Mini 1320--Redwall Mafia: Spirit Lore (The Sun Has Set)


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Post Post #600 (ISO) » Tue Apr 24, 2012 10:27 am

Post by hiplop »

sigh, why would you hammer? you guys just lost, if by any chance a kill is blocked, kill pappums?'

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Post Post #601 (ISO) » Tue Apr 24, 2012 10:44 am

Post by Zdenek »

Vote: Hiplop


If I'm wrong about Pappums, he played a great game.

I'm not as sure about RBT, but there's no way that feeling will ever outweigh the case on Hiplop.
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Post Post #602 (ISO) » Tue Apr 24, 2012 10:52 am

Post by hiplop »

hiplop wrote:sigh, why would you hammer? you guys just lost, if by any chance a kill is blocked, kill pappums?'

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Post Post #603 (ISO) » Tue Apr 24, 2012 2:45 pm

Post by Korlash »

Post hammer 'bah' post which is both surprising and unexpected (Yes, it can be both!)

Let us come, and make a toast
while we listen to this post!
To the town I say adieu,
and to my friends, good luck to you!

*bows*

I leave you with one final message, Rats may not be as cool as Badgers... but there isn't really a way to finish this sentence... >.> *puts on shades*

You haven't seen the last of me!!!!! *fades away*
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Post Post #604 (ISO) » Tue Apr 24, 2012 2:47 pm

Post by DarthYoshi »

Day Four, Vote Count the First


A lynch has been reached.

hiplop (3): pappums rat, riceballtail, Zdenek

Not Voting (1): hiplop

With 4 alive, it took 3 to lynch and 2 to no-lynch.

The deathscene and hiplop's flip will be posted shortly.
Last edited by DarthYoshi on Tue Apr 24, 2012 3:13 pm, edited 1 time in total.
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Post Post #605 (ISO) » Tue Apr 24, 2012 3:13 pm

Post by DarthYoshi »

From the completed chronicles of Brother DarthYoshi, scribe of Redwall Abbey...

It is the Spring of Innocence's Despair.

We numbered ten strong in the abbey at one time, but it was quickly realized that not all ten were loyal to Mossflower.

We applied ourselves to ridding ourselves of these invaders in a variety of ways, including seeking the souls of the warriors who had gone before us.

But none of those attempts brought forth new ways for us to defend ourselves, and so we were limited to the assistance the spirits themselves could provide.

In the end, would that be enough?

To answer that question, it was decided there could only be one outcome--one final execution. And hiplop was its target.

Though he protested vehemently, the trio of Zdenek, pappums rat, and riceballtail dragged him up the parapets to one of the towers before throwing him off the ledge and to his death.

As he fell, though, the voice of hiplop could be heard echoing across the grounds, screaming to the last, "Redwalllllllllll!"

It turns out he had indeed been a loyal compatriot all along.


Image

hiplop,
Matthias, Redwall-Aligned Creature
,
went splat on Day Four.

But with hiplop's death...the realization of dread soon washed over the remaining woodland defenders--that they had not, in fact, completely rid the abbey of evil...and that while they may have outnumbered the remaining rat corsair now, night was about to fall, and all knew what would happen then. Without Matthias, without Redwall's own champion...Redwall had lost.

Resigned to his fate, Zdenek turned to pappums and riceballtail and said, "Well...comrades, I can go to my grave in the comfort of knowing that at least one of you was on my side."

Pappums nodded sadly, but it was riceballtail who then exclaimed, "Then to your grave you shall go, Redwall filth!"

At that moment, the facade of kindly Brother Methuselah faded entirely, replaced with the forbidding countenance of the rat who had engineered this entire campaign...Cluny the Scourge.

And taking the poison barb upon his tail (from which his MS name surely came), riceballtail cleaved both Zdenek and pappums through, and as they fell backwards against the tower walls, they lived only long enough to hear Cluny begin to triumphantly shout out the new names he had for Redwall Abbey...

"Rat Abbey! Ferret Gate! Stoat Orchard! Weasel Bell! Hahahahahahahaha!"

My beloved Redwall Abbey is no more. The Spring of Innocence's Despair is now complete, as all those who remain are the guilty.


Image

pappums rat,
Bella of Brockhall, Redwall-Aligned Spirit and One-Shot Doctor,
was endgamed on Day Four.


