Games Mafia Game 86 - Magic: the Gathering - Planechase - END GAME

Status
Not open for further replies.

Evil3ye

Registered User
MH中毒 / MH Chuudoku / MH Addicted
Joined
Nov 19, 2008
Messages
7,276
Reaction score
28,466
Country
Fun Forum


by desin, panda and evil

Mechanic Design
The idea was a mechanic that is part of the core Mafia Game and not just an optional addon that distracts from it. Therefore the mechanic was based on the amount of night actions happening per night, giving people agency as individuals as well as factions as a whole. For full transparency all possible effects would be visible to everyone from the start so there are no information imbalances. As for the effects of the mechanic we once again took a look at the core mechanics being night actions and voting.
In regards to votes we chose "sticky votes" in the sense that every player has 2 locked votes to use. Thus giving every vote meaning and possibly undercutting any mafia last minute vote switcheroos. The intention was to give all three factions more options when it comes to voting ranging from voting your top two suspects as a town or using one vote on your mafia buddy to use later on as an alibi.

"Single vote" phase had a similar intention by putting more pressure on the day discussion and analysis beforehand to make a vote that counts while also leaving mafia less options for deniability for their votes.

"Double lynch" phase was supposed to be possible only very early in the game as it was only achievable with lot of active role uses. During the day town would be at a disadvantage due to it only being D2/D3 but still with a chance to get mafia. During the night in "double action" phase Mafia have a chance for two kills, however early on they would not have enough information to target valuable townies specifically. On the other hand townies had 2 nights for actions to gather information and get a surplus of info from very early on in the game thus speeding up the game. Investigative roles could possibly confirm their sanities and feed in lot of information for the following day discussion. