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 ... 10 11 [12] 13 14 ... 117

Author Topic: Paranormal Mafia Game - Rules Discussion  (Read 144715 times)

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #165 on: June 12, 2009, 08:44:48 pm »

Ok, Ghost is unquestionably overpowered. Here are some thoughts I have on how to change the Ghost.

Option 1) Remove the role entirely
Option 2) Add another Ghost role: Twisted Spirit. The Twisted Spirit changes alignment upon death and seeks to help the Doppelgangers win. There will be no way to determine what type of Ghost is in play. Only one Ghost can show up per game.
Option 3) Switch the Ghost's ability. Instead of being able to talk but not Vote, the Ghost will be able to Vote but not post or PM people.

Preferences? Other thoughts?
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

Archangel

  • Bay Watcher
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #166 on: June 12, 2009, 08:47:34 pm »

Well, my preference is option one.
Logged
There's about 25 of the fuckers and the three sarge killed were at point blank range - it's got to be zombies or a bunch of really dumb terrorists with knives.
My full sig

Org

  • Bay Watcher
  • Daring Hero
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #167 on: June 12, 2009, 08:48:07 pm »

Well, then he can vote for 3, but only to vote. No talking other than vote. Or he PMs you.
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #168 on: June 12, 2009, 08:52:31 pm »

Well, then he can vote for 3, but only to vote. No talking other than vote. Or he PMs you.

He can PM me with his vote.
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

inaluct

  • Bay Watcher
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #169 on: June 12, 2009, 09:03:23 pm »

I like option 2.
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #170 on: June 12, 2009, 10:30:26 pm »

Here is my thought in general on the next round:

Change or Remove Ghost
Remove Agent Seeker
Add in Alien Operative and Scientist
Add in Child

Thoughts?

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

R1ck

  • Bay Watcher
  • Uninvited Guest
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #171 on: June 12, 2009, 10:36:07 pm »

Here is my thought in general on the next round:

Change or Remove Ghost
Remove Agent Seeker
Add in Alien Operative and Scientist
Add in Child

Thoughts?

Seems pretty good to me.

I have a idea for a minor change: Reveal what gadget a mad scientist had when they die. Otherwise, there's really no way of telling what they might have done while they were still living. Then again, I suppose it adds to the mystery a bit...
Logged
BTEAMHOB-Year 10 - It's POI'd to the extreme

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #172 on: June 12, 2009, 10:40:41 pm »

That'd be easy enough to do, I suppose. And it doesn't ruin anything, so I'm fine with it.
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

Archangel

  • Bay Watcher
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #173 on: June 12, 2009, 11:26:12 pm »

Why remove the agent seeker?
Logged
There's about 25 of the fuckers and the three sarge killed were at point blank range - it's got to be zombies or a bunch of really dumb terrorists with knives.
My full sig

Pandarsenic

  • Bay Watcher
  • FABULOUS Gunslinger
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #174 on: June 13, 2009, 12:19:08 am »

If he strikes a deal with the town base he becomes a second AWV.
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

Servant Corps

  • Bay Watcher
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #175 on: June 13, 2009, 12:48:26 am »

And I wish I knew of that when I was the Agent Seeker. As it stood, I thought of myself as an Exterminator Alien, not as an AMV.

There is a fix to the Agent Seeker, if the Agent Seeker targets a Dopp, the Agent Seeker is the one that dies along with the Dopp. The Agent Seeker still kills the Dopps, but he does not accomplish is goal of, you know, meeting up with the Agent.
« Last Edit: June 13, 2009, 12:50:01 am by Servant Corps »
Logged
I have left Bay12Games to pursue a life of non-Bay12Games. If you need to talk to me, please email at me at igorhorst at gmail dot com.

Solifuge

  • Bay Watcher
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #176 on: June 13, 2009, 12:56:40 am »

What if he targets a Doppleganger Agent?

I'd second removing the Agent-Seeker. Dopple-Seeker is fun though.
Also, I'm going to repost the Ghost Suggestion I gave to Meph in the Dopple Chat:

Quote from: Solifuge: Doppleganger Chat
I'd agree that the Ghost is extremely powerful, and needs nerfing. I think that limiting the Ghost's ability to appear to one single day, as a power they can use after their Death, which would temporarily remove them from Dead Chat to speak on their behalf would be good. That, or replace them with a role that resurrects immediately on death (Zombie? Poltergeist?), but which doen't fully role-flip, and who could be a Dopple/Alien/Townie. They would then die at the end of the day, or perhaps require a re-lynch (better to use Zombie for that style). Then, after their second death, they would do a True Role-Flip.
Logged

Servant Corps

  • Bay Watcher
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #177 on: June 13, 2009, 01:08:57 am »

What if he targets a Doppleganger Agent?

Then you will talk to the Agent and ignore the fact that he's a Doppelganger Plant.

On second thought, removal does seem to be worthwhile. I do think I need to resurrect my Alien Mafia to test out new roles...
Logged
I have left Bay12Games to pursue a life of non-Bay12Games. If you need to talk to me, please email at me at igorhorst at gmail dot com.

JoshuaFH

  • Bay Watcher
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #178 on: June 13, 2009, 02:05:12 am »

Twisted spirit sounds MIGHTY FINE if you ask me. Not being able to tell means that roleclaiming to him is a liability, not an advantage. Plus, a twisted spirit would have to put up a pretty awesome masquerade to lead the dopps to victory, since he wouldn't know who he was or vice-versa.

One thing I found odd: in the order of priority schema that Meph laid out, the priorities of actions go as follows:

Roleblockers
protectors
investigators (includes dopp seeker)
Nightkills (includes agent seeker)

The problem here is that it creates a logical paradox in one very specific scenario, which is that a dopp protector, abducted by a dopp seeker, is still able to protect, despite not physically being there.

Also, Meph, can you re-elaborate on the difference between an alien operative and scientist?
Logged

Pandarsenic

  • Bay Watcher
  • FABULOUS Gunslinger
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #179 on: June 13, 2009, 02:36:47 am »

Actually, it goes:

Doppleganger Hunter
Roleblocker
Protector
Investigator
Nightkiller
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
Pages: 1 ... 10 11 [12] 13 14 ... 117