Trifia: Town wins after Day Eight


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Post Post #700 (ISO) » Wed Mar 30, 2005 7:04 pm

Post by thrawn1020 »

Trying to get around that nasty error, making posts visible.
Mastermind of Sin, Locus Cosecant, Darklight140, Kwyjibo, Omniplx, and Uraj are scummy. *wink, wink*
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Post Post #701 (ISO) » Wed Mar 30, 2005 7:26 pm

Post by Dragon Phoenix »

w00t! Go town! Thanks Fuldu for an interesting variation on the normal mafia.
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Post Post #702 (ISO) » Wed Mar 30, 2005 8:07 pm

Post by PookyTheMagicalBear »

Good Job Town!

Why'd Pirates try to kill PB on their last possible nightkill? :(
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Post Post #703 (ISO) » Wed Mar 30, 2005 8:14 pm

Post by Thoth »

Great game Fuldu. Thanks for modding it and all the effort you put in it.
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Post Post #704 (ISO) » Wed Mar 30, 2005 8:57 pm

Post by Fuldu »

Mechanical Engineer -
You are a
Mechanical Engineer
aboard the G.S.S. Ratite. Your cryopod is equipped with a diagnostic program interface which allows you to check equipment (say, the cryopods themselves) for damage or tampering and to send a low-level repair robot to fix it. If a cryopod were damaged, it would likely result in the stasis death of its occupant and your actions could prevent this. Of course, this is wholly dependant on the central computer's willingness to relay your instructions.

During each statis, please send me the name of the player whose cryopod you wish to run diagnostics on.

You win when all threats to the Ratite are eliminated.

Mod Notes: Protects against mafia kills, but not SK kills.
In the event of attempted protection against SK kill, the morning post will have the repair robots still working on the glass of the cryopod.



Electrical Engineer -
You are an
Electrical Engineer
aboard the G.S.S. Ratite. Your cryopod is equipped with a diagnostic program interface that can track electrical flows within the system. Under normal circumstances this allows you to search for shorts in many of the ship's systems, but with the level of damage sustained in the battle, there are too many shorts for the tool to trace them effectively. You have, however, discovered an unintentional feature of the electrical diagnostic. By marking the time at which an interface is accessed and searching for power fluctuations in other interfaces in the moments just afterward, you are able to determine which consoles are responding to the initial request. In the early weeks of the mission, you were using this largely to verify gossip about crew members' personal relationships, but you feel it will likely serve a more practical purpose in rooting out the saboteurs. Of course, this is wholly dependant on the central computer's willingness to relay your instructions.

During each stasis, please send me the name of the player whose actions you wish to track.

You win when all threats to the Ratite are eliminated.

Mod Notes: Cannot check on the actions of SK.
Will get both names if he checks the Systems Administrator.
Will not get information on pre-dawn activities of Ship's Doctor.



Reference Librarian -
You are the
Reference Librarian
aboard the G.S.S. Ratite. Although the ship's computers have a vast database of information, your expertise is often required to search through it quickly and accurately. So while many other crew members have extensive knowledge in a particular area, your skills are in finding the answers to questions as they are posed to you. As a result, this trivia anomaly in the central computer poses no great concern to you. At any point after the questions have been posed, you may employ your research skills to divine the answer to any one of the questions you choose. Unfortunately, the necessity of remaining on the Bridge (where life support is functioning most solidly) with the other crew members prevents you from spending more time in study than would allow you to find more than one answer. Note that since this is a daytime action, your ability is unaffected by the granting of access by the central computer. Isn't it just your lot in life to have a skill that will be of no practical use to you directly.

After the questions have been posed, please PM me indicating which question you would like the answer to.

You win when all threats to the Ratite are eliminated.

Mod Notes: Not a night action, so trivia, and roles like Electrical Engineer or Deputy will not get information on his activities.



Security Officer -
You are the G.S.S. Ratite's
Security Officer
. As much as you would like to take this opportunity to confine some of the more unruly members of the crew to the brig, the recent battle damaged the locking mechanisms on the cells. However, your cryopod is equipped with a low-level security protocol which will allow you to temporarily disable system access to any crew member you wish. Assuming the central computer is willing to relay your commands, you will have time to disable one individual's system access before falling into stasis.