Image

Zdenek,
Old Lord Brocktree, Redwall-Aligned Spirit and One-Shot Bulletproof Townie,
was endgamed on Day Four.


A win condition has been reached. The
Rat Horde
faction of riceballtail (Cluny the Scourge, Rat-Horde Aligned Creature and Strongman) and Korlash (Ripfang the Sea Rat, Rat-Horde Aligned Spirit and Modified Godfather) have emerged victorious. Congratulations!


Complete setup, Role PMs, QTs, and mod thoughts forthcoming.
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Post Post #606 (ISO) » Tue Apr 24, 2012 3:16 pm

Post by hiplop »

fuck
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Post Post #607 (ISO) » Tue Apr 24, 2012 3:22 pm

Post by DarthYoshi »

The Setup


1 Mafia Strongman (Cluny the Scourge/riceballtail)
1 Mafia Godfather (Ripfang the Sea Rat/Korlash)

1 Town 1-shot BP (Old Lord Brocktree/Zdenek)
1 Town 1-shot Doctor (Bella of Brockhall/pappums rat)
1 Town 1-shot Rolecop (Martin the Warrior/quadz08)
1 Town 1-shot Vigilante (Boar the Fighter/Junpei)

1 Town Neighborizer and potential 1-shot Cop (Sunflash the Mace/vijay2vasandani)
1 Town Neighborizer and potential 1-shot JK (Constance the Badger/PeregrineV)
1 Town Neighborizer and potential 1-shot RB (Matthias/hiplop)
1 Town Neighborizer and potential 1-shot permanent Neighborizer (Abbot Mortimer/iStark)

Night Actions


Night One actions:

Riceballtail kills Vijay2vasandani (successful)

Peregrine attempts spirit connection w/ vijay (fails)

vijay attempts spirit connection w/ quadz08 (fails due to vijay's death)

pappum's rat protects Junpei (sucessful but moot)

quadz08 rolecops Korlash (successful)

hiplop attempts spirit connection w/ quadz08 (successful, both players will receive QT at end of D2)

iStark attempts spirit connection w/ Junpei (successful, both players will receive QT at end of D2)

Night Two actions:

Riceballtail kills Quadz08 (successful)

Junpei kills PeregrineV (successful)

PeregrineV attempts spirit connection w/ Junpei (fails due to PV's death)

Riceballtail attempts spirit connection w/ Junpei (successful, both players will receive QT at end of D3)

hiplop submitted no action

Night Three actions:

Riceballtail kills Junpei (successful)

hiplop attempts spirit connection with Junpei (fails due to Junpei's death)

iStark/Junpei QT: http://www.quicktopic.com/47/H/gJQagZEqKrk
hiplop/quadz08 QT: http://www.quicktopic.com/47/H/fejrgVn6ZpMsN
riceballtail/Junpei QT: http://www.quicktopic.com/47/H/aXwhKQ326AH
Mafia QT: http://www.quicktopic.com/47/H/uXSPw8rHmeF
Dead QT: http://www.quicktopic.com/47/H/5DT3Jfr3ceBh

Role PMs to come in the next post.
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Post Post #608 (ISO) » Tue Apr 24, 2012 3:23 pm

Post by Magua »

Nominate:
Korlash for "Best Dead QT Troll"
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Post Post #609 (ISO) » Tue Apr 24, 2012 3:28 pm

Post by DarthYoshi »

Role PMs:

CLUNY THE SCOURGE

You are CLUNY THE SCOURGE, leader of the rat hordes and enemy of Redwall Abbey.

You have the following factional abilities:

-Night Talk: During Night, as well as during the first 48 hours of the confirmation stage/Day One, you may communicate with your scum partner, Ripfang the Sea Rat (aka bv310) here:

-Night Kill: During Night, either you or Ripfang may send to me the name of a player you wish to kill. If you are successful, that player will die.

You also have the following individual abilities (in addition to your vote and your voice):

-Creature Entity: If you die, in addition to your alignment and individual abilities, you will be revealed to have been a “Creature.”

-Spirit Connection: Each night, you may choose one player to open a connection with. If you are successful, the following night you will obtain a one-night-only QT to communicate with them.

