Dayless Mafia (Game Over)


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Dayless Mafia (Game Over)

Post Post #0 (ISO) » Fri Aug 26, 2011 9:44 pm

Post by Empking's Alt »

---Reserved---
Spoiler: stuff
]14 Players
Dayless - The games lacks days and the thread is permanently locked.
Night lengths - 48 Hours
3:11
Queue thread is also locked (people /in through PM)
If a player Neighbourises a player already in a neighbourhood then the two neighbourhoods gain a new neighbourhood that everyone in both neighbourhoods can post in. The old one is not closed however.
If new neighbourhoods with shared members are made on the same night then only one neighbourhood is created. (e.g. A neighbourises B, B neighbourises C. A,B and C are one neighbourhood.)
Open Game

Role Orders


Neighbourise
Mafia Kill
Vig Kill
Cop Investigation

3 Players:



You are a Mafia Goon.

XXX, YYY, ZZZ are the Mafia Goons. You may talk [Here] (and only here) at night. As a group you have one factional kill per night. As an individual, if you do not kill, you may Neighbourise a player.

You win if the mafia can no longer be eliminated and at least one Mafioso still remains.


5 Players:



You are Town. You have several actions but can only perform one per night.

Neighbourise (Unlimited)
Sane Cop Investigation (One-shot)
Odd Night Vig (One-shot)

You win if the Mafia is dead and at least one town player remains.


6 Players:



You are Town. You have several actions but can only perform one per night.

Neighbourise (Unlimited)
Sane Cop Investigation (One-shot)
Even Night Vig (One-shot)

You win if the Mafia is dead and at least one town player remains.


One Action per Night


Rules:
1. No talking where you shouldn't be.
2. Play to win.
3. Everything else to be expected. If in doubt, ask.


Players


Ant_to_the_max
Xalxe
Chronopie
Zoraster
Hoppster
Valern
Oversoul
kdowns
Kdub
Junpei
Kanyeknowsbest
Amrun
evilpacman18
Espeonage
Last edited by Empking's Alt on Tue Sep 06, 2011 12:19 am, edited 6 times in total.
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Post Post #1 (ISO) » Fri Aug 26, 2011 9:45 pm

Post by Empking's Alt »

Night One Begins Now.

It ends in 48 hours
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Post Post #2 (ISO) » Sun Aug 28, 2011 9:56 pm

Post by Empking's Alt »

You wake up and count everyone. 1,2,3...14. Hey that's everyone!

You celebrate with a drink and then another then another

Hey, it's bedtime!

Night 2 begins now!
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Post Post #3 (ISO) » Tue Aug 30, 2011 10:11 pm

Post by Empking's Alt »

Urghr you really should not had so much to drink last night.

You cal in sick and make your apolagies for not being able to lynch someone today. All of you spart from kdowns on accoint of being dead.

kdowns is dead. He was town.

Night Three begins now
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Post Post #4 (ISO) » Thu Sep 01, 2011 10:19 pm

Post by Empking's Alt »

Oversoul and Xalxe slept in each others arms. You wake up to the sight. "Xalxe was beloved" "A princess really."

So you went back to your beds to mourn.
Oversoul was killed. He was a Mafia Goon.
Xalxe was killed. He was Town.
Night Four begins now
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Post Post #5 (ISO) » Sat Sep 03, 2011 10:24 pm

Post by Empking's Alt »

So much blood. Sure you'd planned this from the beggining but still it takes your breath away. You shuffle off to bed after this horrific sight.

Junpei was killed. He was town.
Amrun was killed she was scum.
EvilPacman was killed. He was town.
Zorastor was killed. He was town.

Night Five Begins Now.
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Post Post #6 (ISO) » Tue Sep 06, 2011 12:18 am

Post by Empking's Alt »

Its Night Five and only three of you have any shots left, will you be able to kill the right person in order to free the town of Dayless from this great evil. Well two of you are confirmed so this shouldn't be too difficult. Well, Chrono begins sneaking up on what he believes to be the last Mafioso. Fortunately, he was right. Unfortunately, he was blown away by a shotgun blast. Oh well.

At least Espeonage is still here...

Yeah Espeonage has just killed Hoppster. Cool.

Chronopie was killed Night Five. He was town.
Hoppster was killed Night Five. He was a Mafia Goon.

Town Won!
Last edited by Empking's Alt on Tue Sep 06, 2011 3:55 am, edited 1 time in total.
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Post Post #7 (ISO) » Tue Sep 06, 2011 12:20 am

Post by Quilford »

Was this really balanced?
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Post Post #8 (ISO) » Tue Sep 06, 2011 12:20 am

Post by kanyeknowsbest »

not really.
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Post Post #9 (ISO) » Tue Sep 06, 2011 12:23 am

Post by Quilford »

I mean I have no sense of balance, but it doesn't seem like it to me.
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Post Post #10 (ISO) » Tue Sep 06, 2011 12:26 am

Post by kanyeknowsbest »

youll see when empking posts the qts, but we had the game broken by n2. how much of the brokenness is predicated on whether or not town swiftly creates one mega qt is debatable though. i think that even fractured into several smaller qt's, town could still have created the necessary cop chains to break this game.
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Post Post #11 (ISO) » Tue Sep 06, 2011 12:27 am