During each stasis, please send me the name of the player, if any, you wish to prevent from taking action.

You win when all threats to the Ratite are eliminated.

Munitions Officer -
You are the
Munitions Officer
aboard the G.S.S. Ratite. Nearly all of your weapons supplies were spent in the recent battle, but you still have a small stock of torpedos. With no ships within scanning distance for several light years, it isn't likely that these will be needed to defend the ship, so you've decided to turn them to another purpose entirely. Your cryopod is equipped with an emergency protocol designed to protect the ship in the event of an attack while the crew are in stasis, but you're pretty sure you can modify it to fire torpedos at a non-existent target. Furthermore, the protocol provides the option of loading a specialized warhead into the torpedo, and there's nothing to prevent you from telling the mindless robots that will carry out the loading that the cryopods are actually specialized warheads. Of course, if the central computer chooses to ignore your commands, there's little you can do about it. Heh heh, it's cool when stuff blows up.

During each stasis, please send me the name of the player, if any, you wish to fire into the empty vastness of space.

You win when all threats to the Ratite are eliminated.


Ship's Doctor -
You are the
Ship's Doctor
of the G.S.S. Ratite. You are justly proud of your ability to heal and repair all manner of wounds, ailments, and alien diseases. Of course, none of that skill is going to help you a damned bit if life support fails. Under those circumstances, there's really nothing you can do. Well, very little you can do. Because a body aboard a ship without life support is likely to freeze to death before succumbing to any of a number of other potentially fatal difficulties, they can be treated similar to an individual who has fallen into icy cold water and died of hypothermia. Once the body has been returned to normal temperature (as will largely happen once life support has been restored), a shot of murepinephrin will get the heart started again, and the ship's automated nurses will be able to handle the rest themselves. Unfortunately, you only have one dose of murepinephrin available, and the ship's replicators will be unable to produce more until the ship is more fully repaired.

There are three ways in which you may choose to use your murepinephrin. By default, the murepinephrin will be loaded into your cryopod. If you lose life support during a stasis period, it will automatically be injected when life support is reenabled, reviving you. If you wish to revive a lynched player, you must do so during the immediately following stasis. However, as a stasis action, routing this choice to the robots who will carry the body to sick bay will be subject to the vagaries of the central computer. If the central computer refuses to process your request, the murepinephrin will remain loaded in your cryopod. Finally, your cryopod is equipped with lifesign monitors for the entire crew. If someone dies during stasis (and the murepinephrin hasn't been used on you or someone else), you may immediately direct robots to rush to that player's cryopod to inject the murepinephrin, before the rest of the crew are fully awake. Although this action will take place just before stasis ends, it is considered a daytime action, and not subject to the same rejection by the central computer. However, your monitors do not give sufficiently adequate readings to indicate a cause of death, and you should be forewarned that not all stasis deaths will be reversible.

During each stasis, please indicate whether you wish to revive the most recently lynched player. If not, once you have received the list of night-killed players, please quickly send a PM indicating which one, if any, of those players you wish to revive.

You win when all threats to the Ratite are eliminated.

Mod Notes: Self-protection and pre-dawn resurrections are not night actions. Lynch reversal resurrections are night actions.
If the total length of the day is 72 hours or over, the player will be isolated in sick bay for 48 hours, unable to communicate with the other players (i.e. post); if the day is shorter than 72 hours, the players will convene to sick bay to allow the player to participate.



Systems Administrator -
You are the
Systems Administrator
aboard the G.S.S. Ratite. You're furious that someone has hacked into your system, but all your attempts to regain control of the central computer have failed. Whoever did this certainly knows what they're doing. All you have access to any longer are user definition files, available through a simple protocol built into your cryopod. You can't even get logs from there, so you have no idea what anyone's doing, and you now lack the authority to make changes, so you can't lock anybody out. What you can still accomplish is to spoof the computer into thinking one user is another, effectively reversing the source of their commands. The computer is designed to refresh the user files every 72 hours, so this change will only last for one stasis period, but it should serve to swap the choices of the two players you select. All assuming, of course, that the central computer will listen to you.

