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Poll

What kind of set-up should this be?

Closed (Role information is unknown at the start)
- 2 (12.5%)
Closed Scum (Town roles are known, scum/3rd party are not)
- 8 (50%)
Open (All roles and information known - similar to Paranormal)
- 5 (31.3%)
Other
- 1 (6.3%)

Total Members Voted: 16


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Author Topic: Supernatural Mafia - Discussion  (Read 8736 times)

Criptfeind

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Re: Supernatural Mafia - Discussion
« Reply #15 on: May 20, 2010, 09:56:47 pm »

I thought about trying to run that as a bastard mod. But than I thought that it would be pretty boring and quick.

But I don't have any balancing skills.

How would you do it?
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RedWarrior0

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Re: Supernatural Mafia - Discussion
« Reply #16 on: May 20, 2010, 09:59:20 pm »

A bunch of SKs and a single Psychiatrist.
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Criptfeind

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Re: Supernatural Mafia - Discussion
« Reply #17 on: May 20, 2010, 10:00:48 pm »

That made me laugh. The flavor opportunities.
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RedWarrior0

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Re: Supernatural Mafia - Discussion
« Reply #18 on: May 20, 2010, 10:02:29 pm »

It's very much been done on IRC before, though I forget the setup.
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webadict

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Re: Supernatural Mafia - Discussion
« Reply #19 on: May 20, 2010, 10:08:08 pm »

It's very much been done on IRC before, though I forget the setup.
Momir-duel?
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Jim Groovester

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Re: Supernatural Mafia - Discussion
« Reply #20 on: May 20, 2010, 10:16:35 pm »

There are a few roles in the list I don't like or foresee problems with.

Dreamwalker will encourage everyone to limit the amount of PMs that go around. I'd rather everybody just be able to freely converse with each other, so that they can plot and scheme to maximum effect.

Priest is problematic, because he can easily create a CT if there are roleflips on death. The same sort of issues that the Disciple of Truth had the priest will have.

Necromancer is too powerful, since he can basically recruit anyone and turn them into an untargetable and unkillable ally with a nightkill. I like the idea of turning dead players into zombies, though.

Guard is a roleblocker and a protector? Those roles should be split, I believe.

A good flavor element would be to talk about the moon, and how the looming approach of the full moon weighs heavily on the town.
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Criptfeind

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Re: Supernatural Mafia - Discussion
« Reply #21 on: May 20, 2010, 10:21:03 pm »

Necromancer is too powerful, since he can basically recruit anyone and turn them into an untargetable and unkillable ally with a nightkill. I like the idea of turning dead players into zombies, though.

This seams easy to fix. Make
Wins when he and his Zombie (if he has one) equals or outnumber all other players.

Into

Wins when he and his Zombie (if he has one) equals or outvotes all other players.

And make sure that any roles they retain are not very powerful (or drop that) and they are a SK who can only kill night 2+.

Okay don't drop the roles, they need them to stay flavorful and not all around a cheep SK.
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Mr.Person

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Re: Supernatural Mafia - Discussion
« Reply #22 on: May 20, 2010, 10:23:31 pm »

I like the moon idea. The moon becomes full on Night 3, and all the nasties are most powerful when the moon is full. After that, however, they become weakened.
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Mephansteras

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Re: Supernatural Mafia - Discussion
« Reply #23 on: May 20, 2010, 10:27:18 pm »

Perhaps I should clarify some of them.

Dreamwalker gets someone's Night Result PM from me. They don't know who it was originally sent to. They wouldn't get PMs players send to one another.

The Necromancer himself does not get a night kill, he has to have the Zombie do it. If he dies, the Zombie is destroyed. Might make sense to have a role that can find and kill Zombies, though.

The Guard Roleblocks and Protects a single person. Basically locking them up for the night.

The Priest issue is a good point. I'll have to think about that.

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Jim Groovester

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Re: Supernatural Mafia - Discussion
« Reply #24 on: May 20, 2010, 10:41:30 pm »

Dreamwalker gets someone's Night Result PM from me. They don't know who it was originally sent to. They wouldn't get PMs players send to one another.

Ah, I see. They get the results of an action, not discussion between players. They might get the PM of the player who nightkilled somebody or the result of an investigation. That makes it an interesting role then. I'd say try it out.

