Mini 822 - Bleach Mafia: Soul Society - GAME OVER
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- OhGodMyLife
- OhGodMyLife
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OhGodMyLife
- Silent But Deadly
- Silent But Deadly
- Posts: 4351
- Joined: February 28, 2006
- Location: Riding on the City of New Orleans
Everyone (still alive) feels the outburst of raw spiritual pressure, and rushes to see what happened. They find the source on soukyokou hill, and carnage is everywhere. Kmd4390 seems to have been split in half, as though reality itself were torn asunder. GLaDOS was the victim of such a powerful attack that there is little left of her to see, a large portion of her body having been blasted away entirely. But the centerpiece is Kise, who everyone arrives just in time to see being beaten to death by the spiritually empowered ZEEnon. Already nearby when the stragglers arrive are SpyreX and Kast, who join their compatriot and turn on the stunned shinigami. A sudden and brutal end. With numerical superiority over the defenders, the Ryoka have managed to free Rukia Kuchiki and escape to the real world, leaving Seireitei in complete disarray.
Kmd4390 -
Kenpachi Zaraki, Captain, Squad 12
- Killed Night TwoGLaDOS -
Momo Hinamori, Lieutenant, Squad 5
- Killed Night TwoKise -
Isane Kotetsu, Lieutenant, Squad 4
- Killed Night TwoKonowa -
Retsu Unohana, Captain, Squad 4
- EndgamedMastin -
Makizo Aramaki, Shinigami, Squad 11
- EndgamedGorrad -
Rin Tsubokura, Shinigami, Squad 12
- EndgamedSpyreX -
Inoue Orihime, Ryoka
- SurvivesKast -
Uryu Ishia, Ryoka
- SurvivesZEEnon -
Yoruichi Shihoin, Ryoka
- SurvivesRyoka Win. Congratulations!
Obviously this game had some problems, most of which is my fault. The modding was awful, especially the far-too-long hiatuses at the end, and I can only offer my heartfelt apologies. I'm taking a break from this playing and modding for a while after this game to focus on real life. I won't be back until after NaNoWriMo, and thats at the earliest.
The game itself was, I've come to realize, breakable from the mafia's end, which to their credit they managed to do. There were safeguards in place which the town utterly failed to capitalize on even given the chance on one occasion, but despite these this was definitely the mafia's game to lose, which they obviously did not. I should have been more diligent in having the game reviewed. Those interested enough will be able to see for themselves momentarily, as I'll be posting role PMs as soon as I'm done with this post.
I will never understand what the hell was going through Mastin's head on day one. Never. And I am way past the point of tolerating his rambling posting style.
It seemed to me that many player's on the town's side were paying far less attention than they should have been. Kmd apparently completely missed or forgot about a pretty significant message from me night one concerning how someone else's role had interacted with his, because he tried to go about with his business night two as though nothing had even happened. And Konowa was handed a scum on a silver platter day two through a judiciously applied amnesiac tracking by Kise but never mentioned it until
after
the day's crucial mislynch was already hammered.Most importantly I must apologize to MeMe once again for this game becoming such a waste of her time, not once but twice now. Sorry MeMe, you're a Goddess.
- OhGodMyLife
- OhGodMyLife
-
OhGodMyLife
- Silent But Deadly
- Silent But Deadly
- Posts: 4351
- Joined: February 28, 2006
- Location: Riding on the City of New Orleans
Kast:
N1:
Vaya gifts Scanner to Kmd4390
Malthusis gifts Watcher to SpyreX
Kise tracks SpyreX, sends result to Konowa (SpyreX targets Vaya)
Gorrad does not act
Konowa does not act
Kmd4390 injures Malthusis
GLaDOS roleblocks Kast (ineffective due to Kast's role ability)
SpyreX kills Vaya using Ability:Tsubaki
Kast targets Kmd4390 with Ability:Bloodless Victory, rendering him power level 1 and stripping all innate abilities
ZEEnon injures Konowa
N2:
SpyreX kills Kmd4390 using Ability:Tsubaki
Kast kills GLaDOS using Ability:Quincy Final Form
ZEEnon kills Kise using Ability:Shunpo
GLaDOS blocks Mastin
No other abilities could have affected the outcome of the night.
