Mini 170 - Time Travel Mafia, Game Over!


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Post Post #225 (ISO) » Tue Apr 19, 2005 1:51 pm

Post by Fuldu »

I asked and was told that I could use the shield night one, but decided (correctly, as it turns out), that I was a decent bet for protection night one.
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Post Post #226 (ISO) » Tue Apr 19, 2005 5:21 pm

Post by Drummer »

Wow. My third post and the game is over. Not my most difficult game thus far...
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Post Post #227 (ISO) » Tue Apr 19, 2005 5:34 pm

Post by mathcam »

armlx wrote:Time travel huts my head.
Heh.

NIGHT 1 Choices
Mafia - Axelrod Kills armlx night 1
MgM - Kill Fuldu night 2 (uses 1 day of fuel)
Tactix - No action.
Darklight - Protects Fuldu night 1
SapphireVerde - None yet

NIGHT 2 Choices
Mafia - Electra kills MGM night 1 (uses 1 day of fuel)
Mgm - Kill Nanook night 2
Tactix - Kill MGM night 2
Darklight - Protect MGM night 2
SapphireVerde - None yet

NIGHT 3 CHOICES
Mafia - Axelrod kills DragonSlayer night 1 (uses 2 days of fuel)
Mgm - No choice
Darklight - Back to night 2 to save Fuldu
Tactix - kill Darklight night 1
SapphireVerde - None yet

Comment: Night 2 was awesome, the vig killed the serial killer, but the serial killer was protected by the doc. The SK's kill was blocked by a time shield, and despite all this, the SK and another person woke up dead.

Additional fact: If Darklight had survived that night, he would have received SapphireVerde's unused stash of time fuel (another single usage).

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Post Post #228 (ISO) » Tue Apr 19, 2005 5:39 pm

Post by mathcam »

As to the modkill question, it was going to depend on how replaceable the infraction was. For example, if I was going to modkill someone for being a jerk, I'd probably try to find a replacement instead. If a quoting of the role PM occurred, then yeah, I'd probably remove them from the timeline altogether (and make a note not to allow that person to play in future games).

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Post Post #229 (ISO) » Tue Apr 19, 2005 5:53 pm

Post by SubtleTactix »

Well, the game was totally awesome. I apologize to my townie brethren for stirring up such confusion, but I still don't think my claim was so horrible.

I realize now that I made an implicit assumption when I claimed on day two; I was banking on there being a cop in the game. (All my other minis so far have had at least one...) I figured I couldn't confuse the town too much, b/c if my claim wasn't considered believable, a cop would settle it with an investigation.

I can't believe Mgm was the serial killer. That's awesome -- I spat out my coffee laughing when I read Mgm's quote of my old post. Way to go, fallible logic!

Oh, and I have no problem with Day 3 ending the way it did. Crola and I would have had to have voted a common target together to change the outcome, and I think that wasn't too likely at that point.

Anyway, thanks mathcam. I think the setup was balanced very well.
[size=75]"No hard feelings Tactix, sorry about leading the crusade against you." -- Crola[/size]
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Post Post #230 (ISO) » Tue Apr 19, 2005 11:56 pm

Post by Crola »

No hard feelings Tactix, sorry about leading the crusade against you.
This is the first game I played really agressively, and also the first game I lived to the end in.
Good game Cam.
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Harman:"Tricks are for kids, Kun. I'm an old man."
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Post Post #231 (ISO) » Wed Apr 20, 2005 10:22 am

Post by armlx »

Time travel games have great flavor, but I think they are inherently inbalanced towards the killing groups if no restrictions are placed on travel. This is just due to the dynamics of killing someone in the past causing a chain reaction of deaths (see the past time travel mafias for reference). Mathcam did a great job balancing this, though the town needed a cop IMO. Had the Vig not killed the doc town would have most likely won.

The only part of TT games I don't like is having to keep up with them after I died. That and not realizing I could sign up for another theme mini after I died.
Away Wednesday the 24th through the 31st
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Post Post #232 (ISO) » Wed Apr 20, 2005 12:28 pm

Post by mathcam »

The reason I didn't have a cop was (as I mentioned in the SuperMini time travel game) is that I dislike the following scenario:

Cop outs scum
Mafia goes back in time and kills cop before he investigated them
Town lynches scum anyway because the information is already out there.

There are several solutions to this, each less patable than the previous. The one I ran in the supermini was to shuffle everyone's roles, so that the information became worthless. While clever (I think), it goes a long way to making the game less fun. Alternatively, I could have done something like keeping the thread hidden from the general public, and replacing players who had information that the timeline suggested they shouldn't. This also has (many) problems, mostly logistically, but also on the fun scale. So my conclusion, which I rather like, was that it was best just to not have them at all.

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Post Post #233 (ISO) » Sat Apr 23, 2005 7:31 am

Post by armlx »

I see your point, but you could flavor wise do something like the cop sends his info back to Night 1 at his house or something. Would be really complicated though.
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Post Post #234 (ISO) » Thu Jun 23, 2005 4:42 am

Post by MeMe »

last post
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