##Vote AirbladeOrange
TL Mafia XXXVIII - Page 174
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urashimakt
United States1591 Posts
##Vote AirbladeOrange | ||
ilovejonn
Canada2548 Posts
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BrownBear
United States6894 Posts
In the end, it had all been for naught. AirbladeOrange paced back and forth in his bedroom as the chants grew steadily louder outside. Directionless, leaderless, most of his allies dead, and outnumbered, he and the few survivors had tried their best to continue on the fight, but in reality, it had been a lost cause from the start. When Plexa's hammer had caved in Ace's skull. Ace had been the face and the voice of their cause, and Coagulation had been a poor replacement - not Coag's fault, he just could have never hoped to measure up. And then, after Coagulation and GMarshal had been brutally caught and killed, it had really just came down to how long they could survive before finally figured out. And now, AO had his answer. Until today. He turned to the last two of his brothers, taking a deep breath to steady himself as he did so. "You guys ready?" DarthThienAn grinned lifelessly as he hoisted the banhammer taken off of Pandain over his shoulder. "Not really, but is anyone ever, really?" TranceStorm said nothing, as he normally did. He simply looked out the window at the crowd, and spat in disgust. AO sighed, and headed downstairs, followed by DTA and TranceStorm. All three of them stood in front of AO's front door, weapons at the ready. They may have lost, but they weren't going to just let themselves be forgotten. If nothing else, they'd make history remember them, so that someday in the future, perhaps somebody would read about the Red Rebellion, and become inspired. So that someday, somewhere, someone would finish what had been started. DTA kicked the door open, and the three of them walked outdoors, to face the music. The Mafia Team has conceded! Town wins! Rolelist coming in a bit, Night Action list and post-game discussion thread will be coming tomorrow. Congratulations to the town for their victory! | ||
Barundar
Denmark1582 Posts
GG all, thanks for hosting BB, I had a laugh. | ||
GGQ
Canada2653 Posts
GG mafia, I'm 2/2 as a vigilante so far ![]() | ||
ilovejonn
Canada2548 Posts
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Coagulation
United States9633 Posts
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BrownBear
United States6894 Posts
Mafia: 8 Total: 6 Goons, 2 Roleblockers, 1 (elected) GF Roleblockers: DropBear and TranceStorm Godfather: Coagulation Goons: GMarshal, AirbladeOrange, DarthThienAn, Serejai, Milkyst 3rd Party Roles: 3 total: 3 Assassins Assassins: Protactinium, Mr. Wiggles, Eiii (winner!) Blue Roles: 12 total: 2 Trackers, 2 Watchers, 1 Veteran, 4 Vigilantes, 3 Medics Trackers: M0nsterChef, darmousseh Watchers: jaminz, kitaman27 Veteran: DoctorHelvetica Vigilantes: Pandain, urashimakt, chaoser, GGQ Medics: Mig, bumatlarge, aidnai Green Roles:17 total: 4 Nosy Neighbors, 11 Town, 2 Bodyguards. Nosy Neighbors: kevconsim, Jackal58, Ilovejonn, CubEdIn Bodyguards: MetalFace, The_Roist Town: LemonWalrus, Rean, Conversion, tnkted, Kenpachi, Barundar, Robellicose, LSB, Latrommi, Kavdragon, Zorkmid 40 total roles. Quick Thoughts on Role Distribution: -I spent most of the game laughing when everyone kept assuming DTs had to be somewhere! Because... there's always DTs in games! In the end, the Assassin game ended up ending sooner than I anticipated, but the Trackers and Watchers were subbed in for the DTs (and the NNs were subbed in for millers!) -I think I put way too many blues in this game. A good rule of thumb is to make as many blues as scum roles: I made as many as scum AND 3rd party, but then once all the 3rd party disappeared, town was left pretty bluestacked, which made blue deaths mean a lot less. Town was actually basically half blues until last night when bum and kita got whacked. Hindsight, ah well. -Having a veteran in elected office is scary hard to kill. Especially when mafia makes no effort to snipe the bodyguards or get him lynched. -I regret nothing about putting four vigis in this game. Night 2 was hilarious, and actually briefly put mafia in a very dominant position until modkills pulled them right back. -Speaking of modkills, this game was unique in that modkills screwed the mafia team over much more than the town. Normally, town gets boned by modkills (especially if a key blue goes inactive), and mafia is good at keeping their members from getting modkilled (since they can communicate outside of thread and have a vested interest in keeping their teammates alive). Coag's modkill for ingame behavior and Milky's modkill for inactivity both put mafia down a KP when they happened (although Coag's didn't take effect until the morning), which ended up being huge once town buckled down and started outing reds. -Watchers are ridiculously powerful. Without the watchers revealing what they knew, mafia might have been able to win. Hell, AO was considered to be very very town until jaminz outed him. -I really do like setups without DTs. DTs make games too straightforward in my opinion. I think I might try to do another tracker/watcher setup with PMs sometime in the future. | ||
AirbladeOrange
United States2571 Posts
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ilovejonn
Canada2548 Posts
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Barundar
Denmark1582 Posts
![]() edit: DTA is very experienced as scum! | ||
Coagulation
United States9633 Posts
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GGQ
Canada2653 Posts
On April 24 2011 10:04 ilovejonn wrote: Whaaat, I didn't know I was a nosy neighbor lol. Thought I was just a regular townie. And I knew mafia team was highly inexperienced when Coag flipped GF. No offense. =) Nosy neighbours are like millers; you don't know if you are one. You just get the townie role pm. It's so that trackers/watchers can't be sure that someone visiting a death is 100% mafia. | ||