Post by kanyeknowsbest »

definitely interested on hearing empkings thoughts about how things went though
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Post Post #12 (ISO) » Tue Sep 06, 2011 12:28 am

Post by kanyeknowsbest »

n3* i forgot n0 was n1.
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Post Post #13 (ISO) » Tue Sep 06, 2011 12:28 am

Post by Empking's Alt »

Thoughts


* I think scum played very well apart from (maybe) their no kill N1. Its a shame that the set up let them down.
* Town played well to break the set up though I think its fair to say that Junpei and Kanye carried them.
* Yeah the set up was broken. I have to make the confession that that was partly by design because I liked the idea of a Daylesss game being broken if not for being Daylesss. (That's why the sign up thread was locked so nobody could strategise there.) I really did not expect the utter lack of kills from town players and the huge numbers of neighbourisations.
* I think that most of the brokeness comes from the mass quicktopic on account of its the only way to get past duplicate results and the like.
* Why did you all neighbourize? And why didn't you kill?
8 I was planning on running another (non-broken) Dayless game but it looks (from comments from the QTs) that the idea is unworkable. Or is that just with 48 hour deadlines?


PEdit: I think it was broken but balanced. The town needed to use all their shots even with the breaking strategy.
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Post Post #14 (ISO) » Tue Sep 06, 2011 12:30 am

Post by Empking's Alt »

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Post Post #15 (ISO) » Tue Sep 06, 2011 12:32 am

Post by kanyeknowsbest »

i dont think the nightless idea is terrible. the main issues are that some people are obviously annoyed by the qt interface and that the 48 hour deadline should have been much more prominent in the thread. if not for our breaking strategy, the fact there were only four or so active townies would have made this game extremely painful.
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Post Post #16 (ISO) » Tue Sep 06, 2011 12:33 am

Post by kanyeknowsbest »

lol at kdowns/oversoul qt.
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Post Post #17 (ISO) » Tue Sep 06, 2011 12:44 am

Post by zoraster »

Yeah, this didn't work for me. I never really got into the game. The QT is a terrible place to try and have an actual game and it's easy to forget about.

Everyone neighborized because with only one shot vig and one shot cop, you don't really want to do anything else on night 1.

Personally, I was kind of hoping for a nightless game without any discussion except between scum members. Somehow incorporating only power roles.As it was, it was kind of just a game with really short deadlines, no lynches, and a really annoying interface.
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Post Post #18 (ISO) » Tue Sep 06, 2011 12:51 am

Post by Quilford »

If the neighbourise was just one shot maybe this would've gone down better?
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Post Post #19 (ISO) » Tue Sep 06, 2011 1:12 am

Post by Espeonage »

The idea I think was that the game would eventually be all in one QT.

The reason we all neighbourised was because it was smart. The way I was planning was on getting a confirmed town in a neighbourhood with and starting a cop chain. It was the obvious way to go. I could have picked better than Chrono as I could ahve predicted he would take the same approach on me. (YAY friends made on lol.)

Also even before the game started i was expecting no mafia kill on the first night. It was obviously a good approach to take seeing as alot of town would have neighboured too and you blend in with the crowd. Of course the better plan in my eyes would have been two neighbourises and one no action. But that's just my opinion.
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Post Post #20 (ISO) » Tue Sep 06, 2011 1:16 am

Post by Chronopie »

At least one of us killed the bastard.*

*No offence intended, purely in character.


But yeah, Me and Espy copping each other. LoL ftw.
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Post Post #21 (ISO) » Tue Sep 06, 2011 1:46 am

Post by Empking's Alt »

Even: To Ant_to_the_max, Junpei, kanyeknowsbest, Valern, Xalxe, evilpacman18
Odd: kdowns, Chronopie, Espeonage, Kdub, zoraster
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Post Post #22 (ISO) » Tue Sep 06, 2011 3:32 am

Post by Junpei »

What will never work is a game like this where the following things are true:

There is the similar cop/vig makeup mechanic
The town conform to one QT
The town have enough time to stratagize

Last one could only be fixed by shorter deadlines which would only be frustrating.
The second one could only be fixed by 1 shot neighborizers, but even then if everyone does the smart thing and neighborizes in a circle this can happen. But I think being completely separated like that ruins the feel in a way. It is impossible to know about the others and it just comes down to dumb luck.

I then think that the cop/vig mechanic should probably be looked at. I don't have any ideas (I'm sure you'll come up with something) but it certainly needs a rework. Out of thread neighborization doesn't really work well because it is random when town will conform and it is pure luck. But then again, I wouldn't be surprised if you worked it right.

Anyways, was fun, if not just the part where I broke the setup with Kanye
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Post Post #23 (ISO) » Tue Sep 06, 2011 3:53 am

Post by CSL »

I'm assuming Town won, Empking?
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Post Post #24 (ISO) » Tue Sep 06, 2011 3:55 am

Post by Empking's Alt »

In post 23, CSL wrote:I'm assuming Town won, Empking?


Yeah. (Also, stop pretending to be Tragedy!)
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