-Poisoned Barb: If you perform the factional night kill, you will always do so by using the poison barb attached to your tail, which has no known antidote. Therefore, kills performed in this manner, if successful, cannot be prevented by any outside protection or kill immunity.

-Behind the Façade: At your discretion, you may use the following name to safely fakeclaim:
You are METHUSELAH, elderly mouse scribe and inhabitant of Redwall Abbey. You are a CREATURE.

Win Condition: You win when you equal or outnumber the living players, or when nothing can prevent the same.


RIPFANG THE SEA RAT

You are RIPFANG THE SEA RAT, ancient rat buccaneer and enemy of Redwall Abbey.

You have the following factional abilities:

-Night Talk: During Night, as well as during the first 48 hours of the confirmation stage/Day One, you may communicate with your scum partner, Cluny the Scourge (aka riceballtail) here:

-Night Kill: During Night, either you or Cluny may send to me the name of a player you wish to kill. If you are successful, that player will die.

You also have the following individual abilities (in addition to your vote and your voice):

-Spirit Entity: If you die, in addition to your alignment and individual abilities, you will be revealed to have been a Spirit.

-The Bloodwake: During the confirmation stage, you may choose to outfit yourself in your versatile flagship, the Bloodwake, in one of two ways: in such a way that you will be immune from any nighttime attempts on your life, or in such a way that you will return a “Redwall-aligned” result to any attempts to investigate your alignment. You may do this by PMing me your choice within 48 hours of the role PMs being released.

-Behind the Façade: At your discretion, you may use the following name to safely fakeclaim:
You are ABBESS GERMAINE, a wise mouse leader and co-founder of Redwall Abbey. You are a SPIRIT.

Win Condition: You win when you equal or outnumber the living players, or when nothing can prevent the same.


MATTHIAS

You are MATTHIAS, warrior mouse and champion of Redwall Abbey.

As a CREATURE, you have the following abilities (in addition to your vote and your voice):

-Spirit Connection: Each night, you may choose one player to open a connection with. If you are successful, the following night you will obtain a one-night-only QT to communicate with them. If you successfully connect with one particular player, only at that time will you gain the following ability:

-Redwall Protectorate: Once in the game, you may choose one player to duel in sword-to-sword combat all Night. You do this by PMing me their name. If you are successful, that player will be unable to perform any other actions that Night. You will not be told if you are successful.

Win Condition: You win when all threats to Redwall Abbey have been eliminated and at least one Redwall-aligned player is alive, even if you yourself are dead.


MARTIN THE WARRIOR

You are MARTIN THE WARRIOR, warrior mouse and co-founder of Redwall Abbey.

As a SPIRIT, you have the following abilities (in addition to your vote and your voice):

-Discerning the Soul: Once in the game, you may choose one player whose soul you will weigh through your own powerful instinct of right and wrong. You do this by PMing me their name during Night. If you are successful, you will be returned a result of any unique abilities their role may have. Your result is not guaranteed to be accurate.

Win Condition: You win when all threats to Redwall Abbey have been eliminated and at least one Redwall-aligned player is alive, even if you yourself are dead.


SUNFLASH THE MACE

You are SUNFLASH THE MACE, Badger Lord of Salamandastron.

As a CREATURE, you have the following abilities (in addition to your vote and your voice):

-Spirit Connection: Each night, you may choose one player to open a connection with. If you are successful, the following night you will obtain a one-night-only QT to communicate with them. If you successfully connect with one particular player, only at that time will you gain the following ability:

-Mace Flail: Once in the game, you may choose to brandish your mace in order to terrify a particular player into truthfully disclosing their alignment to you. You do this by PMing their name to me, and if you are successful, you will be returned a “Redwall-aligned” or a “not Redwall-aligned” result. Your result is not guaranteed to by accurate.

Win Condition: You win when all threats to Redwall Abbey have been eliminated and at least one Redwall-aligned player is alive, even if you yourself are dead.


BOAR THE FIGHTER

You are BOAR THE FIGHTER, heir to Old Lord Brocktree and Badger Lord of Salamandastron

As a SPIRIT, you have the following abilities (in addition to your vote and your voice):

-Bloodwrath: Once in the game, you may choose to be overcome by the Bloodwrath, putting you into a berserker-like state and making you capable of killing a single player by yourself. You do so by PMing me their name during Night. If you are successful, that player will die.