During each stasis, please send me the names of the two players whose stasis choices you wish to swap.

You win when all threats to the Ratite are eliminated.

Mod Notes: If, as a result, someone submits an inappropriate choice (either because they don't have a night choice or because the choice isn't relevant (e.g. not dead for Ship's Doctor)), it will be ignored.
If swapped mafia choices result in two kills by a single, only the highest ranking mafia taking action will do so.



Chef -
You are the
Chef
aboard the G.S.S. Ratite. Cryostasis is one of the worst parts of your job, just after armed conflict. Needless to say, this has not been a mission you're looking to repeat. However, since the crew is unable to ingest real food during stasis, you've been trying to find ways to enliven the intravenous "meals" they receive, and this seems like the perfect opportunity to begin testing them out. Your cryopod is equipped with a console that will allow you to direct the ship's robots to inject one of five flavorful spices into another crew member's nutrient tank. Assuming the central computer relays your directive, this spice will then be delivered directly into the individual's bloodstream, along with their other daily nutrients. You haven't yet determined exactly what these spices will do, but that's half the fun of cooking. You are, at the very least, confident that none of them are deadly.

You have a limitless supply of the following five spices:
Abraxian Mottled Pepper
Bivoid Tunga Root
G'talian Sea Salt
Ripong Cottle Spore
Xn Parnh

During each stasis, please indicate which spice you would like to provide to which player.

You win when all threats to the Ratite are eliminated.

Mod Notes: Allowed to test spices on self.
Abraxian Mottled Pepper - most affected players will wake up teary-eyed and sweaty, to be noted in the dawn post; M'lraxians are deathly allergic to this pepper, so the SK will be killed by it
Bivoid Tunga Root - increases recipient vitality; will require an additional vote for lynch during the subsequent day
G'talian Sea Salt - increases recipient pheromonic production; can choose in pre-dawn a player to be always voting with them throughout the subsequent day; this vote will not appear in vote counts, but will count toward actual lynch numbers and any apparent discrepancies will be noted but not explained in the lynch post
Ripong Cottle Spore - more attuned to body language, allowing the recipient to choose one post during the day to have dissected for falsehoods; because the mod is not actually a mind-reader, it should be explained that they should try to select a post in which the mod actually knows the truth of the claims being made, i.e. night choices and role information rather than trivia (since, though I know the answers, I don't know whether they think they're giving the right answer); repeat usage results in increasingly paranoid results and withdrawal symptoms upon cessation
Xn Parnh - causes catatonia, leaving player unable to speak for the day



Communications Officer -
You are the
Communications Officer
for the G.S.S. Ratite. With no ships within several light years and a status report being continually updated and narrowbanded back to your superiors back home, there's not much required of you at this point. But you got to thinking that if there are saboteurs aboard the ship, they must be keeping in touch with their superiors, as well. So you've adapted the signal scanner in your cryopod to focus narrowly on the other cryopods within the Ratite. You can set it to scan a particular cryopod for outgoing signals during stasis and the central computer, if it processes your request, will alert you on waking if any outgoing messages originated from that cryopod. You won't be able to track the content or destination, but no one on board should be sending any outgoing messages that don't go through you.

During each stasis, please indicate whose cryopod you wish to scan for transmissions.

You win when all threats to the Ratite are eliminated.

Mod Notes: Receives white noise for town players and GFs, transmissions for others.



Programmer -
You are a
Programmer
aboard the G.S.S. Ratite. As kewl as you think the hack into the central computer is, you didn't have anything to do with it, and you don't think you can do anything to reverse it. But, with all this talk of potential sabotage, you have thought of one, relatively minor, hacker's trick you think you can use to your advantage. Your cryopod is equipped with a small interface console, where you store a few of your old hacking tools. Of course, you've not used them in years, not since you got a real job, but you're just too sentimental to delete them. And a good thing, too, because one of them is a feedback pulse that responds to attacks on a system. By directing the program to watch a particular system (in this case, a specific cryopod's system), any attacks on that system will trigger an electrical surge to the system instigating the attack. It's unlikely to prevent the attack in this case, since cryopods aren't really what it was designed for, and the surge probably won't damage the attacking cryopod, either, but the shock the perpitrator gets will definitely make him think twice about doing it again. However, unless the saboteurs told the central computer to bow down to your l33t haxz0r sk1ll5, you'll have to get it to accept your orders if you want to do anything.