ilovejonn
Canada2548 Posts
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kitaman27
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United States9244 Posts
Thanks for hosting BrownBear and Meapak ^_^ | ||
bumatlarge
United States4567 Posts
Mafia was really passive this game aside from GM and coag. You got a spice it up a bit guys, claim and suggest things before you get caught! I also kinda expected a lack of DTs when I saw NN but no millers ![]() | ||
BrownBear
United States6894 Posts
Qatol will be making a thread soon to discuss some of the... interesting things that happened this game. Those will be discussed when the thread is made, so I'll ask you guys to sit tight for a little bit longer. However, there's one event I'd like to talk about here - the mixup about pardoner and the pardoning ability. So, to start, the traditional way pardoner works is that the pardoner can pardon the current lynch leader - that is, the guy who has the most votes so far. That person cannot be lynched, however if there's enough time left in the day, town can change all the votes over to someone else and get THAT person lynched (it usually ends up being the pardoner, for obvious reasons). Thus, using the role well revolves around having good timing - you want to pardon as close to the deadline as possible, so that town doesn't have time to react. A very useful role for the mafia to have, as it essentially lets them shut down the lynch for a day - the pardoner will usually get lynched immediately the next day, but it gives them an extra night to kill as many people as possible, and sometimes they can make town forget all about the guy they were going to lynch in the first place. However, in 99% of games, the role ends up either never using it's power for fear of getting lynched, or misusing it's power and getting lynched. Not so much fun for the guy who's playing it. So that's the normal pardoner. In this game, I wanted to simplify it a little, and test out a new way the pardoner was used. Namely, I wanted it so that the pardoner could simply "pardon" the day's lynch away. Didn't matter who was winning, as long as he had someone who wasn't himself with votes on them in the running for getting killed, he could stop the lynch dead. The idea was to make the role more powerful, and have it actually mean something for once in a game, and the runner up in an election wouldn't feel as though he was being punished for not winning. Thus, the more powerful pardoner was born. My first mistake was not thinking "hey, my cohost should know that pardoner is different in this game than normal". I had worded the pardoner role description in such a way that his extra powers would be apparent to a keen reader, but not to someone who just glanced through the roles - in other words, rewarding careful readers with a little extra info ^^. I didn't really think to tell Meapak, in part because I assumed he'd figure it out on his own, and in part because I was going to be writing 99% of the night/day posts anyway, so we'd have no issues there. Anyway, we get a mafia in the pardoner position. GM notices the pardoner ability seems more powerful than usual, and PMs me asking me if this is true, which I confirm. This is important, because GM believes he has the power to shut down the lynch for a day at any time. Anyway, on Day 2, I have a concert to go to. It's in Michigan, and I live in Ohio, so I won't get back home until about 3 in the morning. I tell Meapak this, and he agrees to do the flip. At the time, I didn't even think about the pardoner thing, but even if I had, I probably wouldn't have thought to tell him, because I left way before any of the Day 2 events happened. Obviously, I was wrong, the Day 2 events happened. GM, understandably pissed, decided to shut the lynch down for the day to prevent town from getting any more advantage out of the 3-man team than they had already gotten (as you can see now, Team Protactinium fingered about 5 of the mafia team on day one alone). So, GM, thinking he can just use his power now and no lynch will happen, just fires it off several hours before day ends, and forgets about it. Town, not realizing the power of the role either, all stack onto GM. Meapak comes in to resolve the vote, sees the pardon on Coagulation, sees the majority vote on GMarshal, and lynches him. Mafia felt cheated, and rightly so. And in a sense, they were - they lost one of their most vocal and powerful members to a rules screwup. However, I urge everyone not to blame Meapak in this situation - he was resolving the day assuming pardoner had the normal role, because I had failed to communicate to him that it was different. The blame for the rules mixup lies with me - I changed a rule, didn't tell my cohost that I had changed it, and the communication failure lead to something happening ingame that shouldn't. I've already apologized to GM, but I want to extend a public (and formal) apology to the rest of the mafia team (and anyone else in the game who thinks they deserve to be apologized to). Hosting is a learning process - events you can't foresee come up in every game, and the best way to avoid them having a negative impact on the game is making sure every host and cohost is on the same page. I didn't do that, and the mafia team suffered the consequences, and for that, I really am sorry. I can't change what happened in this game, but the next best thing is to make sure it never happens again in future games. I now know, in the future, that I have to ensure my cohost knows everything I do - even if I change small details, I will tell my cohost in the future. --- So tldr: I dun fucked up, the mafia got a bit screwed, and I apologize. Won't happen again. | ||
BrownBear
United States6894 Posts
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Kenpachi
United States9908 Posts
![]() BTW, have you noticed that every game i get lynched, Town loses? | ||
jaminz
United States208 Posts
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