Win Condition: You win when all threats to Redwall Abbey have been eliminated and at least one Redwall-aligned player is alive, even if you yourself are dead.


CONSTANCE THE BADGER

You are CONSTANCE THE BADGER, Badger Mother and protector of Redwall Abbey.

As a CREATURE, you have the following abilities (in addition to your vote and your voice):

-Spirit Connection: Each night, you may choose one player to open a connection with. If you are successful, the following night you will obtain a one-night-only QT to communicate with them. If you successfully connect with one particular player, only at that time will you gain the following ability:

-Cart Transportation: Once in the game, you may choose to take another player in your cart and carry them away from the Abbey for the night. This both prevents them from performing any actions as well as from being killed that night. You may use this action by PMing me their name. You will not be told if your action was successful.

Win Condition: You win when all threats to Redwall Abbey have been eliminated and at least one Redwall-aligned player is alive, even if you yourself are dead.


BELLA OF BROCKHALL

You are BELLA OF BROCKHALL, Badger Mother and co-founder of Redwall Abbey.

As a SPIRIT, you have the following abilities (in addition to your vote and your voice):

-Woodland Medicine: Once in the game, you may choose to administer your knowledge of the healing arts to a player at Night. You do this by PMing me their name. If you are successful, that player will be protected from a single attempt on their life that Night. You will not be told if you are successful.

Win Condition: You win when all threats to Redwall Abbey have been eliminated and at least one Redwall-aligned player is alive, even if you yourself are dead.


ABBOTT MORTIMER

You are ABBOTT MORTIMER, mouse cleric and longtime Abbott of Redwall Abbey.

As a CREATURE, you have the following abilities (in addition to your vote and your voice):

-Spirit Connection: Each night, you may choose one player to open a connection with. If you are successful, the following night you will obtain a one-night-only QT to communicate with them. If you successfully connect with one particular player, only at that time will you gain the following ability:

-Abbey Records: Once in the game, you may choose to access the Redwall Abbey records to find a player of your choosing to open a permanent nighttalk QT with. You do this by PMing me their name. If you are successful, that QT will be created starting the following night.

Win Condition: You win when all threats to Redwall Abbey have been eliminated and at least one Redwall-aligned player is alive, even if you yourself are dead.


OLD LORD BROCKTREE

You are OLD LORD BROCKTREE, Badger Lord and the inaugural Lord of Salamandastron.

As a SPIRIT, you have the following abilities (in addition to your vote and your voice):

-Long Patrol: As the inaugural Badger Lord of Salamandastron, you are protected by the Long Patrol of warrior hares during Night from a single attempt on your life. If this protection is needed to prevent your death, it shall be used automatically and without notifying you.

Win Condition: You win when all threats to Redwall Abbey have been eliminated and at least one Redwall-aligned player is alive, even if you yourself are dead


Mod notes:

A creature trying to connect with another creature player will always fail, but the player will not be told why, only that the attempt failed.

For the purposes of the spirit connection ability, Ripfang is considered a spirit, Cluny is not. Nobody has been assigned to seek Ripfang, and Cluny seeking a spirit does nothing for him power-wise.

If a creature dies, his/her future ability will not be included in the flip unless it has already been unlocked.

If the town RB and JK were to target each other, per my Mechanics rule #5, I would let random.org determine which player’s action would go through.

bv310 elected to be NK-immune during pregame.

Spirit Connection assignments:

Hiplop is to seek Zdenek
vijay2vasandani is to seek Ghostlin/quadz08
PeregrineV is to seek Junpei
HellloooNewman/iStark is to seek pappums rat

PEdit: OMG yes, but Magua, you trolled me pretty good in the Secret Society dead thread. :D
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Post Post #610 (ISO) » Tue Apr 24, 2012 3:34 pm

Post by Zdenek »

This game was really depressing:
Being unable to get Korlash who was clearly scum lynched on day one,
Quadz almost being lynched day two.

These things made analyzing voting habits nearly impossible because everyone alive looked guilty because of it.

Hiplop, I have no idea why you thought Pappums was scum. Your play at the end looked like scum giving up, and your "why did you hammer" post, before anyone hammered looked fake. There were just two votes.

Up until the end, I was really torn between Hiplop and RBT.

