Mini 778 - Inventor Mafia (OVER)


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Post Post #975 (ISO) » Wed Sep 16, 2009 6:59 am

Post by Stephoscope »

semioldguy wrote:Did Tarhalindur offer anything else in your quicktopic after he was able to see Beyond_Brithday's flip?

The motherboard on my computer was not working this morning; currently on someone else's computer. Mine's under warranty and they are sending out a replacement which hopefully should arrive tomorrow or Wednesday. It's likely I won't be on much or at all until it arrives and can be replaced.
Everything in our quicktopic was after Beyond_Birthday's flip, wasn't it? I've shared everything.

Vote: melikefood
I am looking forward to modding THE ROOM mafia. If you're a fan and want to play, let me know!
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Post Post #976 (ISO) » Wed Sep 16, 2009 7:18 am

Post by Empking »

So, who was scum?
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #977 (ISO) » Wed Sep 16, 2009 1:21 pm

Post by Riceballtail »

After another quick session together, you find that you had not yet recieved the device to test today. So, you quickly innovate a method with a box and some rope. You string Melikefood up, and watch as his communicator falls from his pocket, confirming that he was the last of the cheaters.

Melikefood -
Scum
- Lynched D6

TOWN WINS!


The game is now over. I will post night actions shortly.
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Post Post #978 (ISO) » Wed Sep 16, 2009 1:59 pm

Post by Amished »

Glad I resurrected Tar... Without him, I think we would've lost... Also lol at Tar being NK'd twice.
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Post Post #979 (ISO) » Wed Sep 16, 2009 2:01 pm

Post by Riceballtail »

Setup Info: All players had 2 boxes that were guaranteed to work with the instructions. There were also two dud boxes (such as the deck of cards, or zen garden). The other three had various powers, but were only a 50% chance of successfully working.

Darox/Amished - Black Box
N1: Bullet proof (Black) - Self
N2: Dud (Orange)
N3: Revive (Red) - Tarhalindur
N4: Dead
N5: Dead
Remaining boxes: Blue (Medkit), Yellow (Watcher), Pink (Dud), Gray (Bulletproof)

Empking - Blue Box
N1: Tazer (Black)- Zwetschenwasser
N2: Hider (Orange) - Duckduck96
N3: Tazer (Blue) - Melikefood (Roleblocked)
N4: Jailkeep (Gray) - Stephoscope
N5: Terminal (Red) - Failed to construct
Remaining Boxes: Green and Purple (Duds)

Mastin - Brown Box
N1: Dead
N2: Dead
N3: Dead
N4: Dead
N5: Dead
Remaining Boxes: Red/Orange (Duds), Pink/Brown (Roleblock), Black (Jailkeep), White (Medkit), Cyan (Revive)

Semioldguy - Pink Box
N1: Terminal (Pink) - AceMarksman/Stephoscope
N2: Tracker (Black) - Failed
N3: Hider (Purple) - Gorrad
N4: Yellow (Dud)
N5: Cyan (Dud)
Remaining Boxes: Gray (Terminal), Brown (Roleblock)

Tarhalindur - Gray Box
N1: Comm (Gray) - Darox/Amished - Killed before action could work
N2: Dead
N3: Dead
N4: Comm (Black) - AceMarksman/Stephopscope
N5: Terminal (Cyan) - Killed before action could work
Remaining Boxes: White/Blue (Duds), Pink (Jammer), Red (Bulletproof)

Zwetschenwasser - Green Box
N1: Medkit (Green) - Lobstermania
N2: Dead
N3: Dead
N4: Dead
N5: Dead
Remaining Boxes: Pink/Yellow (Duds), Purple (Medkit), Orange (Tazer), Blue (Terminal), Red (Jammer)

Lobstermania (et al) - Orange Box
N1: Watcher (Orange) - Beyond_Birthday
N2: Dead
N3: Dead
N4: Dead
N5: Dead
Remaining Boxes: Blue (Watcher), Red/Cyan (Duds), Green (Bulletproof), Purple (Tracker), White (Tazer)

