2009, 02:19:58 pm »

Removing townies would also cause problems for Dopp and Cult Leaders, as well as some of the Aliens (since No Role won't really show up from a legitimate source).

I am considering making Kook and Goth abilities rather then Roles, however.
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Pandarsenic

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Re: Paranormal Mafia Game - Rules Discussion
« Reply #1019 on: October 26, 2009, 02:22:14 pm »

I am considering making Kook and Goth abilities rather then Roles, however.


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