During each stasis, please indicate which cryopod (including yours, if you choose) you wish to have your security protocol monitor.

You win when all threats to the Ratite are eliminated.

Mod Notes: Protection of a SK kill has no effect.
Protection of a mafia kill has a 25% chance preventing kill and, whether kill is prevented or not, a 25% chance of shorting out the killer's cryopod. Shorted cryopods result in a death identical to mafia kills, except that the morning will reveal scorching on the pod. If no short occurs, the attacker will wake with minor burns to be noted in the dawn post.



Power Core Technician -
You are a
Power Core Technician
for the G.S.S. Ratite. With all the damage that was done to it during the recent battle, it's a wonder that the power core is functioning at all, but this cycling of the life support systems shouldn't really be necessary to maintain power. You can't seem to get the core fully functional, but you do think that you have enough excess fuel for one emergency burn that will power the ship for three days. You'll have to be on the bridge to do it, this isn't something you can do from the console in your cryopod, and you can't set it to happen for a later time, so you have to make sure you pick the most advantageous time. But because you can't do this during stasis, the central computer can't prevent you from doing it just because you don't know who discovered the fifth moon of Saturn.

Once during the game, include the word "burn" in a post to activate the emergency burn. If I see the word, I will assume you've used it intentionally, so be careful. But, when you do use it, a PM to me pointing it out will help ensure that I don't miss it.

You win when all threats to the Ratite are eliminated.

Mod Notes: Not a night choice.
Because the day has to start in order for the burn to lengthen it, this cannot prevent permanent stasis, it can only prevent days from being rushed due to insufficient time.



Cyborg -
You are a
Cyborg
stationed aboard the G.S.S. Ratite. Made of both living and lifelike manufactured parts, you have the advantages and disadvantages of each. On the one hand, you need the life support systems as much as your fully living counterparts, and although your stasis is somewhat different than theirs, you are similarly disabled during it. On the other hand, you are able to learn in just a few moments what it takes your human associates a lifetime to perfect. For reasons beyond your admittedly vast capabilities, this process invariably makes you want to say "Whoa! I know kung-fu!" Your cryopod is equipped with an interface port that will allow you to download the job specifications of any member of the crew. Your personal ethics, of course, prevent you from doing this while a crewman is still living; you wouldn't want to show them up at their own job. You have to live with these people, after all. And due to the nature of the download, a system reboot is necessary before a second job can be downloaded. The damage to the ship will make this infeasible until substantial repairs have been made. Finally, an unwillingness on the part of the central computer to relay your request will prevent the download from taking place, but that wouldn't prevent you from trying again during a subsequent stasis period.

Once during the game, PM me during stasis with the name of the deceased pro-Ratite player you wish to replace. If the replacement is successful, I will respond with the role PM for that player (though not the choices they've made up to that point) and you may begin playing with that role from the time dawn breaks.

You win when all threats to the Ratite are eliminated.

Mod Notes: Function in all jobs precisely as if they had begun with that role.
If the Ship's Doctor has used the murepinephrine and the Cyborg chooses to replace to that role, the replacement goes through but is unable to do anything.



Systems Analyst -
You are a
Systems Analyst
aboard the G.S.S. Ratite. Whoever tampered with the central computer clearly did a thorough job; you haven't been able to find a way in anywhere. They did overlook one hole, though. As a normal part of your job, you go through hundreds of daily log files looking for anomolies and trying to correct them. You are still locked out of this capability. However, when a crew member dies, all their log files are forwarded to your system, in case there was something important that they were doing that hadn't yet been brought to a superior's attention. This protocol still seems to be active and although you can't easily access the files, you may have some ability to search them for relevant data. During stasis, you may request a search of the log files for any one deceased crew member. This will let you know what they were doing during the stasis periods preceding their death and what responses (if any) they had received. All this is assuming that the central computer is willing to relay your commands.