SpyreX
You areUryu Ishida, the last quincy, and you have broken into Seireitei to save Rukia Kuchiki from an unjust execution. Along with Inoue Orihime (XXXX) and Yoruichi Shihoin (XXXX) you have disguised yourself as a shinigami in order to avoid detection.
Power Level 3 - Lieutenant:Thanks to the Sanrei Glove passed down to you by your grandfather, you have sufficient mastery over your spiritual powers to fight on par with a lieutenant of the 13 Protection Squads.
Passive Ability - Ransotengai:Using spirit threads you can control the movement of your body in the face of any normal impediment. Effects that would prevent the use of active abilities have no effect on you.
Active Ability - Bloodless Victory:Your aim is second to none, and once during the game you may intentionally sever the chain link and soul sleep of an enemy, permanently disabling all of that player's powers and reducing their power level to 1.
Active Ability - Quincy Final Form:By breaking the Sanrei Glove you release a torrent of spiritual energy, empowering you enough for one night to kill an opponent regardless of their power level or injury status. Utilizing this ability will mean the loss of all spiritual powers (not including factional abilities) for the rest of the game, and the reduction of your own power level to 1.
Factional Ability - Daytalk:You and your faction may communicate at any time using this quicktopic
Factional Ability - Injure:Each night a member of your faction may engage a player in combat. If that players power level is equal to or lesser than the faction member making the attack, they will be placed on the injured list. Otherwise, your own faction member will be placed on the injured list.
Factional Ability - Safe Claim:Yumichika Ayasegawa, 5th Seat of Squad 11
Win Condition - Mafia:You win when only your faction remains or nothing can prevent the same.
ZEEnon
You areInoue Orihime, a Karakura High School student with recently discovered spiritual powers. You have broken into Seireitei and disguised yourself as a normal shinigami along with Uryu Ishida (XXXX) and Yoruichi Shihoin (XXXX) to save your classmate Rukia Kuchiki from an unjust execution.
Power Level 2 - Officer:Though your powers are fantastic, your resolve wavers in the face of real danger. Your fighting abilities are a match for the average seated officer in 13 Protection Squads, but you would not stand much of a chance against a Liutenant or more powerful opponent.
Passive Ability - Santen Kesshun:On any night when you do not use an active ability, you will automatically shield yourself from the first attack against you.
Active Ability - Soten Kisshun:With the ability to reject the current reality, you are able to heal any injury. Each night you may target a player on the injured list and restore that player to full health.
Active Ability - Koten Zanshun:Tsubaki, your attack spirit, creates a reality shield which will split your enemy in two. On any night when you do not use any other active ability, you may attempt to kill a player with Koten Zanshun. If you ever attack a player with a higher power level than your own the attack will fail and this ability will be lost.
Factional Ability - Daytalk:You and your faction may communicate at any time using this quicktopic
Factional Ability - Injure:Each night a member of your faction may engage a player in combat. If that players power level is equal to or lesser than the faction member making the attack, they will be placed on the injured list. Otherwise, your own faction member will be placed on the injured list.
Factional Ability - Safe Claim:Hanataro Yamada, 7th Seat of Squad 4
Win Condition - Mafia:You win when only your faction remains or nothing can prevent the same.
Konowa:
You areYoruichi Shihoin, former captain of the 2nd Squad now returned to Seireitei to assist in preventing the execution of Rukia Kuchiki. Along with Uryu Ishida (XXXX) and Inoue Orihime (XXXX) you have disguised yourself among the shinigami foot soldiers of the 13 Protection Squads.
Power Level 4 - Captain:Your spiritual power has not declined since your days as a squad captain, and you are more than a match for almost anyone you might encounter.
Passive Ability - Feline Transformation:You possess the unique ability to transform into a black cat. On any night when you do not use an active ability, you will undergo this transformation and be completely untargetable.
Passive Ability - Flash Step Master: You are widely regardes as the "Flash Goddess," the most proficient user of the flash step perhaps ever. You may use two active abilities each night rather than one.
Active Ability - Shunko:Using this ability you may kill any player, but the vast spiritual energy release involved means that it will be public knowledge that the death was at your hands.
