Mini 379: Speed Mafia (game over!)


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Post Post #475 (ISO) » Mon Oct 09, 2006 9:17 am

Post by Brutal Assassin »

Yeah, I remember noting that MBLs claim of Penelope Pitstop was very, very obscure.
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Post Post #476 (ISO) » Mon Oct 09, 2006 9:19 am

Post by Fiasco »

Both the cop and the backup cop just got innocent/guilty results, not role names.
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Post Post #477 (ISO) » Mon Oct 09, 2006 9:50 am

Post by Brutal Assassin »

I meant that maybe safe fake claims should have been provided.
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Post Post #478 (ISO) » Mon Oct 09, 2006 10:14 am

Post by Arafax »

Awesome game...I really enjoyed....Thanks for modding (all of you)!
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Post Post #479 (ISO) » Mon Oct 09, 2006 10:19 am

Post by MrBuddyLee »

BA, I didn't perform the kill, so my indignance was genuine. :)

I chose Penelope Pitstop cause I kind of figured I was fucked anyway, and she's hot.
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Post Post #480 (ISO) » Mon Oct 09, 2006 10:58 am

Post by Tamuz »

MBL, You essentially told me that you were scum when you said Tamuz is always wrong about me when you weren't even on my radar.
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Post Post #481 (ISO) » Mon Oct 09, 2006 11:50 am

Post by pablito »

Bah, I knew I should've investigated at the beginning of Block 2 Phase 2 instead of waiting for the claims. I still would've investigated MBL before claims because I eliminated everyone but Bogre and MBL from my scum list.

I really loved this game, but there was just way too much going against the mafia. Nonetheless, it wasn't the setup that lost it for scum this time since they were pretty much screwed once Hacker died. And that kill wasn't related to setup. Even if SK had chosen someone else, Hacker was high enough on my list for investigation.

I like the lack of the doctor, I didn't like the masons and while the vigilante was surprising, I don't think it was worth it to have a vig. It really cut the game down timewise. I'm not a big fan of the presence of masons with a cop in a mini (even when searching masons or restricted masons), because that can be three innocents near end-game and it makes it much harder for scum.

Also I noticed that the cartoon/comic-themed vanillas were tough claims to beat for scum. On the flip-side, Hermes as a claim was way out there and if I were wagonned and then forced to claim, it wasn't solid enough to warrant immediate unvoting.
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Post Post #482 (ISO) » Mon Oct 09, 2006 12:03 pm

Post by Fiasco »

MrBuddyLee actually sent in a Pablito kill at the start of Block 2 Phase II, but immediately reconsidered because the timing would clear TMH. That was just bad luck on the scum's part.
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Post Post #483 (ISO) » Mon Oct 09, 2006 12:07 pm

Post by Yosarian2 »

As a co-mod who helped design the game, I'm glad everyone enjoyed it.

I think the one big mistake we made in designing the game was too many confirmed innocents, or cops who could confirm innocents. After the game was going, i realized that all the town would need was 3 or 4 confirmed innocents and they could just speedlynch everyone else. I think if we just got rid of that, though, we could run the game again and it'd be pretty balanced.

It's funny, I didn't think the name-claims would be a problem; there was a very lose assosiation between them, and the scum could pick pretty much any superhero or television character (I mean, the bus from speed?) and it wouldn't be a problem. Then again, perhaps the very speed of the game makes it harder to come up with good fake claims; perhaps safe claims would be a good idea if we ran a game like this again.
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Post Post #484 (ISO) » Mon Oct 09, 2006 12:10 pm

Post by MrBuddyLee »

Let's run it again. :)
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Post Post #485 (ISO) » Mon Oct 09, 2006 12:12 pm

Post by Fiasco »

TMH exploded because he said he had been threatened with modkill -- but saying that was one of the things he could be modkilled for. (Not a big role violation, and probably an unintentional one, but TMH had already been given fair warning earlier... and his death didn't hurt game balance ;) )

Arafax's first kill attempt bounced off Mert's one-shot immunity, if that wasn't already obvious.

M4yhem sent in the first mafia kill.

Any other mysteries that need clearing up?
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Post Post #486 (ISO) » Mon Oct 09, 2006 12:33 pm

Post by M4yhem »

Argh.
I was really in too many games, so I didn't quite give this game the attention it deserved. Good setup though; I enjoyed it while I was in it.

I was terrified of being asked to claim though, since I had no idea what kind of claims there were in it. Until I saw the ferrari kill, and then it was easy. It deeply amuses me that I got counter-claimed by the SK, of all people, who then got caught by the real vig. Even when I'm scum, I help the town.

Really thought MBL had a chance, but then the masons came out.Nevermind.

BA- my honest reaction to your plan was that it was god's gift to scum. After all, the quicker we killed townies, the better. And your list had me and Hacker near the bottom. I would happily have followed it, because I believed I could steer you in the wrong direction if nessecary.

Hacker gets the credit for telling me Zindaras was the cop.

Good game, Town & Mods.
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Post Post #487 (ISO) » Mon Oct 09, 2006 12:40 pm

Post by pablito »

When I got cop abilities, I learned Zindaras didn't use his ability. I also waited until I knew more about what was going on before I decided to investigate. I acted the same and continued with my pressure on M4yhem. I felt that investigating M4yhem could be disheartening to me, so I opted tnot to investigate him. At that point I also felt that M4yhem's tells were so strong that it wasn't necessary. My top three investigation suspects were Tamuz, Twomz and HackerHuck. Once Huck died, I was going to investigate Tamuz for the Huck-Tamuz interactions, but knowing that I tend to attack Twomz too much and the he's scummiest when town, I had to investigate Twomz that block :)

For Block 2, I knew that BA and themanhimself (now Sherlock) were very likely town due to M4yhem's votes. I already knew Twomz's alignment and Arafax could still confirm himself later. I figured out Tamuz was too eager on the M4yhem wagon that he was probably town. That left Bogre and MBL. Bogre was on his way to vigging/lynch at that point so I investigated MBL.

Mafia were just very unlucky that Huck was offed by the SK because a Huck-MBL team could've won the game.

Mert - did you really tell us your true reasons for taking out HackerHuck after your vig claim?
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Post Post #488 (ISO) » Mon Oct 09, 2006 1:45 pm

Post by Lloyd »

As a co-moderator of this game, I suggested the idea of not revealing roles upon death. The other moderators said it may be difficult to handle considering the setup was new, and I agreed (and still agree) with them.

In hindsight, if the roles were not revealed upon death, it would be easier for scums. However, I think it would have been overpowering for scums.

For the sake of balance, I realized the masons were too strong once the SK was killed. However, a setup is mostly set in stone once the game starts, and we wouldn't change it mid game unless there was a broken setup reason (which had potential, but it never happened from my perspective).

Thanks to everyone for playing. I had fun co-moderating.
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Post Post #489 (ISO) » Wed Oct 11, 2006 12:07 pm

Post by Fiasco »

One other thing -- does everyone think one week was a good block length, or should future games be slower/faster?
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Post Post #490 (ISO) » Wed Oct 11, 2006 12:10 pm

Post by pablito »

One week felt very appropriate. Definitely not slower though. The pressure of the week-deadline made the game feel urgent and prioritized. I definitely had to pay more attention to this game than others and it made it feel more intense. This lead to it being more enjoyable for me in the end.
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Post Post #491 (ISO) » Mon Jun 11, 2007 2:07 pm

Post by MeMe »

last post
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