A Roccisi Winter - Game Over


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Post Post #3075 (ISO) » Mon Mar 08, 2010 11:31 am

Post by elvis_knits »

Wut
Talk nerdy to me.

"We must be willing to let go of the life we planned so as to have the life that is waiting for us." -Joseph Campbell
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Post Post #3076 (ISO) » Tue Mar 09, 2010 2:27 am

Post by TDC »

Vote Count

elvis_knits (2): Nicodemus, Ectomancer
Nicodemus (1): Cobalt

Not Voting (2): elvis_knits, Ellibereth
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Post Post #3077 (ISO) » Thu Mar 11, 2010 2:47 am

Post by Ectomancer »

ZZZZZzzzzzzzzzz
I have a degree in bullshit. I have patents on entire lines of bullshit. So don't sit here and feed me a line of bullshit and think that I'm not going to recognize it as one.

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Post Post #3078 (ISO) » Thu Mar 11, 2010 4:40 am

Post by Nicodemus »

My vote is where I want it. Elli, Cobalt, what are your thoughts on elvisscum?
Ythan, on my play: "Scummy and bad are not the same. Some players manage to keep them separate, though I applaud how masterfully you blend them."
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Post Post #3079 (ISO) » Thu Mar 11, 2010 5:09 am

Post by Cobalt »

Nicodemus wrote:My vote is where I want it. Elli, Cobalt, what are your thoughts on elvisscum?
while I agree that Sop was somewhat scummy, I haven't seen anything from elvis that would indicate scum, either here or in our QT.
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Post Post #3080 (ISO) » Fri Mar 12, 2010 3:09 am

Post by Ectomancer »

unvote


I'll be requesting a replacement in about 24 hours. This is close to player abandoned. While technically 3 players of 5 posted yesterday, this game isn't being played....at all.
I have a degree in bullshit. I have patents on entire lines of bullshit. So don't sit here and feed me a line of bullshit and think that I'm not going to recognize it as one.

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Post Post #3081 (ISO) » Fri Mar 12, 2010 3:51 am

Post by elvis_knits »

Ecto, I don't understand how you can assume that Socrates can't be scum because if Socrates isn't scum, then you're wagon was totally town. And if it was all town, it would have been really easy for a scum or two to jump on and lynch you. The less scum are on your wagon, the easier for scum to jump on. The more scum, the harder it is for them.

I also don't understand how you can look at this point and then decide that I am scum because I pointed out the flaw in your reasoning. That doesn't make sense at all.
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Post Post #3082 (ISO) » Fri Mar 12, 2010 6:57 am

Post by Ellibereth »

Ok, I've decided that Ecto is town, not SK.
Vote: Elvis
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Post Post #3083 (ISO) » Fri Mar 12, 2010 7:38 am

Post by Ectomancer »

Elvis there are a ton of reasons you could be scum, there are a ton of reasons Socrates wasn't. I'm not playing the strawman game.

vote elvis


vote end day
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Post Post #3084 (ISO) » Fri Mar 12, 2010 9:04 am

Post by elvis_knits »

So you complain nobody is playing and when I post you tell me you refuse to discuss and lynch me.

Congrats.

I am town.
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Post Post #3085 (ISO) » Fri Mar 12, 2010 9:18 am

Post by Ectomancer »

I'm sorry Elvis. Sign up in the next game with me? We can pick a good one. I'm trying to play in only one game at a time, but we should be able to start looking now. This one's near a close, and I can have a tiny bit of overlap.
I have a degree in bullshit. I have patents on entire lines of bullshit. So don't sit here and feed me a line of bullshit and think that I'm not going to recognize it as one.

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Post Post #3086 (ISO) » Fri Mar 12, 2010 9:50 am

Post by Cobalt »

Oh come ON, guys. There's no way there was no scum on that ecto wagon. Soc is the obvious choice.
Now I'm worried we might have to take another lynch today to hit scum. Nico mafia + Ecto SK vs me and Elli town. Elli, we have to lynch one of the two if town wants to win this game. Or have one shoot the other.
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Post Post #3087 (ISO) » Fri Mar 12, 2010 9:30 pm

Post by TDC »

Lynch Count

elvis_knits (3): Nicodemus, Ellibereth, Ectomancer

Nicodemus (1): Cobalt

Not Voting (1): elvis_knits


elvis_knits has been lynched.
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Post Post #3088 (ISO) » Sun Mar 14, 2010 4:53 am

Post by Ectomancer »

2 more days without anything happening...would you end the day??
I have a degree in bullshit. I have patents on entire lines of bullshit. So don't sit here and feed me a line of bullshit and think that I'm not going to recognize it as one.

