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On November 26 2010 17:32 RebirthOfLeGenD wrote:The curse is that randomly every night we will modkill one person and the town has to figure out if it was a mafia kill or from us based off behavioral analysis.+ Show Spoiler +Alright seriously though, there is no curse it was something we had in mind for the game before we standardized it. BC forgot to remove it and said we could leave it in for mind games but its counter intuitive. There is no hidden roles or curse in this game
Alright, that a bit more comforting. Otherwise this game would have been way to confusing.
But anyway lets get this show on the roll, glad we're finally getting this thing started
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On November 26 2010 19:51 Scaramanga wrote: Whats WIFOM mean? http://mafiascum.net/wiki/index.php?title=Wine_In_Front_Of_Me
it's like when u try to say "oh mafia killed this guy because he caught a mafia, or maybe they killed him because he accused a townie and they want to mindfuck is, or maybe they thought we would know that and killed him anyway, or maybe they..."
and it's just an infinite circle of maybe they thought this or that and in reality u can't know what they thought
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FREEAGLELAND26780 Posts
Statement: I am WiFOMing you right now. Kittens.
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wifom can be so much simpler than that
think about this statement:
i am not a witch
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FREEAGLELAND26780 Posts
No, your statement is false since it doesn't involve kittens!
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Flamwheel is a witch kitten
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MORNING EVERYONE.
What a sunny awesome day.
Who do we brutally kill?
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On November 26 2010 17:35 flamewheel wrote: Expelliarmus biatch
PROTEGO
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On November 26 2010 22:26 annul wrote:PROTEGO Sectumsempra I be cuttin you witch bitch
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Radfield
Canada2720 Posts
On November 26 2010 14:55 aidnai wrote:+ Show Spoiler +let me see here... Can you explain the 'curse' dynamic a little more? i.e. what effect does being cursed have on a townie?
Other than that, I think I understand the setup decently. I know the role count is not disclosed, but just to double check my assumptions with everyone... it's probably something close to 8 regular mafia/witches 1 godfather/elder
1 miller 1 chaos ensuant
2 DTs/witch hunters 2 medics/healers 1 mad hatter 1 vet/hardened soldier 1 vigi/paranoid villager
and about 13 townies
yes/no?
Lets hope they did a better job of balancing than that I think 6 mafia in a 30 player game is pretty standard (at least, 4 in a 20 player game is fairly standard). A likely KP of 3 to start with(normal formula is mafia #/2 rounded up). Add in a miller and a traitor, and we're probably looking at between 5 and 7 blue roles. As far as what those blue roles may be, I don't know, and it doesn't matter all that much. We get what we get.
On November 26 2010 13:06 DoctorHelvetica wrote: Discussion points: -How to unite town circle -How/when roleclaims should be done and handled -Possible medic/dt actions
Town circles are tricky, and should always be conducted on a need to know basis. We have both a miller and godfather, which severely slows down a potential Town Circle. If you're a dt, no one needs to know you're a dt until you find a red, and at that point you can go through an intermediary (someone you've already checked, who is likely[though not certainly] town aligned) and get them to speak up in the thread. The identity of the dt is biggest secret that needs to be kept.
Once the godfather goes down, the town circle will become immensely powerful. Keep in mind though, that the ONLY way to catch the godfather is through post analysis, and that as long as the gf is alive, the town circle is flawed. Hence, we need to focus on post analysis first, and town circles second.
I don't think there are any (good) hard and fast rules for dealing with roleclaiming in thread. Each needs to be dealt with on a case by case basis. If someone roleclaims out of the blue, that needs to be dealt with very differently then someone roleclaiming on death row.
We don't necessarily need to worry about the medics and dt's just yet. The mafia have all day to choose who will be the godfather, so offering the dt options at this point is somewhat useless. Doctors go with their gut or anyone they think is particularly valuable.
The role that really needs to be discussed is the Paranoid Villager(vigilante). Do NOT fire until there is good reason to do so. A well timed vig shot can be very, very useful as the game progresses, because it can give the town what amounts to a double lynch. eg. you have 2 lynch candidates on day 3, instead of overly worrying about who to kill, you simply lynch one and vig the other during the night. This saves both a lynch, and a potential dt check.
As far as Vet and Mad Hatter, there are lots of options for sneaky plays to draw hits, but you don't necessarily need to get carried away. Reasoned discussion and good posting is normally enough to get shot.