During stasis, send me the name of the deceased player you wish to create a report on.

You win when all threats to the Ratite are eliminated.

Mod Notes: Only gets information on central computer night choices, not those roles that make daytime choices or the SK.
Can get information on the actions of scum.



Lieutenant -
You are a
Lieutenant
stationed aboard the G.S.S. Ratite. You're pleased to have survived the recent space battle and have hopes of receiving medals or a commendation upon your return to Earth. If you represent yourself admirably in dealing with these saboteurs, you might even hold out hope for a promotion. Vote carefully and act cleverly to defend the Ratite.

You win when all threats to the Ratite are eliminated.


Ensign -
You are a lowly
Ensign
aboard the G.S.S. Ratite, and you're really starting to regret it. When you signed on with the Galactic Space Fleet you were thinking, 'Space is huge, and 99.99% of it is completely empty. How tough a gig can this be?' Now you're dealing with hostile aliens, saboteurs, and a crazy shipboard computer. If you survive, your mother is going to get an earful about her "Why can't you be more like Mrs. Diaz's boy?" lecture.

You win when all threats to the Ratite are eliminated.

Mod Notes: Any resemblence between fictional mothers portrayed in this game and real-life mothers are strictly coincidental.



Ensign -
You are an
Ensign
stationed aboard the G.S.S. Ratite. After ten weeks of mind-numbing routine, the battle was a nice change of pace for you. And dealing with these saboteurs has the potential to be an interesting challenge. Besides, this is the first opportunity you've gotten to have just as much of a say in what happens as your superior officers. Use your vote wisely to protect the Ratite.

You win when all threats to the Ratite are eliminated.


Ensign -
You are a mere
Ensign
on the G.S.S. Ratite. Let's face it. You're pretty much doomed. Galactic Space Fleet had the sagacity to avoid giving you a red uniform, but if the metaphor fits... Of course, there's always the possibility that, despite your complete lack of skills, you might be able to live through this conflict. You survived the battle with the aliens, after all, so luck must be on your side, right? Unless that means you've used up all your luck for this month. Hrm...

You win when all threats to the Ratite are eliminated.

Additional Notes:
Interaction Effects - various effects might occur to players in the dawn post. Serious effects are frostbitten, in withdrawal, and catatonic. Minor effects are burnt and spicy. Any players affected by two serious effects will be alive enough to exit the cryopod, but won't survive to sick bay. Any players affected by a serious effect and a minor effect will only exhibit the serious one; the minor one will fail to be noticed. Players can be affected by both minor effects simultaneously and both will be mentioned.
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Post Post #705 (ISO) » Wed Mar 30, 2005 9:15 pm

Post by PookyTheMagicalBear »

Amazing roles and interactions Fuldu!

Thanks for the awesome game! :)
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That evil teddy bear has got everyone twirling by his thumb.
It's like witnessing an slow but unavoidable train crash you can't stop."

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Post Post #706 (ISO) » Wed Mar 30, 2005 9:25 pm

Post by Fuldu »

Night Choices:

Night One:
Heisenberg - Flying Dutchman (later CoronII) kills Talitha
Pirates - Bengel54321 kills Mgm
inHimshallibe kills Coron
Coron gave an incorrect answer and submits no choice
Dmi tracks Leonidas, gets that he targeted Quailman
Dragon Phoenix investigates Flying Dutchman, gets scummy result
Internet Stranger fails to submit a choice on time, protects no one
Leonidas doses Quailman with Bivoid Tunga Root, Quailman is informed that he will require an additional vote for lynch on Day One
mneme looks up justinl's actions, unsurprisingly he is told that justinl had taken none
Quailman blocks Locus Cosecant who has no night action
Raccoon_TOF guards Coron, but because Coron is attacked by the SK it has no effect
Talitha can take no action
Thoth chooses not to revive justinl (I probably wouldn't have let him anyway), then chooses not to revive Talitha, Coron, or Mgm