Preview edit: Hiplop, why did you not claim that your bond with Junpei was successful and you got the rb power from it?
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Post Post #611 (ISO) » Tue Apr 24, 2012 3:36 pm

Post by Zdenek »

Oops no, sorry. I misread.
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Post Post #612 (ISO) » Tue Apr 24, 2012 3:44 pm

Post by Zdenek »

One thing that I think really hurt town was the failure of first iStark and then Hiplop to claim properly - all their actions, whether they were successful or not and picking up their additional powers.

iStark's comment about his secondary power not working when he paired with Junpei made it seem as though it was possible for creatures to form bonds with spirits who weren't their intended target. Which I guess it wasn't?
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Post Post #613 (ISO) » Tue Apr 24, 2012 3:50 pm

Post by Zdenek »

Oops it was possible. I should probably read everything.
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Post Post #614 (ISO) » Tue Apr 24, 2012 3:51 pm

Post by Korlash »

While I like the ending, I do think the game should have went to night. Riceball 'could' have no killed or attempted to kill Z and failed... But I suppose the chances of it happening were slim. Anyway...

BAM! Never lost faith in ya Riceball... Nope... Not once did I ever maybe possibly waver that perhaps the win was not in the bag... >.> *tears up request to change partners to Z* Yup, knew it all along...
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Post Post #615 (ISO) » Tue Apr 24, 2012 3:53 pm

Post by DarthYoshi »

The mod's thoughts--

Yeah, D1 was bad. The no lynch was terribad, and the game was at a standstill early on until our replacements came in and sparked some new life into the discussion. I was also wondering why exactly the town was on the brink of lynching a player who got, basically, a guilty on scum D2, but Korlash played that persuasively. iStark's self-hammer was egregious, period, to say nothing of the difficulties that came with claiming as well (see Zdenek's point above). The deadline wasn't a factor yet--there was no reason for the self-hammer.

I'm curious why nobody wanted to go for a no lynch on D4, when with 4 alive it was pretty clearly MyLo.

So even though I kinda feel like town lost this game for themselves, the scum did play very well. I don't *think* RBT had a single vote on her all game after early D1. And Korlash did a good job of making townies look bad as he went down (he was also ridiculously entertaining with his trolling in the dead QT, but that is neither here nor there :P) I do think that without the major town mistakes, RBT would have faced a higher degree of difficulty.

Quadz was wondering earlier about Martin's flavor--originally, Martin was the 1-shot alignment cop, and that got switched during balancing, and me adjusting the flavor fell through the cracks. :( Additionally, I realize that the randomization of connection assignments may have diluted the flavor, but I wasn't creative enough to come up with a better way to avoid a massclaim breaking the game.

I was a little disappointed that none of the successful spirit connections yielded a ton of conversation, but then again, only 48 hours isn't a lot. In retrospect, I think I would have extended night to 72 hours in a game like this.

Finally, the impetus for this kind of a mechanic--I love the JOAT role and thought of how to make a JOAT-type power role structure re-chargeable--that is, as the game went on, shots could either be restored or new shots could be given. I decided on the latter approach because it made much more sense with a Redwall game (which I had also been hankering to do for some time). I hope it added something to the game for you, and that you enjoyed yourself in this game.

It was a joy to mod for all of you. I'm kinda wary of iStark because of that self-hammer, but with that asterisk, I would love to mod the rest of y'all again anytime. I just started work on a Large Theme centered around clergy characters from TV and film fiction from lots of genres (comedy, drama, thriller, etc, so if you're interested, lemme know. :)

Pedit: Yes, it was possible--but as the Creature PMs stated, only one spirit unlocks the creature's hidden ability.

Pedit again: A kill on Z from RBT would not have failed because of the strongman ability.
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Post Post #616 (ISO) » Tue Apr 24, 2012 4:00 pm

Post by Zdenek »

For all intents and purposes I knew Pappums was town, I didn't see the need to no lynch today.