AceMarksman/Stephoscope - Red Box
N1: Tracker (Red) - Lobstermania (Roleblocked)
N2: Tracker (Cyan) - Duckduck96
N3: Dud (Orange)
N4: Jailkeeper (Pink) - Failed
N5: Dud (Gray)
Remaining Boxes: Blue (Medkit), Yellow (Hider)

LeakingGoofball/Beyond Birthday - White Box
N1: Dud (Red)
N2: Jailkeep (White) - Duckduck96 (Roleblocked)
N3: Jailkeep (Yellow) - Melikefood
N4: Watcher (Green) -Tarhalindur
N5: Dead
Remaining Boxes: Brown (Dud), Orange (Tracker), Purple (Bulletproof)

=================================
Scum team had all boxes pooled, but each had individual access to one set until they were dead, preventing the mafia from having three kills each night.

Yellow Box - 7 Tazers
Cyan Box - 2 Medkits, 5 Jammers
Purple Box - 2 Bulletproof, 2 Tracker, 1 Mason, 1 Reviver, 1 Watcher

Zazier/Gorrad - Yellow Box
N1: Tarhalindur (Kill)
N2: Empking (Kill) - Miss due to hiding
N3: Amished (Kill)
N4: Dead
N5: Dead

Farside/Duckduck/Monkeyman - Cyan Box
N1: AceMarksman/Stephoscope (Roleblock)
N2: Beyond_Birthday (Roleblock)
N3: Dead
N4: Dead
N5: Dead

LunaLouise/Melikefood - Purple Box
N1: Empking (Track)
N2: Melikefood (Bulletproof)
N3: Empking (Roleblock)
N4: Melikefood (Bulletproof)
N5: Tarhalindur (Kill)
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Post Post #980 (ISO) » Wed Sep 16, 2009 2:08 pm

Post by Riceballtail »

I'd like to thank you all for playing, and I hope you enjoyed the game. I would appreciate any feedback that you may have in order to help me improve further games I run. Also, if you did enjoy this, I have considered taking this to a large theme game, of which I could allow any number of players in for (because of the easy to balance dynamic of the teams); if that interests you, please let me know (in thread or PM).
Þç¬ÕêåÒéÆÞ¿▒ÒüòÒü¬ÒüìÒéâõ╗ûÕàÑÒééÞ¿▒ÒüøÒü¬Òüä


Proud owner of Mafiascum's First Next Great Restaurant :D
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Post Post #981 (ISO) » Wed Sep 16, 2009 2:18 pm

Post by Amished »

I think even with 2 duds per, the town was rather overpowered, especially when it comes down to claim time (like it did with Tar when he lead it). There's just so many powers to throw around to verify people's status it seems. Otherwise it was well modded I thought. Your attentiveness to Night Actions getting done in a timely manner when I would have expected that to take the longest.

Will you reveal the scum QT?
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Post Post #982 (ISO) » Wed Sep 16, 2009 3:15 pm

Post by Tarhalindur »

Heh, I'd wondered if the scum kill was box-based. Hadn't thought of a single box with seven Tazers, though.

On setup: If I'd been running the setup, I would probably have swapped out a couple of the actions or added a twelfth option. In particular, Cop + Watcher + Tracker + Reviver was a bit heavy on the confirmability aspect; I'd have removed Cop for a weaker investigative role (maybe a role that learns what ability, if any, the targeted player used on that night? That idea's been sitting in my notes for a while, and it would have worked very well here).

I'd also have added a twelfth option to further dilute the likelihood of certain roles appearing (perhaps Redirector, a role I find criminally underused).

If you run this as a Large Theme, I'd suggest adding considerably more boxes per player.

On play: Best action I saw this game was Amished N3 - I agree with Amished that town would have likely lost without it.

Also, I should REALLY have caught onto Luna Louise D1 for that Chainsaw Defense of ZazieR with a really contrived reason.

Mason QuickTopic: Here. Not much here, though, since the game was pretty much over anyways, neither action needed to be discussed (since Stephoscope opened a blank) and Stephoscope was V/LA at the time.
User out of ambit.