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good advice bro. vigs plz think really hard before using your hit. i wouldnt even consider using it before day 3 or 4 unless gf gets outed or something extreme.
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god damn I shoulda read the OP. Why are PMs allowed in a learning game? v_v
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On November 27 2010 01:20 Ace wrote: god damn I shoulda read the OP. Why are PMs allowed in a learning game? v_v
=O You are violating our People Who Read the Rules alliance?!
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On November 26 2010 23:29 Radfield wrote:Show nested quote +On November 26 2010 14:55 aidnai wrote:+ Show Spoiler +let me see here... Can you explain the 'curse' dynamic a little more? i.e. what effect does being cursed have on a townie?
Other than that, I think I understand the setup decently. I know the role count is not disclosed, but just to double check my assumptions with everyone... it's probably something close to 8 regular mafia/witches 1 godfather/elder
1 miller 1 chaos ensuant
2 DTs/witch hunters 2 medics/healers 1 mad hatter 1 vet/hardened soldier 1 vigi/paranoid villager
and about 13 townies
yes/no? Lets hope they did a better job of balancing than that ![](/mirror/smilies/wink.gif) I think 6 mafia in a 30 player game is pretty standard (at least, 4 in a 20 player game is fairly standard). A likely KP of 3 to start with(normal formula is mafia #/2 rounded up). Add in a miller and a traitor, and we're probably looking at between 5 and 7 blue roles. As far as what those blue roles may be, I don't know, and it doesn't matter all that much. We get what we get. ...
actually mafia KP is two until there only one scum remaining.
Declaring absence for 24 hours. Due to Thanksgiving followup activities with my cousins. There will be no computers/internet available, so see you later.
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Radfield
Canada2720 Posts
On November 27 2010 02:49 aidnai wrote:Show nested quote +On November 26 2010 23:29 Radfield wrote:On November 26 2010 14:55 aidnai wrote:+ Show Spoiler +let me see here... Can you explain the 'curse' dynamic a little more? i.e. what effect does being cursed have on a townie?
Other than that, I think I understand the setup decently. I know the role count is not disclosed, but just to double check my assumptions with everyone... it's probably something close to 8 regular mafia/witches 1 godfather/elder
1 miller 1 chaos ensuant
2 DTs/witch hunters 2 medics/healers 1 mad hatter 1 vet/hardened soldier 1 vigi/paranoid villager
and about 13 townies
yes/no? Lets hope they did a better job of balancing than that ![](/mirror/smilies/wink.gif) I think 6 mafia in a 30 player game is pretty standard (at least, 4 in a 20 player game is fairly standard). A likely KP of 3 to start with(normal formula is mafia #/2 rounded up). Add in a miller and a traitor, and we're probably looking at between 5 and 7 blue roles. As far as what those blue roles may be, I don't know, and it doesn't matter all that much. We get what we get. ... actually mafia KP is two until there only one scum remaining. Declaring absence for 24 hours. Due to Thanksgiving followup activities with my cousins. There will be no computers/internet available, so see you later.
You're right, I missed that. Not sure if that was always there or edited in later:
Witch - Your goal is to eliminate everyone else in the town. Your ability, as a group, is killing off whomever you decide on at night and knowing the role of each other player in the mafia. You may not kill other witches. Witch killing power is 2 until there are less than 2 witches.
The Elder - The Elder has the ability to decide what role he will appear to be when a witch hunter role checks him. It must be any role, but must be chosen day one, or he will default to townie role. After your role is chosen, you may not change it after that. The elder had 1 kp on his own. The elder is chosen by the witches.
So there is actually a KP of 3 until the Elder is dead, or until there is only 1 witch left.
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On November 27 2010 03:17 Radfield wrote:Show nested quote +On November 27 2010 02:49 aidnai wrote:On November 26 2010 23:29 Radfield wrote:On November 26 2010 14:55 aidnai wrote:+ Show Spoiler +let me see here... Can you explain the 'curse' dynamic a little more? i.e. what effect does being cursed have on a townie?
