It seems that the this particular forum has been struck with a case of entirely too many games and not enough overall interest to keep all of the games lively; however, Paranormal is my favorite of the more traditional mafia games on this board and I'd hate to see it go. Therefore, I'm strongly in favor of trying to come to some sort of consensus on what would make for a fun Paranormal game for everyone involved and working towards that.
Having said that, I have been a proponent of adding more things and seeing what works in the past, but between seeing the last game and with the number of people withdrawing from this one, I think we may need to take stock of what we have and see if we can clean this up. Please keep in mind that all of the following are suggestions and that I haven't had much sleep for a few days, so all of these are up for debate.
Basically, what I did is go through all of the roles put them into three categories. Things that every mafia should have, things that we probably don't need, and things I'm not sure about. Overall, I'm suggesting that we remove about half of the roles focusing the game on a standard mafia with a few twists and third parties. If this works, then we can start branching out again.
Another point is, like I've said before, I'm fine with power role heavy games, but I think that we may have pushed Paranormal a bit much. Perhaps there should be a hard limit on the town of no more than half power roles? (With the dopps only being limited in points rather than numbers). That way there would be plenty of townies to go around but also a good number of power roles to keep things interesting. Also, I think that allowing any power role to be either town or dopp has helped to avoid having any confirmed townies (including the ability for more than one to show up), and I think we should continue with that.
Mephansteras, I hope I'm not stepping on any toes here. After all, this is largely your brainchild and I thank you for running it for so long and hope you continue to do so.
Anyways, these are my thoughts... What do others feel about it?
# Doppelganger - Standard mafia member
# Doppelganger Leader - Standard godfather
# Advanced Doppelganger - Interesting variant, break town centers
# Agent - Basic cop, always useful
# Detective - Can be used to detect liars and form town centers
# Medium - Interesting role, keeps dead people more or less involved
# Reporter - Can be used to detect liars
# Guardian - Basic guardian role, this is fine
# Psychic Warden - Basic role blocker, this is fine too
# Townie - Basic townie, keep it (duh)
# War Vet - Good way to keep the dopps on their toes, also can make townies lives interesting
# Vigilante - More or less standard, good to have
# Alien Scientist - Having third parties is useful, and I think having one kidnapper is good, can be problematic if there aren't enough aliens, maybe 1 vanilla townie, 1 human with a role, and 1 dopp?
# Survivor - Change (if this isn't the case) to they don't obstruct either side's win and they have to try to figure out who is winning and help them
# Cult Leader - Just another mafia, don't think we need it
# Cultist - Ditto the cult leader
# Telepath - It's basically a mix of Agent and Detective, I don't think we need all three
# Bodyguard - Duplicates the guardian, could be useful but we end up with quite a few of them
# Mad Scientist - They can be useful to either side or they can break the balance somewhat, depending on who gets them
# Enchanter - I've never actually seen one of these be useful
# Agent Seeker - The Seekers alwys seem to win and I don't think they add much to the game because they're so focussed on their own goals less than a team goal
# Doppelganger Hunter - Ditto Agent Seeker
# Cult Hunter - Doesn't make sense if there isn't a cult
# Werewolf - As soon as people figure out we have one, we're going to be focussed on killing it instead of dopp hunting
# Monster Hunter - Not really necessary without the Werewolf
# Watcher - I don't really like having a limit on the game beyond normal scum takeover, it takes to much focus away from the main game
# Alien Tech - The only remaining alien roles would be the Scientist and the Survivor, with that I think we should remove the tech completely and force them to rely on their wits
# Witch/Warlock - Similiar to a less focuessed War Vet, I don't think we need both
# Vampire - I like the idea of a weakened cult, could be interesting
# Exterminator - A serial killer is an interesting varient, but I'm not sure if we need it
# Operative - Has to help the serial killer, maybe gets promoted if the Extermiator dies?