Factional Ability - Daytalk:You and your faction may communicate at any time using this quicktopic
Factional Ability - Injure:Each night a member of your faction may engage a player in combat. If that players power level is equal to or lesser than the faction member making the attack, they will be placed on the injured list. Otherwise, your own faction member will be placed on the injured list.
Factional Ability - Safe Claim:Mayuri Kurotsuchi, Captain of Squad 12. In addition to this, you know that all but one player is a member of the 4th, 11th or 12th squads.
Win Condition - Mafia:You win when only your faction remains or nothing can prevent the same.
Kmd4390:
You areRetsu Unohana, Captain of the 4th Squad and the most proficient healer in all of Soul Society.
Power Level 4 - Captain:Though you do not seek violent solutions to your own problems, your spiritual power is among the highest in Soul Society. If anyone brings violence against you, they are in for a surprise.
Active Ability - Minazuki:Upon command, your Zanpakuto transforms into a green, one-eyed, flying manta ray with fantastic healing qualities. Once during the game you may order Minazuki to swallow every currently injured player, healing them.
Win Condition - Town:You win when all threats to Soul Society have been eliminated.
PhilyEc
You areKenpachi Zaraki, captain of the 11th squad and the most feared fighter in all of Soul Society. Your love of battle is so great that you wear a spirit-disabling eyepatch so that you might find an opponent who can challenge you.
Power Level 4 - Captain:Your spiritual power is mind-bogglingly vast. Any opponent with a power level less than that of a captain will barely be able to stand in your presence, let alone fight you.
Active Ability - Injure:Each night you may pick a fight with someone. If their spiritual power is equal to or less than your own, they will be injured. If it is greater than yours, you will be injured instead.
Active Ability - Joy of Battle:This ability only functions when you are injured. Once you feel as though your life might really be in danger, you allow yourself to truly unleash, removing your eyepatch. With this ability you may kill one player each night, so long as their power level is equal to or less than yours. Additionally, your power level will not be affected by your injured status.
Win Condition - Town:You win when all threats to Soul Society have been eliminated.
Kise:
You areIkkaku Madarame, the 3rd seat of Squad 11. Though your power level is that of at least a lieutenant, your only wish is to fight and die under the command of captain Zaraki, so you hide your true strength to avoid a promotion.
Power Level 3 - Lieutenant:You fight with the skill and spiritual prowess of a lieutenant in the 13 Court Guard Squads.
Passive Ability - Healing Ointment:You keep a powerful healing salve hidden in the sheathe of your sword. The first time you are injured, you will automatically heal yourself. You will be told that this has happened.
Active Ability - Injure:Each night you may engage any player in battle. If their power level is equal to or less than yours, you will injure them. Otherwise, you will be injured yourself.
Win Condition - Town:You win when all threats to Soul Society have been eliminated.
malthusis:
You areIsane Kotetsu, lieutenant of Squad 4. You are a very proficient healer as well as skilled practitioner in other high level forms of Kido.
Power Level 3 - Lieutenant:As a lieutenant in the 13 Protection Squads, you are a formidable opponent.
Active Ability - Kakushitsuijaku & Tenteikura:Each night you may track the spirit presence of one player with Kido. You must select a second player to learn the results of your investigation. You will not learn the result yourself.
Active Ability - Heal:On any night when you do not use another active ability, you may heal one injured player.
Win Condition - Town:You win when all threats to Soul Society have been eliminated.
Vaya:
You areHiyosu, a toad-like member of Squad 12, the Research and Development squad.
Power Level 1 - Shinigami:You are trained for combat, but you spend most of your time in a laboratory. Any real combat threat would easily best you.
Active Ability - Watcher Invention:You have a unique invention which you may choose to give to any other player on any night of the game. It will impart the ability to watch a player and learn who targets that player each night. You may not use the invention yourself.
Win Condition - Town:You win when all threats to Soul Society have been eliminated.
Mastin:
You areAkon, a 12th Squad shinigami working in the research and development laboratory.
Power Level 1 - Shinigami:As a researcher, your combat training is insufficient to handle any real threat.
Active Ability - Spirit Particle Scanner:You are in possession of a unique item developed by Squad 12 to detect the intruders from the real world, however it requires at least a lieutentant's power level in order to function. You may choose another player at night to give the item to. If they are capable of using it, they will be able to do so on any following night, otherwise they will have the choice to pass the scanner along.