The Necromancer himself does not get a night kill, he has to have the Zombie do it. If he dies, the Zombie is destroyed. Might make sense to have a role that can find and kill Zombies, though.

Well, at the very least, the town should know that there are zombies before they start munching on people's brains. When a zombie gets raised, there should be flavor text about how so-and-so's grave is missing his body. And he can only raise one zombie, right? It might not be so bad if the town is warned beforehand, or there's a role that finds and kills zombies.

Maybe repurpose the priest into a role that prevents or cures zombification, and possibly vampirism as well?

I like the moon idea. The moon becomes full on Night 3, and all the nasties are most powerful when the moon is full. After that, however, they become weakened.

Maybe something like unstoppable kills? I think making them unkillable during the full moon would be too powerful, but overpowering protection and roleblocks, and maybe even doctors, seems like something that monsters powered by the full moon should be able to do.

And when the night is full moon should probably be made random, instead of always on Day 3.
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Criptfeind

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Re: Supernatural Mafia - Discussion
« Reply #25 on: May 20, 2010, 10:43:27 pm »

Maybe make it so that during the full moon they can pass on their curse?

Needs lots of work to be balanced though.
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Mr.Person

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Re: Supernatural Mafia - Discussion
« Reply #26 on: May 20, 2010, 11:06:30 pm »

Different roles get different powers, I would say. Some don't care at all for the moon while others can't get enough of it. And possibly something to balance getting stronger. Weaknesses on the chosen night would also be cool.

How about for the Seer, instead of getting "Town", "Mafia", or "Neutral", (Mafia? There's like 5 different kinds, which one?) we just go straight to "Natural", "Unnatural", and "Supernatural"? Natural is for mundane humans. Unnatural is for humans with special, divine, or otherworldly abilities. Supernatural is for monsters and beings not of Earth. I guess if you want, you can have a regular old cop, but I really like the "goal" system in Paranormal and want to have more inspections like that.
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Mephansteras

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Re: Supernatural Mafia - Discussion
« Reply #27 on: May 21, 2010, 12:29:14 pm »

I had been thinking of giving the Seer more specific results, like 'Human, Cultist, Vampire, Demon, etc'. Might be interesting to have different 'levels' of Seer, though, that get more accurate results the more powerful they are. Kind of like the Paranormal Bodyguard system.

I also figured out an easy way to handle the Priest situation. Make normal Priests and Tainted Priests. Tainted Priests always raise the person as a Demon instead of whatever they were before. The priest's type would NOT role-flip on death, so there would be no way for the town to know if the raised person was in fact a townie.

New role idea: Sexton (graveyard keeper)
  The Sexton is in charge of the graveyard. He is notified if anyone does something to a body in the graveyard during the night. So he'd get messages like 'The body of so-and-so was disturbed during the night. It is missing the next morning'. He wouldn't know exactly what happened, but he'd be able to alert the town if that sort of thing happened and the body didn't show back up.

Oh, and another interesting role: Ghoul SK
  Can choose to EAT a dead body during the night or perform a Night-Kill. If he eats a dead body, his next Night Kill is unstoppable.


I kind of like the idea of Supernatural being a game where there could be many, many dangers that could come at the town. Which ones would change from game to game, and the interactions between them could be very interesting.

Another possible role: Sage, or maybe Astrologer
  The Sage studies the signs surrounding the coming catastrophe, and can warn the town of the dangers that they will face. So, a power role that's really only useful day 1 but would be able to tell the town that they had to deal with, say, Vampires and a Ghoul or Werewolves and a Necromancer.
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webadict

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Re: Supernatural Mafia - Discussion
« Reply #28 on: May 21, 2010, 12:49:03 pm »

Also, if the Ghoul eats a body, it can't be resurrected.
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Mephansteras

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Re: Supernatural Mafia - Discussion
« Reply #29 on: May 21, 2010, 12:50:25 pm »

Also, if the Ghoul eats a body, it can't be resurrected.

Ah, yes. Of course. Also, I think the Eat action would happen before a Resurrect action if they both targeted the same body.


Oh, and a new Werewolf role:
   Flanker - if the Flanker assists the Werewolf performing the Night Kill, the kill becomes Unstoppable
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