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Post Post #3089 (ISO) » Sun Mar 14, 2010 7:45 am

Post by Cobalt »

I'm trying to work out a way to have Ecto vig Nico without risking anyone else inputting a kill action.
I think if we have me track ecto (results to elli) have ecto kill Nico, and have Elli watch Nico we get a safe kill. I'm operating under the assumption that the last mafiate is not a backup vig or vig (which seems reasonable) and therefore either has no kill or has no kill that is an individual ability. Since you can only use one group ability per night, no-one except ecto can kill.
Thoughts?
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Post Post #3090 (ISO) » Sun Mar 14, 2010 8:00 am

Post by TDC »

Deadline is in one day, four hours, thirty minutes.
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Post Post #3091 (ISO) » Sun Mar 14, 2010 4:05 pm

Post by Ellibereth »

Terribad Power Outage, LA for a few days
FLASH OF GREEN
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Post Post #3092 (ISO) » Mon Mar 15, 2010 12:40 pm

Post by TDC »

Lynch
Sopianae
elvis_knits, Townie, Florence Street, Town
:
  • Active Abilities:
    • none
  • Passive Abilities:
    • none
  • Groups:
    • Florence Street Neighbourhood:
      • classified
  • Victory Condition: You win when all anti-town forces are eliminated.


Deaths
Cobalt, Godfather, Florence Street, Italian Mafia
:
  • Active Abilities:
    • none
  • Passive Abilities:
    • Godfather
  • Groups:
    • The Italian Mafia:
      • classified
    • Florence Street Neighbourhood]:
      • classified
  • Victory Condition:
    classified

The Town of Roccisi has prevailed yet again. Congratulations


Survivors
Ellibereth, Mason, Napoli Street, Palermo Street Masonry, Town
:
  • Active Abilities:
    • none
  • Passive Abilities:
    • none
  • Groups:
    • Palermo Street Masonry:
      • classified
    • Napoli Street Neighbourhood:
      • classified
  • Victory Condition: You win when all anti-town forces are eliminated.
Ectomancer Phate
Ectomancer, Kill Immune Vigilante, Napoli Street, Town
:
  • Active Abilities:
    • Vigilante
      • none
  • Passive Abilities:
    • Kill Immunity
  • Groups:
    • Napoli Street Neighbourhood:
      • classified
  • Victory Condition: You win when all anti-town forces are eliminated.
Socrates
Nicodemus, Townie, Napoli Street, Town
:
  • Active Abilities:
    • none
  • Passive Abilities:
    • none
  • Groups:
    • Napoli Street Neighbourhood:
      • classified
  • Victory Condition: You win when all anti-town forces are eliminated.


Group and Action Reveal and Commentary soon.
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Post Post #3093 (ISO) » Mon Mar 15, 2010 12:52 pm

Post by TDC »

Group Abilities Note: QuickTopic link for the Mafia will be added if they agree to it being public.
Also, the deceased (or at least those I did not forget to inform) had access to this thread: http://www.quicktopic.com/43/H/8PGVPZHEUxd
Last edited by TDC on Mon Mar 15, 2010 1:15 pm, edited 1 time in total.
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Post Post #3094 (ISO) » Mon Mar 15, 2010 1:14 pm

Post by TDC »

Actions
  • Day 1:
    Nuwen (Rome) nightwatches: Annachie (Result: Yes)
    Ortolan (Mafia) jailkeeps: Cobalt
    Plum (Personal) kills: nhammen (Result: Bulletproof Vest used up)
    TheButtonmen (Masonry) tracks: Annachie (Result: Adel)
    Pyotr. C. Romanof (Florence) amn. tracks: nhammen to roflcopter (Result: Cobalt)*
    nhammen (Personal) investigates: Cobalt (Result: No Result)
    Phate (Personal) kills: Annachie (Result: Annachie dies)
    Annachie (Personal) bodyguards: Adel
    Phate (Napoli) protects: Socrates

    *Note: As nhammen's investigation failed due to Cobalt being jailkept and not due to nhammen being roleblocked he could still be tracked.

