Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 40

Author Topic: Paranormal Mafia Round 18 - Game Over  (Read 126416 times)

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Paranormal Mafia Round 18 - Game Over
« on: February 11, 2011, 02:35:25 pm »

New thread, since the other one got a bit cluttered.

Please wait to post until I start the day.


Players List
  • Pandarsenic
  • webadict - Town Psychic Warden
  • Toaster - Town Guardian/Kook
  • JanusTwoFace - Town Psychic Warden
  • Jim Groovester
  • Org - Town Psychic Warden
  • Argembarger
  • NativeForeigner
  • Book
  • Ottofar - Town Military Scientist/Kook
  • Leafsnail
  • Dariush
  • Mysteriousbluepuppet - Town Telepath
  • Mr.Person
  • Jokerman-EXE - Town Enchanter
« Last Edit: February 28, 2011, 08:26:47 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

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Paranormal Mafia Round 18
« Reply #1 on: February 11, 2011, 02:35:52 pm »

Here are the current rules:

Here is the (current) list of possible roles:
Spoiler (click to show/hide)

Definitions:
    Doppelganger: These foul creatures kill and eat humans, taking on all of their memories and abilities. Once they have a form, most doppelgagners cannot change again. They are a flawed species, and possess and uncontrollable bloodlust forcing them to kill and eat humans each night. Their goal is to destroy all of the humans in the town and make their way out into the larger world.
    Night Kill: Any kill that happens during the Night Phase. The Doppelgangers and Cultists each get 1 Night Kill as a group, in addition to any allowed by Roles.
    Morningkill: A morning kill happens between the night and day phase, and cannot be prevented by abilities that prevent night kills. (Such as the Guardian)
    Abduction: When a player abducts another player, two things happen. First, the abducted player is role-blocked for the night. Second, that player is removed from play for that night (and possibly the game). While removed, they cannot be the target of any other night action and cannot vote or be lynched during the day. Exceptions: The Paranoid War Vet and Sentry Gun are not role-blocked by an abduction, and will kill the player attempting the abduction. Abducted players are not role-flipped until their abductor leaves the game.



I've written a perl script to pick roles and whatnot randomly. It has some rules that it follows, but it should make for a nice amount of randomness to the set-up. Note that while I'll generally just go with whatever it spits out, I may make modifications to the set-up in order to make a more interesting game or to test out a specific feature. Also note that I will intentionally mess or not mess with stuff just to screw up anyone depending on the Gambler's Fallacy.

Not all roles are guaranteed. In fact, it's quite possible to have a game with nothing but normal doppelgangers and humans.


General Rules:
 
Spoiler (click to show/hide)

  Feel free to ask for clarification on any rule.
 

« Last Edit: February 25, 2011, 05:58:37 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

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Paranormal Mafia Round 18
« Reply #2 on: February 11, 2011, 02:43:02 pm »


 It was a small town. Far from the horrors that beset the rest of the world. Hidden. Isolated. A perfect place to think, or to hide.

 But recently things have begun to go wrong. An accident involving two semis closed down the bridge. Then people began dying. People would vanish, with nothing but pools of blood to show where they died. And four strange, leathery pods were found in the abandoned mine.

 Panic set in. Many people left, trying to ford the river or leaving in makeshift rafts. How many survived that perilous attempt? No one knows, but from the bodies that you did find at least a few didn’t make it.

 Now there are just a handful of you left. You’ll have to work together to find these monsters and kill them before they kill you.




Day 1 has begun! Day will go until ~5pm Pacific Monday.
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

JanusTwoface

  • Bay Watcher
  • murbleblarg
    • View Profile
    • jverkamp.com
Re: Paranormal Mafia Round 18
« Reply #3 on: February 11, 2011, 02:48:56 pm »

You're scum. All scum. But most particularly Org. Tell me, why shouldn't we lynch you Day 1?

A few questions for others while I'm at it:
  • Pandarsenic, if you were a Heroic Guard and knew nothing who would you absolutely protect with your life? Who would you absolutely not?
  • Book, which alien do you think would be most interesting to play? (Also, I now think of Shepard Book anytime I see your name...)
  • Ottofar, why do you think I picked these three people to question?
Logged
You may think I'm crazy / And I think you may be right
But life is ever so much more fun / If you are the crazy one

My blog: Photography, Programming, Writing
Novels: A Sea of Stars, Confession

Dariush

  • Bay Watcher
  • I don't think I !!am!!, therefore I !!am!! not
    • View Profile
Re: Paranormal Mafia Round 18
« Reply #4 on: February 11, 2011, 02:52:34 pm »

Boo.

Argembarger, you were scum in two games out of three I played with you (IIRC). What did you learn about playing as scum?

PPE: Damn ninjas.

Jim Groovester

  • Bay Watcher
  • 1P
    • View Profile
Re: Paranormal Mafia Round 18
« Reply #5 on: February 11, 2011, 02:53:09 pm »

Booook, I got the impression in Supernatural 3 that the lessons you were going to take from the town loss were to be more irrationally paranoid about everything. If that's not the case, what did you take away from that game?

Toaster, are you a third party killing role again? Or are you scum this time? Because everybody knows you're never town.
Logged
I understood nothing, contributed nothing, but still got to win, so good game everybody else.