Win Condition - Town:You win when all threats to Soul Society have been eliminated.
Gorrad:
You areMakizo Aramaki, an unusually ineffectual member of the 11th Squad.
Power Level 1 - Shinigami:Your ability to fight well pales in comparison with your ability to run away.
Win Condition - Town:You win when all threats to Soul Society have been eliminated.
Pim/GLaDOS:
You areRin Tsubokuraof Squad 12. You want nothing more than to travel to the real world and sample all of the exotic candies you've heard about there.
Power Level 1 - Shinigami:You are a researcher, not a fighter. You are no match for a trained combatant.
Active Ability - Power Level Booster:You are in possession of two inventions that the Research and Development arm of Squad 12 has been working on which boost the spiritual power of a shinigami. You may not use them yourself, but each night you may give one to another player, whose power level will increase permanently by 1. You may target the same player twice. If this would raise a player's power level beyond 5, it will instead have no effect.
Win Condition - Town:You win when all threats to Soul Society have been eliminated.
You areMomo Hinamori, lieutenant of Squad 5 and a master of the art of Kido.
Power Level 3 - Lieutenant:As a lieutenant in 13 Protection Squads you are highly trained in combat.
Active Ability - Six Rods of Light Prison:Each night you may target one player with this powerful kido spell, preventing them from taking any action.
Win Condition - Town:You win when all threats to Soul Society have been eliminated.
Night Choices
N1:
Vaya gifts Scanner to Kmd4390
Malthusis gifts Watcher to SpyreX
Kise tracks SpyreX, sends result to Konowa (SpyreX targets Vaya)
Gorrad does not act
Konowa does not act
Kmd4390 injures Malthusis
GLaDOS roleblocks Kast (ineffective due to Kast's role ability)
SpyreX kills Vaya using Ability:Tsubaki
Kast targets Kmd4390 with Ability:Bloodless Victory, rendering him power level 1 and stripping all innate abilities
ZEEnon injures Konowa
N2:
SpyreX kills Kmd4390 using Ability:Tsubaki
Kast kills GLaDOS using Ability:Quincy Final Form
ZEEnon kills Kise using Ability:Shunpo
GLaDOS blocks Mastin
No other abilities could have affected the outcome of the night.
Wow. I expected for sure something would interfere with going all out that last night.
Although the town had some power, I think the sheer volume of kills made it a bit too much in favor of the scum.
Although the town had some power, I think the sheer volume of kills made it a bit too much in favor of the scum.
... Processing ...
Wow. The scum got three night-kills on the same night? I think that is really that all that needs to be said about this game.
I am a bit dismayed because I thought SpyreX was scum after Konowa's reveal, but I chose not to block him on the theory that scum would not send him to kill anybody (fearing that he would be role-blocked). I tried to go for scum "most likely" to send in the kill -- hence my target of Kast on Night One (which apparently would not have done anything even if he
Wow. The scum got three night-kills on the same night? I think that is really that all that needs to be said about this game.
I am a bit dismayed because I thought SpyreX was scum after Konowa's reveal, but I chose not to block him on the theory that scum would not send him to kill anybody (fearing that he would be role-blocked). I tried to go for scum "most likely" to send in the kill -- hence my target of Kast on Night One (which apparently would not have done anything even if he
was
chosen to do the killing)."Aperture Science: We do what we must because we can."
Actually, part of it was just the way it played out with the kills.
My kill only worked on the weaker characters (which is the only reason we killed vaya).
ZEE's kill announced it in thread (which assuming no other kills was going to be a bad situation)
Quincy Final Form was a 1 shot that made him a goon.
Knowing that KMD was killable by me from n1 actions was all that did it. It was a shot in the dark if that hadn't had happened.
I think that the heal mechanic was a solid IDEA, but when, ultimately, the mafia is going to move around it and actually kill it didn't help balance enough.
My kill only worked on the weaker characters (which is the only reason we killed vaya).
ZEE's kill announced it in thread (which assuming no other kills was going to be a bad situation)
Quincy Final Form was a 1 shot that made him a goon.
Knowing that KMD was killable by me from n1 actions was all that did it. It was a shot in the dark if that hadn't had happened.
