Blitz 2: The Stars My Destination Mafia- GAME OVER!


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Post Post #1150 (ISO) » Tue Nov 10, 2015 3:46 pm

Post by Malakittens »

Idk

You just reeked like scum ;-;

But my gambit also failed (I wasn't a vig lol)
No matter how high the stakes, sooner or later you're just gonna have to go with your gut.
And maybe, just maybe, that'll take you right where you were supposed to be.


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Post Post #1151 (ISO) » Tue Nov 10, 2015 3:46 pm

Post by Spiffeh »

I know because I was :P
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Post Post #1152 (ISO) » Tue Nov 10, 2015 3:47 pm

Post by Malakittens »

Trying to draw the NK (was xshot BP)
No matter how high the stakes, sooner or later you're just gonna have to go with your gut.
And maybe, just maybe, that'll take you right where you were supposed to be.


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Post Post #1153 (ISO) » Tue Nov 10, 2015 3:48 pm

Post by fferyllt »

I'll post the PTs in a little while.

Well done town!

Postgame questions:


- Did the 18 hours til prod, 6 hours to post afterwards rule seem reasonable?
- Would a 48 hour day have been preferable to 72?
- What about the 48 hour night? I thought it was better than 24 hours mostly so players could have downtime every few days.
- Is there anything about the format that you would change?
- My design plans were to make the game design a little more townsided than I ordinarily would because of the short format. I also set things up so that early mass claim would hurt town more than mafia. Was this a reasonable design choice? Why or why not?
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On the path to becoming yourself, you'll need to choose alignment over validation from others, peace over addictive chaos, and being misunderstood over false acceptance. --TheHolisticPsychologist
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Post Post #1154 (ISO) » Tue Nov 10, 2015 3:49 pm

Post by pignash »

Blitz indeed!
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Post Post #1155 (ISO) » Tue Nov 10, 2015 3:52 pm

Post by Spiffeh »

1. I feel like 24 hour prod, 6 hours to post afterwards gives a little more leeway
2. 72 hour day was fine
3. 48 hour night was fine

4-5. Where can we find the full design? Because I don't know of everything that exists

Thanks for the game I love being vig :D
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Post Post #1156 (ISO) » Tue Nov 10, 2015 3:54 pm

Post by pignash »

Was the Innocent Child trigger a Mountain Goats reference?
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Post Post #1157 (ISO) » Tue Nov 10, 2015 3:57 pm

Post by talah »

Malakittens wrote:Well
That's the worst game my reads have ever been off lmafo

I beat you there. By a LOT.

What was your role anyway Spiffeh?
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Post Post #1158 (ISO) » Tue Nov 10, 2015 3:57 pm

Post by Spiffeh »

I was the vig
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Post Post #1159 (ISO) » Tue Nov 10, 2015 3:57 pm

Post by Spiffeh »

Unlimited shot too which I think was a little OP
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Post Post #1160 (ISO) » Tue Nov 10, 2015 3:58 pm

Post by talah »

Oh sorry, new page :P

Vig eh. Noice.
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Post Post #1161 (ISO) » Tue Nov 10, 2015 3:58 pm

Post by Syryana »

Malakittens wrote:Idk

You just reeked like scum ;-;

But my gambit also failed (I wasn't a vig lol)

To be fair, there was only one NK.

And scum would have needed to be far dumber than they were not to shoot me N1 XD

Though I RB'd huntress FWIW!
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Post Post #1162 (ISO) » Tue Nov 10, 2015 4:04 pm

Post by fferyllt »

Amid the pressure of great events, a general principle gives no help.

On the path to becoming yourself, you'll need to choose alignment over validation from others, peace over addictive chaos, and being misunderstood over false acceptance. --TheHolisticPsychologist
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Post Post #1163 (ISO) » Tue Nov 10, 2015 4:06 pm

Post by chamber »

Scum got owned during the day anyway, but this setup seems to lean pretty hard towards town.
Taking a break from the site.
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Post Post #1164 (ISO) » Tue Nov 10, 2015 4:06 pm

Post by fferyllt »

pignash wrote:Was the Innocent Child trigger a Mountain Goats reference?


It's from the novel.

Which by the way is a fairly short read and I recommend it!
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Post Post #1165 (ISO) » Tue Nov 10, 2015 4:07 pm

Post by Syryana »

fferyllt wrote:Did the 18 hours til prod, 6 hours to post afterwards rule seem reasonable?

In a blitz game this seems reasonable. Since the clock gets stopped when searching for a replacement it's not all that bad. I prefer this to Spiffeh's suggestion though; 6 hours isn't likely to do anything for a lurker other than waste 6 more clock hours before finding a replacement. If you can't post at least once per 24 hours, don't sign up for a blitz game.

fferyllt wrote:- Would a 48 hour day have been preferable to 72?

I liked the 72 hour day, but I'd also like to see how a 48 hour day works in practice. I do think the day should be longer than night, however.

fferyllt wrote:- What about the 48 hour night? I thought it was better than 24 hours mostly so players could have downtime every few days.