Jokerman-EXE

  • Bay Watcher
  • JUSTICE!
    • View Profile
Re: Paranormal Mafia Round 18
« Reply #6 on: February 11, 2011, 02:56:15 pm »

Oh shiiiiiiiiiiiiiiiiiiiit, Jokerman's back on the playing side. It's weird not having a tab open with everyone's role and alignment for any time I forget.

Dariush, if you were scum, and you were being called out, would you fakeclaim to save yourself? Or would you push someone else's lynch?
Logged
Quote from: Solifuge
Jokerman + Solifuge 4 Ever. // <3 <3 <3
Quote from: Org
Derpa  herp // Derpy derp derp herp derp
Quote from: Toaster
BLARG IM DED

webadict

  • Bay Watcher
  • Former King of the Mafia
    • View Profile
Re: Paranormal Mafia Round 18
« Reply #7 on: February 11, 2011, 03:01:20 pm »

Vote Janustwoface. He's scum. The automatic attack on everyone enters the game as a joke, rendering any point he makes as moot.
Logged

Dariush

  • Bay Watcher
  • I don't think I !!am!!, therefore I !!am!! not
    • View Profile
Re: Paranormal Mafia Round 18
« Reply #8 on: February 11, 2011, 03:03:45 pm »

Oh shiiiiiiiiiiiiiiiiiiiit, Jokerman's back on the playing side. It's weird not having a tab open with everyone's role and alignment for any time I forget.

Dariush, if you were scum, and you were being called out, would you fakeclaim to save yourself? Or would you push someone else's lynch?

HOLY SHIT I'VE BEEN VOTED. OMGUS TIME. JOKERMAN.

I would push someone's lynch unless I have sufficient time and knowledge to prepare a convincing claim. I vastly overestimated my ability in Sorcerer's Apprentice, with disastrous results, so I certainly will try and evade that mistake next time.

Toaster

  • Bay Watcher
  • Appliance
    • View Profile
Re: Paranormal Mafia Round 18
« Reply #9 on: February 11, 2011, 03:04:57 pm »

Jim:  Sadly, Meph's script broke down and made me town this time.

However, it did make me a Kook, so that's something.


Leafsnail:  If you were a xenozoologist, what criteria would you use to capture someone N1?  Would you seek help from the town?  If so, when?
Logged
HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Jim Groovester

  • Bay Watcher
  • 1P
    • View Profile
Re: Paranormal Mafia Round 18
« Reply #10 on: February 11, 2011, 03:08:08 pm »

Jim:  Sadly, Meph's script broke down and made me town this time.

However, it did make me a Kook, so that's something.

Uhhh, right.

So let's say you are a Kook. Why'd you pick claiming openly on Day 1 over claiming privately to someone you think is town, or just keeping it a secret? Why'd you pick that particular Kook claim strategy?
Logged
I understood nothing, contributed nothing, but still got to win, so good game everybody else.

Leafsnail

  • Bay Watcher
  • A single snail can make a world go extinct.
    • View Profile
Re: Paranormal Mafia Round 18
« Reply #11 on: February 11, 2011, 03:10:10 pm »

Hello, Argembarger.  If you were scum, who would you randomvote?

Leafsnail:  If you were a xenozoologist, what criteria would you use to capture someone N1?  Would you seek help from the town?  If so, when?
If they look like scum, abduct them.  Better chance of getting an alien or doppelganger that way, no?

I'd seek help from the town if I only needed one more and they'd found one of that type.

@Jim: Claiming kook day one is pretty much correct play now that it's a trait rather than a role.  It a) stops cops from wasting claims, and b) stops doppelgangers from weaseling their way out of a lynch later.
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Paranormal Mafia Round 18
« Reply #12 on: February 11, 2011, 03:11:12 pm »

The Whiteboard
Argembarger: Dariush, Leafsnail
Dariush: Jokerman-EXE
JanusTwoFace: webadict
Leafsnail: Toaster
Org: JanusTwoFace
Toaster: Jim Groovester



Day ends ~5pm Pacific Monday

For those that are waiting on a response to your PM, I hit my limit. So I'll answer questions in about an hour or so.
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

Ottofar

  • Bay Watcher
  • Wait, spinning?
    • View Profile
Re: Paranormal Mafia Round 18
« Reply #13 on: February 11, 2011, 03:13:32 pm »

Janus: Hard to read?

I don't really know.
But.

MBP, what tech would you pick as
a) Military Scientist
b) Cutting Edge Scientist
c) Intelligence Scientist?

Book,
as the exterminator, which techs would you pick?

And Toaster, that makes two of us.

Jim Groovester

  • Bay Watcher
  • 1P
    • View Profile
Re: Paranormal Mafia Round 18
« Reply #14 on: February 11, 2011, 03:14:36 pm »

@Jim: Claiming kook day one is pretty much correct play now that it's a trait rather than a role.  It a) stops cops from wasting claims, and b) stops doppelgangers from weaseling their way out of a lynch later.

I know that. I also didn't do it when I was a kook. And while that is an ideal situation, it frequently turns out that Day 1 Kook claimers get voted to hell by hardheaded idiots.

I also want to know what Toaster thinks, which was more the point of the question, since there are a variety of ways to handled the kook claim, some better than others.

And Toaster, that makes two of us.

Well, that's interesting.
Logged
I understood nothing, contributed nothing, but still got to win, so good game everybody else.
Pages: [1] 2 3 ... 40