roflIn post 171, Hectic wrote:"starting anything" referred to not wanting to attack your character.
Could you point me towards my "attempted buddying"?
P.S: I love the mask
Mini 2133: XP Mafia II (Game Over)
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That's a givenIn post 174, Hectic wrote:Only if you share it with me, Pink Ball. We should ration leadership out."Your intentions are not defined by how things went, but how things could've gone." (Ball, 2019)- Pink Ball
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NoIn post 173, springlullaby wrote:^Have you PM'd your quest participation."Your intentions are not defined by how things went, but how things could've gone." (Ball, 2019)- springlullaby
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In post 177, Pink Ball wrote:
NoIn post 173, springlullaby wrote:^Have you PM'd your quest participation.
Will you participate in the quest, Y/N. Why?- Pink Ball
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I don't think it is, as far as I can tell from the rules.
I've always wanted to try Gloomhaven! Being top of boardgamegeek means something surely. Is it like the RP part of D&D without the combat?- Hectic
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Sorry in advance for my mess of thoughts about the mechanics. My opinions were changing as I read people's ideas and I was typing as I went.
I would honestly consider anyone pushing for neighborizer to be scummy. It gains almost no useful and dependable information for town to use and also is a great way for scum to pocket and gain town trust.
Training Cop offers a lot of information when claims come into play and makes it nearly impossible for scum to lie without taking a huge risk. I like Hectic's ideas around this. Farkran does have a good point about false innos though. I think choosing this will prove most useful in the future while the disable strongman could be immediate. That said I could definitely be convinced to go for disable strongman. The Training Cop strategies would only work with full participation and still have flaws.
(Reading through I have been convinced to switch to disable strongman. Training Cop just has too many flaws in strategy to be useful in my opinion. Especially in comparison to disable strongman. I also somehow overlooked that it was for the whole game)
VOTE: Disable Strongman
I think the general consensus is that Quests are more of a bad idea than good (but fun) which I agree with. The only benefit for town is the gift which may even end up going to scum, and on top of that a townie is drained and roleblocked. I think the disadvantages outweigh the benefits by a lot. I would be ok testing it out early game though because maybe the gift is worth it. But later on, especially if we lose quite a bit of town it's just not worth the risk of giving scum advantages. I do agree that quest members should be voted for here.
Since it seems the quest is happening and I'm ok with that:
confirming I sent my PM to enter the quest
What makes you think this is a town post?In post 57, Farkset wrote:
Getting back to non-setup discussion, this looks like a town post as well.In post 10, Pine wrote:VOTE: Disable Strongman
I hate strongman.
I’m going to try my best to stay current in this game, but my best isn’t great. Please consider this a request, a plea, that you limit your posting to important, game-related topics. You can shitpost elsewhere. When a game produces more than a dozen pages in a day, it gets really daunting, and those of us who have real lives and responsibilities have difficulty keeping up.
Please. For the love of god. I’m excited for this game - don’t make me dread it.
-Farkran
pedit: i'm in favor of trying out the d1 quest, although this will mess with the Train Cop strategy if we decide to go with it
This is almost too scummy to be scumIn post 101, Ame wrote:Thinking about it more, I actually like the idea of scum having strongman. Yeah, neighborizor is the way to go I think. I still prefer train cop the least / think it is net negative.
Why?
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In post 82, Flight of the Conchords wrote:VOTE: Disable Strongman
Other votes look like a waste.
- Bret
For this turn around. I know I did the same thing from Train Cop to Neighbouriser, but Bret's first post didn't give me the impression that he cared so much for fun.In post 86, Flight of the Conchords wrote:Actually, Ame, on further thought I agree with you. Disabling powers isn't fun for the game. And, philosophically, I believe Mafia should be allowed to remove players who are so problematic if they want to spend the XP on a strongman.