Night Two:
Heisenberg - CoronII kills Leonidas
Pirates - Bengel54321 kills Internet Stranger
inHimshallibe kills mneme
Dmi tracks CoronII, is told he targeted Leonidas
Dragon Phoenix targets Jaguar, hears only static
Internet Stranger fails to submit a choice, protects no one
Leonidas fails to submit a choice
mneme looks up Mgm's actions, because Mgm has no night choice, he is told that no actions were taken
Quailman blocks PeaceBringer, who has no night choice
Raccoon_TOF gave an incorrect answer and submits no choice
Thoth gave an incorrect answer and submits no choice

Night Three:
Heisenberg - Mastermind of Sin kills PookyTheMagicalBear
Pirates - PookyTheMagicalBear kills Locus Cosecant
inHimshallibe kills Locus Cosecant
Dmi tracks Locus Cosecant, is told he didn't do anything
Dragon Phoenix investigates PookyTheMagicalBear, but is blocked
Quailman blocks Dragon Phoenix
Raccoon_TOF gave an incorrect answer and submits no choice
Thoth chooses not to resurrect anyone

Night Four:
Heisenberg - no correct answers, no kill
Pirates - Jaguar kills Dmi
inHimshallibe kills Raccoon_TOF
Dmi tracks Jaguar, would have been told that he targeted Dmi, but that seemed a trifle silly
Dragon Phoenix investigates inHimshallibe, gets scummy result
Quailman blocks Raccoon_TOF, preventing him from guarding Dmi from a kill
RaccoonTOF guards Dmi, but is blocked
Thoth chooses not to resurrect anyone

Night Five:
Heisenberg - Mastermind of Sin kills Save The Dragons
Pirates - Bengel54321 kills Dragon Phoenix
Dragon Phoenix investigates Maximumum, gets static
Quailman blocks Maximumum, who has no night choice
Thoth chooses not to resurrect anyone

Night Six:
Pirates - Bengel54321 kills Maximumum
Quailman blocks Thoth
Thoth is blocked

Night Seven:
Pirates - Bengel54321 kills PeaceBringer
Quailman blocks Jaguar
Thoth resurrects PeaceBringer

Night Eight:
Pirates - Jaguar attempts to kill Quailman, but is blocked
Quailman blocks Jaguar
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Post Post #707 (ISO) » Wed Mar 30, 2005 9:40 pm

Post by Fuldu »

Also, as I read over the PMs, my notes, and the night choices, I see that I said one thing with regards to Thoth's dawn resurrection possibility and did another. In particular, Night Two when Thoth gave an incorrect answer and Night Six when he was blocked, I don't believe I offered him to opportunity to make dawn resurrections and, per the language in the role PM, should have. I don't think he'd have done it anyway, given that he passed up the opportunities to resurrect both Dmi and Dragon Phoenix in order to save it for endgame, but it was an error on my part nonetheless.

I know there were questions raised by various players regarding a variety of things that didn't make sense in the context of the information you had. inHimshallibe's Night One kill and the rationale behind the various deadlines and timers, for example. I know Jaguar was upset that she didn't win this morning via the perpetual stasis clause. Is everything transparent now or is there anything else you'd like clarified?

I'd like to congratulate DP on his good instincts. 4/5 investigations were scum, though he didn't know that in every case.

I'd also like to congratulate Quailman on both surviving to the end and helping town to win, despite his strikingly poor instincts. His roleblocks were: no night choice, townie, cop, bodyguard protecting the tracker, townie (after voting for Bengel54321 all day, I was shocked he didn't prevent him from killing DP), doctorish, non-killing scum, only scum left.

This was fun and I will consider doing it again, but I'd be happy to field comments, questions, constructive input, etc. either in-thread or via PM.
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Post Post #708 (ISO) » Wed Mar 30, 2005 11:01 pm

Post by Thoth »

It wouldn't have made a difference for my choice as the ability was just too powerful in the endgame to waste it early. It could have made a difference though in determining Quailman's innocence as I would not have known that he blocked me. Still with DP already mentioning being blocked earlier in the game and essentially clearing Q then, I doubt it would have made a difference.

