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Poll

Should we stop this round and start a new one?

Yes
- 14 (60.9%)
No
- 8 (34.8%)
Other (explain)
- 1 (4.3%)

Total Members Voted: 23


Pages: 1 ... 44 45 [46] 47

Author Topic: Paranormal Mafia - Round 7 - Game is ended  (Read 64521 times)

Mephansteras

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Re: Paranormal Mafia - Round 7 - Game is ended
« Reply #675 on: August 07, 2009, 07:09:04 pm »

Hmm...they'd have to be interesting roles, though. People don't really like playing the negative roles that much.
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ToonyMan

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Re: Paranormal Mafia - Round 7 - Game is ended
« Reply #676 on: August 07, 2009, 07:12:05 pm »

I do!
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Mr.Person

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Re: Paranormal Mafia - Round 7 - Game is ended
« Reply #677 on: August 07, 2009, 07:14:08 pm »

Simple way might be making them a mystery role. I have no idea how you can explain the flavor of that, though. Possibly investigatory roles that can get false info?
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Mephansteras

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Re: Paranormal Mafia - Round 7 - Game is ended
« Reply #678 on: August 07, 2009, 07:25:49 pm »

Hmm...non-sane investigators would work. I could go with Paranoid and Naive.

Agent is easy: Paranoid always sees Dopp/Cult, Naive always sees normal Human
Telepath: Paranoid always sees Kill, Naive always sees Survive
Detective: Paranoid I'm not sure about (Maybe Vigilante?), Naive would always see 'No Role'.
Reporter: Wouldn't work, I don't think.
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Archangel

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Re: Paranormal Mafia - Round 7 - Game is ended
« Reply #679 on: August 07, 2009, 07:46:09 pm »

For the reporter perhaps something like stupid: result is always stayed at home/no one came would work.
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Re: Paranormal Mafia - Round 7 - Game is ended
« Reply #680 on: August 07, 2009, 11:31:20 pm »

"Sleepy Reporter"

Always reports nobody came or went. :D
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Re: Paranormal Mafia - Round 7 - Game is ended
« Reply #681 on: August 08, 2009, 08:00:13 am »

False guardian (thinks he can protect people but actually cannot) is another option.  I wouldn't mind playing a negative role too much (well, depending on the negative roles.  Some negative roles, like "Suicidal towny" really suck).
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Alexhans

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Re: Paranormal Mafia - Round 7 - Game is ended
« Reply #682 on: August 08, 2009, 11:17:26 am »

Agent is easy: Paranoid always sees Dopp/Cult, Naive always sees normal Human
You pick one at random?

Reporter doesn't need to be paranoid or naive man... it would be too cold...

Now let's not get carried away with this and make it insanely anti-town now...

I say that the chance of a paranoid/naive cop/agent/telepath should be low... like 20/25% so you have some doubts but it will not completely screw the game.

Also, insane roles are usually meant to give a general result.  It would be too easy to discover the agent if he finds a vigilante.  DONT make paranoid Agents... just make naive ones that find "no role" and be done with it.

Remember:  Lets no get carried away with this.  Balance doesn't necessarily come by WIFOMing the whole town and it can be inmensely frustrating.
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Servant Corps

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Re: Paranormal Mafia - Round 7 - Game is ended
« Reply #683 on: August 08, 2009, 11:37:30 am »

How about a Scaredy Agent/Cop/Reporter? There is a 25% chance that if he might get scared and run away from the scene. That's not really that bad in the long term, since if you fail once, you can just try again.
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Alexhans

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Re: Paranormal Mafia - Round 7 - Game is ended
« Reply #684 on: August 08, 2009, 12:24:09 pm »

Before adding any role we should ask a couple of questions:

1) Why are we adding the role?
2) How does interact with the rest of the roles?
3) Who could fake claim that role?  How? Is there a way for town to see through the lie?
4) Does it add to the theme?
5) How much Wifom does it add?
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Rysith

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Re: Paranormal Mafia - Round 7 - Game is ended
« Reply #685 on: August 08, 2009, 02:27:07 pm »

It will be McArthy/ War on Terror all over again!

Are you now, or have you ever been, a doppleganger?

I like the idea of "scaredy" roles, though. It avoids the traditional problem of feeling totally useless (like with paranoid/naive), and lets them know when they've failed so there isn't much wifom, but lowers their usefulness.

If there was going to be a paranoid/naive role, I'd think that it would be a good idea to ensure a normal duplicate, and to have the paranoid/naive count against the number of no-role townies.
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JoshuaFH

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Re: Paranormal Mafia - Round 7 - Game is ended
« Reply #686 on: August 08, 2009, 03:23:46 pm »

No! I will not agree with anything that has a Percent chance to succeed in it's description! The victor should be determined through skill, not luck of the draw!

I also don't like the idea of paranoid/naive varients of all the detective roles. It's not only more complicated, but both paranoid/naive varients exist only to give false information, and are worse than townies. Plus, they could trigger war vets or sentry guns, getting themselves killed, making themselves even more anti-town.
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Rysith

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Re: Paranormal Mafia - Round 7 - Game is ended
« Reply #687 on: August 08, 2009, 03:35:17 pm »

I also don't like the idea of paranoid/naive varients of all the detective roles. It's not only more complicated, but both paranoid/naive varients exist only to give false information, and are worse than townies. Plus, they could trigger war vets or sentry guns, getting themselves killed, making themselves even more anti-town.

That's why I was suggesting the scaredy variants. They wouldn't trigger war vets/sentries and wouldn't give false information. It would just be someone with a higher-than-normal chance of being roleblocked, so they could help but not be relied on.
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ToonyMan

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Re: Paranormal Mafia - Round 7 - Game is ended
« Reply #688 on: August 08, 2009, 03:38:20 pm »

Like a semi-dump truck.  Only does half the work.
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Leafsnail

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Re: Paranormal Mafia - Round 7 - Game is ended
« Reply #689 on: August 08, 2009, 04:03:21 pm »

I also don't like the idea of paranoid/naive varients of all the detective roles. It's not only more complicated, but both paranoid/naive varients exist only to give false information, and are worse than townies. Plus, they could trigger war vets or sentry guns, getting themselves killed, making themselves even more anti-town.
That would be the point - a negative role.  I don't see why there's something inherently bad about having roles worse than townies.
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