Other than that, I think I understand the setup decently. I know the role count is not disclosed, but just to double check my assumptions with everyone... it's probably something close to 8 regular mafia/witches 1 godfather/elder
1 miller 1 chaos ensuant
2 DTs/witch hunters 2 medics/healers 1 mad hatter 1 vet/hardened soldier 1 vigi/paranoid villager
and about 13 townies
yes/no? Lets hope they did a better job of balancing than that ![](/mirror/smilies/wink.gif) I think 6 mafia in a 30 player game is pretty standard (at least, 4 in a 20 player game is fairly standard). A likely KP of 3 to start with(normal formula is mafia #/2 rounded up). Add in a miller and a traitor, and we're probably looking at between 5 and 7 blue roles. As far as what those blue roles may be, I don't know, and it doesn't matter all that much. We get what we get. ... actually mafia KP is two until there only one scum remaining. Declaring absence for 24 hours. Due to Thanksgiving followup activities with my cousins. There will be no computers/internet available, so see you later. You're right, I missed that. Not sure if that was always there or edited in later: Witch - Your goal is to eliminate everyone else in the town. Your ability, as a group, is killing off whomever you decide on at night and knowing the role of each other player in the mafia. You may not kill other witches. Witch killing power is 2 until there are less than 2 witches.
The Elder - The Elder has the ability to decide what role he will appear to be when a witch hunter role checks him. It must be any role, but must be chosen day one, or he will default to townie role. After your role is chosen, you may not change it after that. The elder had 1 kp on his own. The elder is chosen by the witches.So there is actually a KP of 3 until the Elder is dead, or until there is only 1 witch left.
Hmmm, that is actually quite worrying. Because if we assume the elder lives for at least 5 days or so, in those 5 days Mafia will be able to kill 15 players, and considering there are 30 people and probably 6-7 witches. Besides this 5 people will lynched, meaning 10 players will be left, although this is not taking missed hits and town KP into account.
But this would still leave a situation where unless all the lynches were mafia there would be 3-4 mafia vs 6 town, and unless there are som medics or vets left or some town kp this situation would almost be a sure loss.
So in short we are actually quite pressured to hit a lot of mafia with our lynches, and the blues have to really be effective otherwise this game is going to be really hard to win :/
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Well, Idk, should we assume the Godfather will last that long? It is evident that this game will require a lot of accurate scum hunting, but that's not necessarily a bad thing.
I would say there is 1 elder and 5 witches, so a total of 6 scum. If town does well it shouldn't be too hard to eliminate at least 1 KP within a few days.
This game is a boot camp, right?
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Hello everyone,
I just had a wonderful Thanksgiving and I am ready to play! I hope people will be more active than it has been (I know I was not helpful here, but I am here now). I am sure the game will start to pick up now that Thanksgiving is over. Of course, now we have Black Friday. So maybe after today, the thread will start to be filled with discussions.
To help ensure that activity levels will rise, I will like to remind everyone (or inform people who don’t read the rules) that if you are inactive you will surely die without giving an excuse to the mods. I know we can not force people to read the thread. That is not the activity I am tlaking about here. By inactive, I mean for one not voting. Everyone needs to vote!
“If you do miss a vote, you will be modkilled.”
The problem with voting at this stage of the game besides the fact that it is only Day 1 is that we have no discussions currently to based our vote upon. Don’t worry, I am hoping that I will be able assist everyone here by reminding (hopefully) or informing you of the serious threat at hand of not posting:
“Furthermore, you must post at least once in this thread every day and night cycle to avoid being modkilled”
As you can see, everyone must post at least once per cycle and they must vote. I highly recommend that everyone post during the day cycle before voting. If you vote during the day cycle and decide to make the minimum of one post at night. You are just hurting town by not trying to contribute. If you don't have anything good to say, then just post telling us that you are around. I would not suggest spamming the thread so everyone will know that you are reading the thread 24/7. That would probably get real annoying and then I might get people to join me in lynching you. If you take the prior extreme discussed and post the minimum, I will try and advocate for your lynch as well.
If you think you can live by not posting and voting by the mercy of the mods, I would like to point out that the mods are serious in their endeavor to kill.
“I enjoy modkills, please, let me use bears (Yes, I modkill with bears. Deal with it.)”
Yes, he said it. He enjoys modkilling. Do you think he would sacrifice his joy of killing you to have mercy on you without a valid excuse? If by some luck of chance he does, do you think you can survive the wrath of the town? If so, what makes you think that you will not get hit by Paranoid Villager? Do you really think a medic would protect you? If you believe you will withstand all of these obsticles, then I question your sanity.
With that I rest my case. Everyone must post out of fear of punishment.
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