Reading over, I can't believe that Hiplop didn't claim that his rb ability was picked up with a spirit connect or point out that RBT had no secondary ability. Not being a creature myself, I didn't know that players knew what their secondary ability was, and that was something that it could have helped knowing.
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Post Post #617 (ISO) » Tue Apr 24, 2012 4:36 pm

Post by Riceballtail »

Fortunately, I play a better scum solo, so losing Korlash was not much of a hindrance in my eyes (sorry), so long as I was able to coast below the radar. With the extremely poor play from town, I didn't feel like it was all that hard to push to victory. I knew that, once Junpei was all quiet in our QT, he wouldn't be any help for MyLo, and was best to kill and try to frame Hiplop for in the end.
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Post Post #618 (ISO) » Tue Apr 24, 2012 4:37 pm

Post by Korlash »

Looking over the roles I feel the town was a bit underpowered in all honesty. The mafia got a full time, multiple use, unstoppable kill and the town got a few one shot abilities as the 'potential' for more one shot abilities.

In my opinion either the poison barb needs to be dropped to a one shot as well or the seekers need to have some sort of guidance to find their target (or multiple targets). The odds of finding your actual target is literally 'random' since you can't even use flavor to figure it out. So it makes perfect sense no ability was actually activated.

So what i think we've learned is that you have to keep flavor intact for this type of mechanic. Put in a rule to help avoid massclaim if you feel the need, but really for it to work the flavor needs to be there.
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Star Trek Voyager Mafia! Ends in a Starfleet victory! Pomp, Circumstance, and Bloodwine for all!
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Post Post #619 (ISO) » Tue Apr 24, 2012 4:40 pm

Post by Magua »

DarthYoshi wrote:PEdit: OMG yes, but Magua, you trolled me pretty good in the Secret Society dead thread.


That's how you know my nomination is a good one. =P
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Post Post #620 (ISO) » Tue Apr 24, 2012 5:47 pm

Post by pappums rat »

Thanks for modding this game, DarthYoshi, it was one of my favorites that I have played here and was loads of fun.

As for no lynching, I figured the last scum would kill me or Zde (who I was pretty sure was town) and it would still be RBT and hiplop.

iStark's self-hammer was awful. In the future, try to argue your case with reason rather than just saying "y'all are stupid, I cant deal with it."

hiplop, in the future, please make sure you fullclaim with all role specifics. And answer all questions directed towards you, especially during MYLO/LYLO. Not answering questions really makes you look scummy.
¯\_(ツ)_/¯
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Post Post #621 (ISO) » Tue Apr 24, 2012 8:57 pm

Post by vijay2vasandani »

Cheers for the game guys :D I feel like reading my old Redwall books now XD special thanks to DY for modding. Sidenote, I agree with whoever said that town was underpowered this game. However that doesn't excuse the fact that we didnt play too well and scum was better than us.
coming back after a 3 year break.
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Post Post #622 (ISO) » Wed Apr 25, 2012 3:25 am

Post by iStark »

pappums rat wrote:Thanks for modding this game, DarthYoshi, it was one of my favorites that I have played here and was loads of fun.

As for no lynching, I figured the last scum would kill me or Zde (who I was pretty sure was town) and it would still be RBT and hiplop.

iStark's self-hammer was awful. In the future, try to argue your case with reason rather than just saying "y'all are stupid, I cant deal with it."

hiplop, in the future, please make sure you fullclaim with all role specifics. And answer all questions directed towards you, especially during MYLO/LYLO. Not answering questions really makes you look scummy.


In future try to form actual case rather then going with first thing you see to save your ass. You might as well want to learn to differentiate between ''lol OMIGUS'' & actual defense , seriously you might also want to read the series before claiming others claim forged:wink:
When jumpie was killed it was obvious Rice was scum. non of you who were on my wagon would have benefit from his kill if you were scum.

And you all really were stupid. So don't blame me for calling you one. Starting with Jumpi -Z w/e- Rat.

Haven't read the QT yet, but I should when I get time.
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Post Post #623 (ISO) » Wed Apr 25, 2012 3:31 am

Post by vijay2vasandani »

^ not happy with that comment. Don't go around calling people stupid. You got lynched for a reason. If it was stupid, then you must have been "stupid-er" if you couldn't convince people it was stupid in the first place. So let's not go around calling people stupid, because we might be embarrassed.
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Post Post #624 (ISO) » Wed Apr 25, 2012 3:41 am

Post by iStark »

Not really, actually I don't feel scent of regret for calling anyone what I did. I'm actually glad that I self hammered. I can understand one derping but this many? lol

I always call myself super-stupid or VI. So, don't worry about me embarrassing myself V2v ;p
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