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Post Post #983 (ISO) » Wed Sep 16, 2009 3:18 pm

Post by Amished »

It was the easiest choice I could make, Tar :) Glad I could almost kinda maybe play in a game with you even though I replaced in after you died the first time, and I died when you came back....
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Post Post #984 (ISO) » Wed Sep 16, 2009 5:25 pm

Post by melikefood »

My last day was a desperate stab in the dark.
Good Game.
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Post Post #985 (ISO) » Wed Sep 16, 2009 10:50 pm

Post by Riceballtail »

http://www.quicktopic.com/43/H/AtRxd4aJHY6 - Scum QT.

@Tar - I agree that I may have slightly overpowered the town, but in my setup review, I was told that I had overpowered the scum. Also, I do like the idea of the additional boxes, and may indeed put them into use if/when I can run this as a large. I would also add more boxes, as I would not want to have to add additional boxes due to the game dragging on too long. I figured 7 would be sufficient for this game, and I seem to have been correct. :D

As for who got what box, I took first pick in time recieved. Although this step was technically not needed, I felt like it gave the players a chance to actually "choose" their role. The colors of the boxes were statistically irrelevant, as I made sure that the box colors were randomized for town/scum and what powers they contained for the individual. Also, nobody likes brown apparently.

@Those who didn't open their guaranteed box N1: While you didn't know that you'd have two fully functional boxes, why would you not pick the one that you know would work?

@Melikefood: Although you didn't know their boxes, if the town believed you about SOG, you may have had the chance to make the win. It was a shot in the dark, but I could have seen it working quite well.
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Post Post #986 (ISO) » Thu Sep 17, 2009 3:39 am

Post by Empking »

Good Game and well modded. I agree that have the resurrector was a bit too strong. it seems reasonbly well-balanced all in all.

I didn't choose my guaranteed box at least because I didn't have anyone I wanted to use a box on.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #987 (ISO) » Thu Sep 17, 2009 3:39 am

Post by Empking »

Good Game and well modded. I agree that have the resurrector was a bit too strong. it seems reasonbly well-balanced all in all.

I didn't choose my guaranteed box at least because I didn't have anyone I wanted to use a box on.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #988 (ISO) » Thu Sep 17, 2009 5:29 pm

Post by Beyond_Birthday »

I enjoyed the game, but honestly, the town was overpowered. From personal experience, iIve learned that more people in the town having power roles DOES NOT make the town weaker, especially at higher levels of play where an individual's ability to scum hunt or get strong reads on a player increases the chances a town power role will not misfire.

I think that what gave town the win, however, was the resurrection ability. Without that, the game would likely have been much closer a call for the town side, unless scum also had an ability to resurrect someone as scum without any alignments being confirmed by mod on people who were resurrected, but even this idea is a bit convoluted and complicated.

The game was fun, I loved the concept, but all and all, an amazing game. Thanks players and moderator!
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Post Post #989 (ISO) » Thu Sep 17, 2009 6:04 pm

Post by Amished »

@BB: Even without alignments being mod-confirmed, anybody *but* Tar being rezzed would've instantly made them scum, tbqh. One of the pitfalls of having such a good and well-known player.

I actually wonder what would've happened if one of the scum resurrected monkey the night he was lynched, giving them still another kill, wasting a day for town, basically (which would've turned D3 into a no-lynch, in all honesty) and would've been tough for the town to deal with a couple more kills/other confusion, leaving both of them alive for 3 "useful" night actions between the two of them through the two nights instead of losing one the next day through a lynch again. I think that would've been optimal, though who knows what other abilities the town would've stumbled onto in the extra day.
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Post Post #990 (ISO) » Thu Sep 17, 2009 6:06 pm

Post by Amished »

I wish I remember what I saw in the game though, as I successfully paired Zazier with Farside early on in the game (stated in like my 3rd post). I was wrong about Lobster, but 2 out of 3 ain't bad.
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Post Post #991 (ISO) » Thu Sep 17, 2009 6:55 pm

Post by Beyond_Birthday »

Lobster should have been scum, that's all I'm saying.
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Post Post #992 (ISO) » Fri Sep 18, 2009 1:50 am

Post by Amished »

Same here, actually. I was really confident in that :( :oops:
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Post Post #993 (ISO) » Sat Oct 03, 2009 5:50 am

Post by MeMe »

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