  • Day 2:
    Socrates (Napoli) protects: Ellibereth
    Ellibereth (Masonry) watches: TheButtonmen (Result: Plum)
    Plum (Italian) kills: TheButtonmen (Result: TheButtonmen dies)
    Cobalt (Florence) invents Watcher for self and watches*: ortolan (Result: No Result)
    ortolan (Mafia) jailkeeps: Cobalt
    Nuwen (Rome) nightwatches: Ectomancer (Result: No Result)

    *Note: This was a mod error, as the the watcher could, in theory, neither be used on the same day, nor be given to oneself.

  • Day 3:
    Cobalt (Florence) amn. tracks: Nuwen to DrippingGoofball (Result: No Result)
    ortolan (Mafia) jailkeeps: Ellibereth
    Ectomancer (Napoli) protects Ellibereth
    Ellibereth (Masonry) tracks elvis_knits (Result: No Result)

  • Day 4:
    Ectomancer (Personal) kills: DrippingGoofball (Result: DrippingGoofball dies)
    Ellibereth (Palermo) watches: Ectomancer (Result: No Result)
    Ectomancer (Napoli) protects Ellibereth
    Cobalt (Florence) invents Watcher for self and watches* Ellibereth

    *Note: In an incredible act of stupidity I did not brief the neighborhood on the mistake SpyreX made (for which I do not blame him) and thus it happened again and I saw no choice than to accept the action as the deadline had already passed when I noticed it.

  • Day 5:
    Ellibereth (Masonry) tracks: ortolan (Result: Ectomancer)
    Ectomancer (Napoli) protects: Ellibereth
    ortolan (Mafia) jailkeeps: Ectomancer
    Cobalt (Florence) amn. tracks: Ectomancer to Ellibereth (Result: No Result)

  • Day 6:
    elvis_knits (Florence) invents Watcher for: Ellibereth (Result: Ellibereth receives Watcher)
    Ectomancer (Napoli) protects: Ellibereth
    Ellibereth (Masonry) watches: Ectomancer (Result: No Result)

  • Day 7:
    Ellibereth (Personal) watches: Ectomancer (Result: Cobalt)
    Ellibereth (Masonry) tracks: elvis_knits (Result: No Result)
    Cobalt (Florence) amn. tracks: Ectomancer to Ellibereth (Result: Ellibereth)
    Ectomancer (Napoli) protects: Ellibereth

  • Day 8:
    Cobalt (Florence) invents Watcher for: Ellibereth (Result: Ellibereth receives Watcher)
    Ellibereth (Masonry) watches: Cobalt. (Result: No Results)

  • Day 9:
    Ectomancer (Personal) kills: Cobalt (Result: Cobalt dies)
    Ellibereth (Personal) watches: Ectomancer (Result: No Result)
    Ectomancer (Napoli) protects: Ellibereth
    Ellibereth (Masonry) tracks: Nicodemus (Result: No Result)
Last edited by TDC on Mon Mar 15, 2010 2:00 pm, edited 1 time in total.
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Post Post #3095 (ISO) » Mon Mar 15, 2010 1:37 pm

Post by CSL »

Hell yes.
Show
"I can't kill my own best friend, especially when I can't do shit at all!" - Tragedy


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N
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Post Post #3096 (ISO) » Mon Mar 15, 2010 1:43 pm

Post by populartajo »

CSL wrote:Hell yes.
You were like the worse replacement ever.

GG town. Eli and Ecto were good. I suppose Cobalt also played well to not look to scummy to others despite him being obvscum in my eyes.

Adel and DGB terribad.

I still dont understand how you guys managed to lynch charter, tubby and forget the nhammen cop incident night 1 after ortolanmafia dying.

Anyways, I think the game was two swingy and imba. Neopi being the vigilante and dying day 1 was probably the breaking point.

As usual, good modding TDC. Too bad this Rocissi wasnt as fun as others.
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Post Post #3097 (ISO) » Mon Mar 15, 2010 1:56 pm

Post by TDC »

Now let me add a few things.

