Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

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


Pages: 1 ... 68 69 [70] 71 72 ... 117

Author Topic: Paranormal Mafia Game - Rules Discussion  (Read 142749 times)

Leafsnail

  • Bay Watcher
  • A single snail can make a world go extinct.
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #1035 on: November 12, 2009, 05:23:18 pm »

Well, Possible Changes has the roles we've been talking about recently.  Proposed Changes has several roles which haven't been mentioned for ages, and there is some overlap between the two lists.  I dunno, it's not particularly important, just a bit messy.
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #1036 on: November 12, 2009, 05:24:15 pm »

Ah, ok. Well, I'll update those when I get a chance to bring them in line with where we're at.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

CobaltKobold

  • Bay Watcher
  • ☼HOOD☼ ☼ROBE☼ ☼DAGGER☼ [TAIL]
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #1037 on: November 13, 2009, 02:11:29 am »

No werewolves yet please.

On another thing, your flavor seems to lighten in detail with each passing game.  :-[ Ne'er again will we hear of the Mudhollow Times' Soul[sic] Remaining Reporter.
« Last Edit: November 13, 2009, 02:32:07 am by CobaltKobold »
Logged
Neither whole, nor broken. Interpreting this post is left as an exercise for the reader.
OCEANCLIFF seeding, high z-var(40d)
Tilesets

RedWarrior0

  • Bay Watcher
  • she/her
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #1038 on: November 14, 2009, 07:53:57 pm »

Wait, was there a Medium-Reporter blend in one person (joking)?
Logged

CobaltKobold

  • Bay Watcher
  • ☼HOOD☼ ☼ROBE☼ ☼DAGGER☼ [TAIL]
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #1039 on: November 14, 2009, 09:57:21 pm »

No. Just someone with a confused spelling of sole. :) That one (Para4b) is quite fun to read, if just for that. Most of the early ones are.
Logged
Neither whole, nor broken. Interpreting this post is left as an exercise for the reader.
OCEANCLIFF seeding, high z-var(40d)
Tilesets

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #1040 on: November 16, 2009, 06:25:21 pm »

Any particular reason you don't want the Werewolf in the game, Cobalt?
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

CobaltKobold

  • Bay Watcher
  • ☼HOOD☼ ☼ROBE☼ ☼DAGGER☼ [TAIL]
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #1041 on: November 16, 2009, 06:33:48 pm »

Primarily.
Spoiler (click to show/hide)
Secondarily, because "werewolf" seems to be starting to go nearer fantasy than "paranormal", to me. (My rule-of-thumb is sort of "blurry photograph on tabloid: does it fit?")
Logged
Neither whole, nor broken. Interpreting this post is left as an exercise for the reader.
OCEANCLIFF seeding, high z-var(40d)
Tilesets

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #1042 on: November 16, 2009, 06:44:25 pm »

Hehe, well, an actual Werewolf mafia game is a bit different then a werewolf role in a mafia game.

As for the 'Paranormal' aspect of it, Werewolves still mostly fit to me. I can easily see a tabloid cover saying 'Man is discovered to be an actual Werewolf!' with picture of a very hairy man in cuffs or something.

Unrelated note, I think I know what I'm going to do for the Exterminator. He will always have a regular Mind Shield, but I'll make a one-slot tech item that he can choose which has the Advanced properties. That should be it useful while not being a 'required' item to survive, since its presence means the town can't just assume that if they find everyone with a Mind Shield they'll find the Exterminator. The Advanced version will simply return 'Survive' to Telepaths and return a false result for all other Psychic powers.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

CobaltKobold

  • Bay Watcher
  • ☼HOOD☼ ☼ROBE☼ ☼DAGGER☼ [TAIL]
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #1043 on: November 16, 2009, 06:48:49 pm »

I'd rebut but that would be saying too much.
Logged
Neither whole, nor broken. Interpreting this post is left as an exercise for the reader.
OCEANCLIFF seeding, high z-var(40d)
Tilesets

Mr.Person

  • Bay Watcher
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #1044 on: November 16, 2009, 07:06:31 pm »

Perhaps scientist should be able to take an Advanced Mind shield as tech?
Logged
Youtube video of the year, all years.
Hmm...I've never been a big fan of CCGs - I mean, I did and still do collect Pokemon cards, but I never got heavily into the battling and trading thing.

By definition that makes you a fan since you still buy them.

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #1045 on: November 16, 2009, 07:09:18 pm »

Hmm, possible.

Perhaps a Mind Shield tech item for Aliens and Mad Scientists. If you already have a Mind Shield, it acts as an Advanced Mind shield. That way Exterminators can always have an Advanced Mind Shield if they wish, and other Aliens/MS can either get a Mind Shield or upgrade their own.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

CobaltKobold

  • Bay Watcher
  • ☼HOOD☼ ☼ROBE☼ ☼DAGGER☼ [TAIL]
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #1046 on: November 16, 2009, 07:18:02 pm »

would, then, one be able to pick two mindshields if two-slots to get Advanced?
Logged
Neither whole, nor broken. Interpreting this post is left as an exercise for the reader.
OCEANCLIFF seeding, high z-var(40d)
Tilesets

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #1047 on: November 16, 2009, 07:20:59 pm »

Yes, if you had two slots and didn't already have a mind shield you could use both to get an Advanced mind shield. Not sure who would do that at this point, since the Watcher doesn't need a Mind Shield to win and the Scientist only has one slot now, but it would work that way.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Pandarsenic

  • Bay Watcher
  • FABULOUS Gunslinger
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #1048 on: November 16, 2009, 07:50:07 pm »

Problem: Only scum (Dopps, Cult, Exterminator) receive a substantial benefit from a Mind Shield

Problem: Exterminator is screwed without a Personal Shield more often than not.

Suggestion: The Exterminator has two tech slots, a Large Tech Slot and a Small Tech Slot. Small Tech can only take 1-value techs, Large Tech can take a one-value or two-value tech. This alleviates the fear of the Exterminator going, say, Assassin Bot + Deadman Bomb + Personal Shield

Quick Question. Are there any techs you can take multiples of? Like double assassin bot?
Logged
KARATE CHOP TO THE SOUL
Your bone is the best Pandar honey. The best.
YOUR BONE IS THE BEST PANDAR
[Cheeetar] Pandar doesn't have issues, he has style.
Fuck off, you fucking fucker-fuck :I

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #1049 on: November 16, 2009, 07:56:31 pm »

Hmm, that's an idea.

Currently you are restricted to a single one of each tech.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One
Pages: 1 ... 68 69 [70] 71 72 ... 117