VOTE: Neighborizer
- Bret
Also, the philosophically believing mafia should have a strongman available is really strange. It's part of the game and will be balanced, why feel bad for scum not being able to strongman kill? An explanation from Bret himself would be great.- Hectic
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Who do you think of the current people voting neighbouriser are scummy for it?In post 188, Raya36 wrote:I would honestly consider anyone pushing for neighborizer to be scummy. It gains almost no useful and dependable information for town to use and also is a great way for scum to pocket and gain town trust.- momo
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Scummiest attempt to get townread I have seen in a while. I shouldn’t need to explain this vote and won’t because I’m about to sleep, but I’ll write up my thoughts tmmrw after I meta dive spring.
Should be noted that Hectic is taking a very distinct approach to this game...playing in a highly questioning manner. Haven’t played with him before, but I think his slot will prove to be readable by comparing the questioning tone with his recent games.Transcend-BUT READING MOMO I FEEL LIKE HE IS THE PLAYER THAT IF HE GOT PRESSURED AS TOWN HE WULD BE LIKE FUCK YALL AND MOVE ON WITH WHATEVER ELSE HE WAS DOING
Boonskies- Like, Momo is the most mislynchable player on all of mafiascum right now. I'm not day 1 lynching him.
TheGoldenParadoxAs it stands, momo is a great player or maybe the most mislynchable player on the site right now- Hectic
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I completely agree with you, momo. I looked through her last mafia game (in which she was scum in), and she played a lot more timidly and less opinionated in this manner. However, that was 2 years ago so basically means very little.
I'm restraining myself from voting her until more people weigh in because I know my scumread of her is biased right now lul- Pine
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That's an interesting connection. Although I'm not sure if 6 words is enough to judge that they aren't interested in fun. It definitely is a huge change in opinion without much of a natural change for sure though.In post 189, Hectic wrote:In post 82, Flight of the Conchords wrote:VOTE: Disable Strongman
Other votes look like a waste.
- Bret
For this turn around. I know I did the same thing from Train Cop to Neighbouriser, but Bret's first post didn't give me the impression that he cared so much for fun.In post 86, Flight of the Conchords wrote:Actually, Ame, on further thought I agree with you. Disabling powers isn't fun for the game. And, philosophically, I believe Mafia should be allowed to remove players who are so problematic if they want to spend the XP on a strongman.
VOTE: Neighborizer
- Bret
Also, the philosophically believing mafia should have a strongman available is really strange. It's part of the game and will be balanced, why feel bad for scum not being able to strongman kill? An explanation from Bret himself would be great.
I'd like an explanation about the strongman thing too. I'll join you here actually
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Momo isn't that bad because he made his case for why he believes neighborhoods are a good idea. I don't agree though.In post 190, Hectic wrote:
Who do you think of the current people voting neighbouriser are scummy for it?In post 188, Raya36 wrote:I would honestly consider anyone pushing for neighborizer to be scummy. It gains almost no useful and dependable information for town to use and also is a great way for scum to pocket and gain town trust.
I find Ame choosing neighborizer to be scummy because he even says that Strongman is the best choice but he's choosing neighborhoods because that's more fun.
Flight of the Conchords is definitely scummy for choosing neighborhoods especially since their reasoning was it's fun and they support the mafia strongman ability.
I don't understand why you're voting neighborizer when I believe you've said strongman is better and neighborizer is a bad idea.- Ame
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Yea this is what I was getting at. Strongman is expending XP for a low payout, so I think it's worth the exchange of reducing the utility of any potential protectives.In post 146, momo wrote:On the disable strongman? Why would you choose this. For scum, to make a strongman kill would be a complete waste of an XP point. N1, there is a 1/12 chance that our doctor correctly protects the night kill. If scum wants to waste their XP on that 1 in 12 chance, let's leave them the rope to hang themselves with. I understand that for some reason, people strong support this option and that my dismissal of the strongman ability might be unpopular, but think it through. Using strongman is strategically incorrect for scum. We shouldn't take away the option, especially when there are two more beneficial alternatives.- Raya36
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