First off, I'm not too happy about how this went. In hindsight, I should've postponed the game until I was sure I could run it from start to end without having to load it off on SpyreX for two weeks. He was bound to oversee something and it happened. That said, I don't think that error (and it's continuation two days on) were particularly significant.

I did also not consider that there might come a phase where people just lynch and then want to end the day. The hastily drawn up 72 hour rule was probably far from optimal and made the game drag out unnecessarily. I figure 24 hours would've been enough.


Now, the setup.

1. The multilynch mechanic. One of the reviewers likened it to Lights Out, arguing that the town will play as fast as necessary to get as many lynches as it wants regardless of how short the deadlines are. I didn't really buy that, but I think that looking at D1 it is clearly the case. Getting those six lynches was certainly an advantage, especially so since the last one hit the most important member of the mafia team. Had Neopi stayed alive a bit longer, chances are Plum would've, too. Which brings me to

2. The swingyness. I'm prepared to accept whatever your verdict is and will admit that this game was rather on the swingy side. I think the scum team also just had a lot of bad luck though. As mentioned Neopi got drawn into the most important mafia spot and that certainly didn't help affairs. (In hindsight, I should've had higher entry bars for this game, Neopi should probably not have been in it in the first place).
Trying to get rid of one of the masons certainly was a bit of a risk and it happened to be the wrong one. (Also who knows what would've happened without ortolan's jailings of Cobalt and Ectomancer).

3. The masonry. As Xyl said during the review:
"You can either make something so simple that there are obviously no problems, or so complicated that there are no obvious problems."

The good news is I don't see any obvious problems with the setup.
The coincidence of a potential information gaining Mason having more or less direct access to a Doctor was missed, and if there's anything I would say is wrong with the setup itself, I'd say it's that. I suppose having the Miller Mason in there instead would've meant a bit more fun.

4. The mafia. Now much could be said here and I figure that the unfortunate turn of events of them that meant they lost their ability to kill in record time makes them look worse than they were equipped. It was the general plan of the game to have a rather large team (which with day talking is powerful in itself) and have them chose from a wide choice of actions. The mechanism of limited killing ability was a secondary thought that seemed to play well in limiting what would otherwise be a very powerful team. The second main idea was:

5. Having everyone in neighborhoods. Now, I figured if everyone was in neighborhoods and they had nothing to do there, there wouldn't be much reason to talk. So most of them received some sort or other of ability. But how would that impact balance? How much would scum in a neighborhood be able to influence what happened with the actions (clearly they would at least be aware of what happened (as long as alive), so investigative hood powers were going to be rather weak). I'm still not really sure about that. The doctor hood played an important role (see above), but that didn't have any scum in it. Anyway, the preceding and this point lead to much

6. Complexity. Arguably too much of it. It would probably have been better to make two or three setups out of this. I feel this had a detrimental impact on everyone's enjoyment.

I will take the fact that most everyone thought they were gonna lose for most of the game as a positive sign, though.

Anyway, I'd like to thank SpyreX for his backing up and all of you for playing and (for the most part) not needing replacement or for replacing in. If applicable, I hope you accept my apologies for what went wrong.
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Post Post #3098 (ISO) » Mon Mar 15, 2010 3:02 pm

Post by Ectomancer »

Lovely game TDC!
Thanks for believing in me Elli!
Great game Socrates. I knew you were town.
I have a degree in bullshit. I have patents on entire lines of bullshit. So don't sit here and feed me a line of bullshit and think that I'm not going to recognize it as one.

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Post Post #3099 (ISO) » Mon Mar 15, 2010 3:21 pm

Post by HowardRoark »

Thanks for allowing me to be a part of your game! I enjoyed it for what little bit I was alive. You always make it an adventure, TDC!
I (2192) wrote:
vote Cobalt


I see a Neopi connection.
. . . and 2255. I was sure of that. Since nobody wanted to believe me . . . my plan became openly announcing hiding behind Cobalt, seeing us both die, and hopefully giving y'all more information. Sadly, due to limited access, I was lynched prior to deciding on that and submitting my action. I apologize for my fail.
Help your fellow players by replacing into a game.
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