I think that the heal mechanic was a solid IDEA, but when, ultimately, the mafia is going to move around it and actually kill it didn't help balance enough.
No matter how you slice it, three kills is too powerful.
The fact is, in a normal 12 player game with the only scum being 3 mafia, the town should be guaranteed three attempts at lynching (unless there is a Vigilante that miskills, or something to that effect).
In general, when you grant mafia the option of additional kills -- even if technically limited in scope -- you need to tread very lightly with the set-up. The fact that the mafia had so many other powers in
I think OGML said it correct in characterizing this game one where it is the mafia's game to lose. I am not saying that the Town played fantastically, but I cannot imagine a town winning this set-up very often.
1.)
The fact that one kill only worked on weaker players is irrelevant since you can easily injure players and force them to be weaker. This is clearly a kill that becomes more and more likely to be useful the later the game goes -- and using this ability is definitely something I would expect to be most useful later in the game as well.2.)
The fact that one kill was announced in-thread is irrelevant, especially when saved for a do-or-die situation, as here.3.)
The fact that one kill made that player a goon is irrelevant; that is a guaranteed kill
which, in Kast's case, could not even be role-blocked. If you think of it as "two powerful members + goon with a guaranteed extra kill" then I think you will see that your objection is fairly ridiculous. The role I just described is already very powerful.The fact is, in a normal 12 player game with the only scum being 3 mafia, the town should be guaranteed three attempts at lynching (unless there is a Vigilante that miskills, or something to that effect).
In general, when you grant mafia the option of additional kills -- even if technically limited in scope -- you need to tread very lightly with the set-up. The fact that the mafia had so many other powers in
addition
to additional kills is just plain disconcerting.I think OGML said it correct in characterizing this game one where it is the mafia's game to lose. I am not saying that the Town played fantastically, but I cannot imagine a town winning this set-up very often.
"Aperture Science: We do what we must because we can."
Oh, and this was wrong:
Not that that would have helped stave off the outcome here, or anything. But in case anybody was curious.
Also, my assertion at the end of Day Two that Kast was slightly more likely than the average player to be Town was made solely to support my role-claim as an indicator that I had role-blocked Kast on Night One. There was nothing in the thread that actually made think Kast was likely to be Town (as evidenced by the fact that I role-blocked him Night One).
I actually blocked Gorrad on Night Two. In my PM to OGML, I said I hadOhGodMyLife wrote:GLaDOS blocks Mastin.
considered
blocking Mastin thinking that if he was mafia, he was a likely person to send in the kill (since he did not appear to be playing), but that since he was going to be replaced that that logic was out the window and that I was going to block Gorrad.Not that that would have helped stave off the outcome here, or anything. But in case anybody was curious.
Also, my assertion at the end of Day Two that Kast was slightly more likely than the average player to be Town was made solely to support my role-claim as an indicator that I had role-blocked Kast on Night One. There was nothing in the thread that actually made think Kast was likely to be Town (as evidenced by the fact that I role-blocked him Night One).
"Aperture Science: We do what we must because we can."
I sent Konowa the info N1. Wish he had revealed right away though so we could've put 1 scum down. I concur about 3 NK's being quite heavy. Even when they are only enabled for certain rank-townies, I still think this should have been an idea reserved for a larger game.
They have escaped into the mansion where they thought it was safe.
Yet…
Yet…
Ohh I'm not arguing that it wasn't tilted this way, but I'm saying that portraying it as three easy kills is a bit of a misnomer. Especially since we didn't have a standard factional kill.
If Vaya wasn't strength 1 we'd have been in bad shape.
If KMD had been injured (I wonder if he could have injured himself) and went off his list we would have been in bad shape.
And the kicker: If you had blocked either me or ZEE I think we'd have been boned.
The chances of me weaseling out of the lynch was going to be a hard business. Which means after that point we have a goon + our kill announced every night.
And that being the only kill.
If Vaya wasn't strength 1 we'd have been in bad shape.
If KMD had been injured (I wonder if he could have injured himself) and went off his list we would have been in bad shape.
And the kicker: If you had blocked either me or ZEE I think we'd have been boned.
The chances of me weaseling out of the lynch was going to be a hard business. Which means after that point we have a goon + our kill announced every night.
And that being the only kill.
