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 ... 23 24 [25] 26 27 ... 117

Author Topic: Paranormal Mafia Game - Rules Discussion  (Read 144574 times)

JoshuaFH

  • Bay Watcher
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #360 on: July 20, 2009, 04:29:27 pm »

Spoiler (click to show/hide)

Alright, in that case, I should be careful to warn any future mediums to NOT TALK! Otherwise you'll be obligated to give out your name, and any dopp mediums will be able to pick you off very quickly.

Anyone that's dead should give out any helpful information they know without having to be asked, so the medium can receive it and use it as he needs.

Spoiler (click to show/hide)

Likewise to dopps, no talking during the day! Same goes for important town powerroles.

But can a watcher see a medium interacting with the dead?

Spoiler (click to show/hide)

So... eh... er... do the dopps get two kills a night?

That program your using to determine roles must be pretty flexible Meph.
Logged

ToonyMan

  • Bay Watcher
  • Danger Magnet
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #361 on: July 20, 2009, 04:32:34 pm »

Dopp vigilantes!  That's tough.
Logged

JoshuaFH

  • Bay Watcher
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #362 on: July 20, 2009, 04:37:11 pm »

Also, for the controlled doppleganger:

Spoiler (click to show/hide)

Will he revert to a normal one if the exterminator dies?
Logged

Mr.Person

  • Bay Watcher
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #363 on: July 20, 2009, 04:38:15 pm »

Dopp vigilante should be heavily weighed to make the town strong. In fact, it's stronger than any other dopp PR, imo.  If there's a dopp vig, the town's pretty much screwed unless they can kill it fast. You know what, I like it. Paranoia about vigilantes, here we come!

Meph, are you willing to release your Perl script out to the public?
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 #364 on: July 20, 2009, 04:38:52 pm »

Since the Medium's ability is Psychic, I'll say no, the Watcher can't figure out that the medium is talking with them.

As for the Dopp Vigilante...yeah, that's nasty. It's going to be a very expensive Power Role for the Dopps to have. But it's an option, which helps prevent a known Vig from becoming a central town base figure.

The Controlled dopp: Yes, he reverts if the Exterminator dies. I'll go edit that.

And, yes, my program is very flexible. Perl can do wonders!

Edit: Sure, Mr.Person, I'll release the latest version once I get it all tested with the new roles and faction.
« Last Edit: July 20, 2009, 04:40:32 pm by Mephansteras »
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

JoshuaFH

  • Bay Watcher
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #365 on: July 20, 2009, 04:40:42 pm »

can you list the role alignment point total management thing that shows how expensive each role is? Like you did in the first paranormal?
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #366 on: July 20, 2009, 04:41:39 pm »

I will. Once I run it through the program and decide all the weights are good.
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

Beacon80

  • Bay Watcher
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #367 on: July 20, 2009, 06:21:17 pm »

I like most of the roles, am indifferent about the rest, with the exception of the Watcher.  I don't like him.  Just the possibility of one being out there makes it almost impossible for the dopps to organize anything during the day.
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #368 on: July 20, 2009, 08:55:11 pm »

Ok, one last rule change. I decided that the Cultists having both Race/Role by the Detective is too unbalanced, so I'm switching them to having a Race of Human Cultist. Detectives will simply show any power roles they may have.
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

Org

  • Bay Watcher
  • Daring Hero
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #369 on: July 20, 2009, 09:03:57 pm »

Are you going to send out roles today?
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #370 on: July 20, 2009, 09:05:47 pm »

Maybe tonight, maybe tomorrow morning. Depends on how much time I have tonight to finish everything up. Game will start tomorrow at 10am pacific regardless.
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

webadict

  • Bay Watcher
  • Former King of the Mafia
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #371 on: July 20, 2009, 09:14:50 pm »

Maybe tonight, maybe tomorrow morning. Depends on how much time I have tonight to finish everything up. Game will start tomorrow at 10am pacific regardless.
Yeah, I reeeally want to see the costs for each role...
Logged

JoshuaFH

  • Bay Watcher
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #372 on: July 21, 2009, 04:55:41 am »

Another question: Since te alien scientist lets people go if they are someone he already has, is he notified of the alignment of every player he abducts? Kind of like a foolproof detective? Would this effected by a holoformer?
Logged

Pandarsenic

  • Bay Watcher
  • FABULOUS Gunslinger
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #373 on: July 21, 2009, 05:49:10 am »

Another question: Since te alien scientist lets people go if they are someone he already has, is he notified of the alignment of every player he abducts? Kind of like a foolproof detective? Would this effected by a holoformer?
Maybe the holoformer works and once it shuts down later he gets "thrown back" if he turns out to be the same thing?
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

webadict

  • Bay Watcher
  • Former King of the Mafia
    • View Profile
Re: Paranormal Mafia Game - Rules Discussion
« Reply #374 on: July 21, 2009, 08:21:19 am »

Another question: Since te alien scientist lets people go if they are someone he already has, is he notified of the alignment of every player he abducts? Kind of like a foolproof detective? Would this effected by a holoformer?
Could the Exterminator, in an extreme situation, use the Plasma Bomb WHILE kidnapped on the Scientist? I mean, he's pretty much already screwed, so why not?
Logged
Pages: 1 ... 23 24 [25] 26 27 ... 117