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Author Topic: Paranormal Mafia - Round 7 - Signups Closed - game will start Tuesday  (Read 13035 times)

JoshuaFH

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Re: Paranormal Mafia - Round 7 - Signups
« Reply #60 on: July 20, 2009, 01:26:10 pm »

Well... Nuke did say something along these lines:

You know, after 5 rounds I think I have had enough of Paranormal mafia. I shall sit this one out.











...KIDDING.
Consider me in this and all future Paranormal mafia's unless I specifically state that I am not, repeatedly, whilst in a state of mental saneness.
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Mephansteras

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Re: Paranormal Mafia - Round 7 - Signups
« Reply #61 on: July 20, 2009, 01:29:21 pm »

I know, which is why I sent him the e-mail.

Maybe I'll include him anyway, and we'll all just accept that he'll be inadvertently lurking until he gets back.
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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

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Re: Paranormal Mafia - Round 7 - Signups
« Reply #62 on: July 20, 2009, 02:47:57 pm »

Hey everyone.
Im bored today.
I finished Dragonslayer though.
Errr....
When are we starting?
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Mephansteras

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Re: Paranormal Mafia - Round 7 - Signups
« Reply #63 on: July 20, 2009, 02:51:41 pm »

It says in the OP
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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

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Re: Paranormal Mafia - Round 7 - Signups
« Reply #64 on: July 20, 2009, 02:53:41 pm »

Ohh. Sorry.
An hour. Yey.
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JoshuaFH

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Re: Paranormal Mafia - Round 7 - Signups
« Reply #65 on: July 20, 2009, 02:55:28 pm »

So hold up, what changes are being made? I want to make sure because some people not understanding the rules actually came into play in the last couple paranormals.
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Mephansteras

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Re: Paranormal Mafia - Round 7 - Signups
« Reply #66 on: July 20, 2009, 03:02:33 pm »

I'm compiling all the rules changes and whatnot now. I'm also revamping how the rules set looks to make things more obvious.

Several major changes I can say right now:

All human/dopp shared Power Roles can now have 2 per side. This should help make Mass Roleclaims less useful as well as make the game more interesting.
Almost all town roles can now also be dopp roles (War Vet, Vigilante, Warlock, Medium, etc). Only exception at the moment is regular Townie and Kook.

I'm adding in the changes for end-game situations. (No double-lynch during lylo, limited dopp no-hunting nights, set maximum number of game days).

I'll be adding in roles that I'm comfortable with rules-wise that were voted for addition during the voting round. Ones that I'm still iffy on will go into the pending bucket. Ones that people seem to not want will go into a discard bucket.
« Last Edit: July 20, 2009, 03:04:42 pm by Mephansteras »
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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

Mephansteras

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Re: Paranormal Mafia - Round 7 - Signups
« Reply #67 on: July 20, 2009, 04:22:27 pm »

Ok, I've got the revised rule set up over in the discussion thread. Take a look and let me know what you think (in that thread, not this one.)
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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

Mephansteras

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Re: Paranormal Mafia - Round 7 - Signups
« Reply #68 on: July 20, 2009, 06:46:28 pm »

Ok, last call for sign-ups! I'm going to close the list once I get home from work. Probably around 5:30 or so.

I think I'll add Nuke, since he did say to assume he's in every Paranormal unless he says otherwise. He'll just be in a coma or something until he gets back.
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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

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Re: Paranormal Mafia - Round 7 - Signups
« Reply #69 on: July 20, 2009, 06:47:40 pm »

What time is it where you live?
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ToonyMan

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Re: Paranormal Mafia - Round 7 - Signups
« Reply #70 on: July 20, 2009, 06:47:50 pm »

That means 8:30 for me!  Yah!  I wonder what awesome role I get.
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Mephansteras

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Re: Paranormal Mafia - Round 7 - Signups
« Reply #71 on: July 20, 2009, 06:49:19 pm »

Pacific Time, folks. Same as always...

Also, I still have to do all the Role PM write-ups and whatnot, so you won't be getting your roles at 5:30 pacific. That'll happen whenever I can get it all finished up tonight.
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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

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Re: Paranormal Mafia - Round 7 - Signups
« Reply #72 on: July 20, 2009, 06:50:10 pm »

..oh.

8:30 for me too.
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webadict

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Re: Paranormal Mafia - Round 7 - Signups
« Reply #73 on: July 20, 2009, 08:05:03 pm »

Actually, I'm going for being a Scientist this round. I probably will be. Maybe. Or a Dopp Hunter.

Also, doesn't the Dopp Hunter and Agent Seeker impede Exterminator? Doesn't EVERYONE impede Exterminator?
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inaluct

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Re: Paranormal Mafia - Round 7 - Signups
« Reply #74 on: July 20, 2009, 08:07:50 pm »

Go town. :I
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