I think kenpachi as a PGO (or even PGO only against harmful actions) would have balanced things pretty well.
One thing to note is that there was no "standard" mafia kill.
The Shunpo should probably have been a one shot use (not sure if it was or not).
Quincy Final Form should probably have been limited to use only if Ishida were injured.
Perhaps dropping inoue's power level to level 1 could have balanced a bit better as it would make it less desirable for mafia to use it in early game.
I think the amount of investigative abilities was high, but most of them weren't immediately useful and all of them had some element of doubt involved. They seem intended for a longer game, as does the injure mechanic, but the mafia ability to kill so many players so early countered that.
One thing to note is that there was no "standard" mafia kill.
The Shunpo should probably have been a one shot use (not sure if it was or not).
Quincy Final Form should probably have been limited to use only if Ishida were injured.
Perhaps dropping inoue's power level to level 1 could have balanced a bit better as it would make it less desirable for mafia to use it in early game.
I think the amount of investigative abilities was high, but most of them weren't immediately useful and all of them had some element of doubt involved. They seem intended for a longer game, as does the injure mechanic, but the mafia ability to kill so many players so early countered that.
Show
T: 9/6.5/0
M: 8/2/1
O: 0/3.5/0
V/LA Pretty much all Weekends and Holidays
M: 8/2/1
O: 0/3.5/0
V/LA Pretty much all Weekends and Holidays
Questions for OGML:
~
SpyreX, I can very much see how the only "constant" kill that could be kept secret was Orihime's (Inoue's) and that you in particular had to target players of level 1 or 2 to be successful. As it happens, there were 4 players in the game who started at Level 2 or lower without injuring or healing even coming into play. As an additional aid, Uryu could strip a player down to level 1 automatically "for the rest of the game" (i.e. I assume this could not even be healed, much less prevented by a role-block): so basically after Night One, there coul easily be 5 town players (out of 9 = more than half) who you could kill using your ability, without even taking strict injuring into consideration.
The concept is fine, but I must agree with Kise: in order for it to play out the way I think OGML intended it, the game needed to have more days and nights (in other words, a larger game) for the concept to really come to fruition. The same criticism is for the investigative roles -- as I mentioned in an earlier post, even if the players believse the invention / result exists, there is always the problem of (i) the player lying or being scum, (ii) the invention not being trustworthy itself, (iii) the player not being able to use the invention due to power level, (iv) the player dying with the invention. Really, the inventions needed more Nights.
To be clear, though: I am not knocking OGML for being a terrible mod here. I don't believe I have run a game to date that I did not have some regrets about. These comments are more to help designs in the future should OGML or anybody else care to use similar mechanics.
1.)
What (if anything) prevented ZEEnon (Yoruichi) from killing twice in the same night? "Flash Step" allowed him to use two active abilities, and his active ability was his killing power. If he could not kill twice, why give him "Flash Step"?2.)
Did healing/injuring occur before or after killings?~
SpyreX, I can very much see how the only "constant" kill that could be kept secret was Orihime's (Inoue's) and that you in particular had to target players of level 1 or 2 to be successful. As it happens, there were 4 players in the game who started at Level 2 or lower without injuring or healing even coming into play. As an additional aid, Uryu could strip a player down to level 1 automatically "for the rest of the game" (i.e. I assume this could not even be healed, much less prevented by a role-block): so basically after Night One, there coul easily be 5 town players (out of 9 = more than half) who you could kill using your ability, without even taking strict injuring into consideration.
The concept is fine, but I must agree with Kise: in order for it to play out the way I think OGML intended it, the game needed to have more days and nights (in other words, a larger game) for the concept to really come to fruition. The same criticism is for the investigative roles -- as I mentioned in an earlier post, even if the players believse the invention / result exists, there is always the problem of (i) the player lying or being scum, (ii) the invention not being trustworthy itself, (iii) the player not being able to use the invention due to power level, (iv) the player dying with the invention. Really, the inventions needed more Nights.
To be clear, though: I am not knocking OGML for being a terrible mod here. I don't believe I have run a game to date that I did not have some regrets about. These comments are more to help designs in the future should OGML or anybody else care to use similar mechanics.
"Aperture Science: We do what we must because we can."
I'd like the answer to 1 because thats how I assumed it worked as well.