This was nice and does tend to make for a somewhat less hectic game, but the name of the queue is Blitz after all! I'd like to see a game in a 48/24 format for Day/Night.

fferyllt wrote:- Is there anything about the format that you would change?

See above.

fferyllt wrote:- My design plans were to make the game design a little more townsided than I ordinarily would because of the short format. I also set things up so that early mass claim would hurt town more than mafia. Was this a reasonable design choice? Why or why not?

I liked your design overall and I think the scum loss here was primarily due to poor play on the scum's part; ABR mucked his slot up terribly and though DGB did a good job trying to save the slot ultimately it came down to the counterclaim. Town tried really hard to self-combust but Molla kept em in line, thank god. Also great shot on Spiffeh's part; this game could and probably would have gone differently had huntress lived.
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Post Post #1166 (ISO) » Tue Nov 10, 2015 4:10 pm

Post by fferyllt »

chamber wrote:Scum got owned during the day anyway, but this setup seems to lean pretty hard towards town.


I don't know about pretty hard, but I think the decision to try to make it a little townsided to make up for the short days was a mistake in retrospect.

Losing their jailkeeper on day 1 was a real blow to scum, and I think it exposed the rest of the team, unfortunately.

Also, there was stellar in-thread masoning happening which quickly shut down mislynch possibilities. bbmolla, Syryana and Ranger had awesome reads right from the start,
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Post Post #1167 (ISO) » Tue Nov 10, 2015 4:11 pm

Post by Syryana »

chamber wrote:Scum got owned during the day anyway, but this setup seems to lean pretty hard towards town.

They did. And though town did have a lot of PRs scum also had a great deal of counterpower; jailkeeper for the townish claim and roleblockery (or even saving a scum from a vig), strongman beats both roleblockery and the one shot BP.

Sure it was swingy as hell, but I don't think it was terribly townsided.

Also,
@Ranger
, I loved your play here, but I am sort of curious: why the FACK would you watch Molla N1?
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Post Post #1168 (ISO) » Tue Nov 10, 2015 4:12 pm

Post by talah »

Thanks for modding ffery!
Bloody interesting setup, clenched for the the full reveal.

fferyllt wrote:
Postgame questions:


- Did the 18 hours til prod, 6 hours to post afterwards rule seem reasonable?
- Would a 48 hour day have been preferable to 72?
- What about the 48 hour night? I thought it was better than 24 hours mostly so players could have downtime every few days.
- Is there anything about the format that you would change?
- My design plans were to make the game design a little more townsided than I ordinarily would because of the short format. I also set things up so that early mass claim would hurt town more than mafia. Was this a reasonable design choice? Why or why not?

- I agree with Spiffeh - I think a 24 hour timer might have been better from my perspective - but then again 18h *did* force me to post either from work or in the morning. However I guess sometimes that was making me post hurried opinions and not be able to allocate a time each day to catch up. Bit against, bit for the less-than-24 hour post timer.
- 48 hour night was fine IMO for the downtime reason you mentioned... however it really depends if the point of these games is to have a short lifetime for the entire game. 24 would have been okay too.
- Format-wise when a 96 hour day was proposed, I actually thought it was a bit short. 4 days I think with 48h nights would be better. 3 days doesn't allow much time to actually scumhunt. But then again I'm really not used to this format so maybe it would just take some getting used to. Also see above.
- I had no idea what was going on with the design. I *thought* I did, but just - nope. It was a really *interesting* design, I'll say that, and had me engaged. Great work on the flavour too! (And very professional and consistent mod-habits. Thanks again :) )
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Post Post #1169 (ISO) » Tue Nov 10, 2015 4:17 pm

Post by talah »

What was with Kid A's role?
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Post Post #1170 (ISO) » Tue Nov 10, 2015 4:23 pm

Post by fferyllt »

he and nosferatu were the vanilla townies.
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Post Post #1171 (ISO) » Tue Nov 10, 2015 4:25 pm

Post by Firebringer »

Wow the game is over!?!?!?!?

First Blitz game finished.
Pro town.
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his first post in the scum PT was "yes I rolled scum!"
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Post Post #1172 (ISO) » Tue Nov 10, 2015 4:27 pm

Post by talah »

Okey doke, makes more sense I guess since he wasn't in our 'hood. (In the setup thread you have him as a Circus neighbour)
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Post Post #1173 (ISO) » Tue Nov 10, 2015 4:28 pm

Post by fferyllt »

talah wrote:Okey doke, makes more sense I guess since he wasn't in our 'hood. (In the setup thread you have him as a Circus neighbour)


Yeah I fixed that. I realized I had put in too many Four Mile neighbors after the rolls, but didn't go back and change the lists.
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Post Post #1174 (ISO) » Tue Nov 10, 2015 6:15 pm

Post by ika »

bwahahahah

that was ez mode game

my god i love my neighborhood
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