I do think that basically confirming the reviving in the Morning scene made my role a bit too powerful. The mafia now gave away the PB or Bengel problem trying to get in the one kill they needed and (I assume) going for the person I would certainly not protect if my ability was that close to that of a regular doc. Then the night scene confirmed me where I could still have been lying with Quailman guessing correctly (OK, maybe those last 3 words were a bit unlikely :mrgreen: )
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Post Post #709 (ISO) » Wed Mar 30, 2005 11:19 pm

Post by Bengel54321 »

Congrats town! :)

We were sooooo close...who would have thought Thoth would choose to resurrect Peacebringer and not Quail in the end. :(
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Post Post #710 (ISO) » Wed Mar 30, 2005 11:27 pm

Post by Thoth »

I could make my choice after receiving a list of the players that died last night, so there was little guessing in it.
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Post Post #711 (ISO) » Thu Mar 31, 2005 12:01 am

Post by Mgm »

Great game and fantastic roles and interactions. If only I survived a little longer... :(
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:shock: - Stoofer
You put me through hell Mgm, my nerves are crushed :/ - Patrick
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Post Post #712 (ISO) » Thu Mar 31, 2005 12:25 am

Post by Quailman »

I tried to give it away to the bad guys. The first five nights I blocked three people who had no night choice, an investigator (DP) and a doc (Raccoon) who had submitted the name of someone who died that night. :( I'm glad it all worked out in the end.

Thanks for modding a great game, Fuldu!
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Post Post #713 (ISO) » Thu Mar 31, 2005 12:27 am

Post by PookyTheMagicalBear »

In my opinion, the Pirates probably had a better chance winning the game by just skipping all of their kills and going for the stasis win.
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-MariaR


"I can't even look at the game anymore.
That evil teddy bear has got everyone twirling by his thumb.
It's like witnessing an slow but unavoidable train crash you can't stop."

-Norwee
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Post Post #714 (ISO) » Thu Mar 31, 2005 5:44 am

Post by thrawn1020 »

I think of all the roles, The SK was the most powerful here. The SK role had so much going for it, because people were so locked in to the no-right-answer thingy that we went two days on that all-who-answered-correctly-must-die bandwagon. It all seems a trifle silly now, but I guess it was the best we had. I just wish Phoebus had had the presence of mind to answer wrong at least once since his night-choice didn't matter.

I'd love to play a similar game, it seems like there were a ton of roles that would have been really cool in the trivia context that we never got a chance to see in action.
Mastermind of Sin, Locus Cosecant, Darklight140, Kwyjibo, Omniplx, and Uraj are scummy. *wink, wink*
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Post Post #715 (ISO) » Thu Mar 31, 2005 5:47 am

Post by thrawn1020 »

I think of all the roles, The SK was the most powerful here. The SK role had so much going for it, because people were so locked in to the no-right-answer thingy that we went two days on that all-who-answered-correctly-must-die bandwagon. It all seems a trifle silly now, but I guess it was the best we had. I just wish Phoebus had had the presence of mind to answer wrong at least once since his night-choice didn't matter.

I'd love to play a similar game, it seems like there were a ton of roles that would have been really cool in the trivia context that we never got a chance to see in action.
Mastermind of Sin, Locus Cosecant, Darklight140, Kwyjibo, Omniplx, and Uraj are scummy. *wink, wink*
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Post Post #716 (ISO) » Thu Mar 31, 2005 6:12 am

Post by Jaguar »

Pooky, I thought about this after I already sent Bengel out to kill Peacebringer. In retrospect we should have tried to kill Thoth or not kill anyone at all, but I don't think at that time it would have helped as much. I was counting on stasis too, seeing that the days were counting down, but than day 8 did dawn and I was taken by surprise at that.

In addition, my apologies to my fellow scum for not participating these last few days. I've been so busy it's not even funny, and everything has suffered. I was working on a better claim, but ran out of time (personally, not game wise). The original claim would have been protective, but when I saw so many people with protective roles, I had to come up with something else.

We were so close!
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Post Post #717 (ISO) » Thu Mar 31, 2005 1:31 pm

Post by Dmi »

Awesome game. Thanks, Fuldu!
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Post Post #718 (ISO) » Thu Apr 14, 2005 2:35 pm

Post by Mastermind of Sin »

bah, my team sucks, and the town lynched me for no fricking reason whatsoever...
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