You are right about there being 5 possible targets (that I didn't know about) but the flipside is if I had picked wrong (lets say Vaya was 2 and Gorrad boosted). Then not only is there no kill that night but that kill is gone for good. Leaving the mafia in a poor position.
Inoue is very, very swingy. I just had it swing the right way.
You are right about there being 5 possible targets (that I didn't know about) but the flipside is if I had picked wrong (lets say Vaya was 2 and Gorrad boosted). Then not only is there no kill that night but that kill is gone for good. Leaving the mafia in a poor position.
Inoue is very, very swingy. I just had it swing the right way.
Meh.
I should have gone with my first instinct and came out and said something about it right away. I knew Kise was the one that sent it to me after I said for other reasons he was like "I understand".
Sorry.
I should have gone with my first instinct and came out and said something about it right away. I knew Kise was the one that sent it to me after I said for other reasons he was like "I understand".
Sorry.
How many people long for that "past, simpler, and better world," I wonder,
without ever recognizing the truth that perhaps it was they who were simpler and better,
and not the world about them?
without ever recognizing the truth that perhaps it was they who were simpler and better,
and not the world about them?
Well, yes. The game was poorly balanced in that if, for example, SpyreX was lynched Day One, the mafia would have had a ridiculously difficult time coming back from that position, given that they would only be able to make public kills through Yoruichi, and one guaranteed kill using Uryu.
The fact that the game could go to either extreme based on the death (or having a nightkill voided, if SpyreX targeted incorrectly) or living of a single player is very telling. If he kills successfully, the town is at a severe disadvantage, but if he fails to kill, the mafia is at a severe disadvantage.
~
Anecdotally, I had a somewhat similar mechanic in Royal Family Mafia -- the King (who could replaced by a Prince and then a Lost Prince) was the only member who could nightkill, and the Queen (who could be replaced by a Princess) got to investigate for roles. I saw the error of this shortly after the game began, but could do nothing about it; eventually the town had all of the male side of the family killed off, leaving the mafia kill-less (which I had clearly expected to happen at some point, but I underestimated exactly what effect it would have). This forced the mafia to obtain quite a few mislynches just to secure a win.
This set-up was potentially prone to that exact same problem, albeit on a smaller scale, given that this game was smaller.
The fact that the game could go to either extreme based on the death (or having a nightkill voided, if SpyreX targeted incorrectly) or living of a single player is very telling. If he kills successfully, the town is at a severe disadvantage, but if he fails to kill, the mafia is at a severe disadvantage.
~
Anecdotally, I had a somewhat similar mechanic in Royal Family Mafia -- the King (who could replaced by a Prince and then a Lost Prince) was the only member who could nightkill, and the Queen (who could be replaced by a Princess) got to investigate for roles. I saw the error of this shortly after the game began, but could do nothing about it; eventually the town had all of the male side of the family killed off, leaving the mafia kill-less (which I had clearly expected to happen at some point, but I underestimated exactly what effect it would have). This forced the mafia to obtain quite a few mislynches just to secure a win.
This set-up was potentially prone to that exact same problem, albeit on a smaller scale, given that this game was smaller.
"Aperture Science: We do what we must because we can."
- Gorrad
- Gorrad
-
Gorrad
- Mafia Scum
- Mafia Scum
- Posts: 4578
- Joined: April 30, 2007
- Location: Land of Dungeons and Stairs
If anyone cares, this had my breadcrumb. Lightning round = electricity = Larxene's Element in KH = 12th member of the Organization = 12th Squad.Gorrad wrote:I believe that GLaDOS is right, and it's the humans.
KEEP IN MIND: I was mafia in the first game, and what we got as our safeclaim was that only x number of people (I think it was 2) who were in the picture in the opening post were in the game.
Now that the lightning round was different, the ranks of power has made me have to hold in a quote for a good while:
Wait, frik, I can't post images. Ah well, may as well just say it.
My power level? OVER NINE THOUSAND!!!!!!!111one1!!!1
I will not assume everyone with blue eyes has Mako poisoning
I will not assume everyone with blue eyes has Mako poisoning
I will not assume everyone with blue eyes has Mako poisoning
I will not assume everyone with blue eyes has Mako poisoning
I will not assume everyone with blue eyes has Mako poisoning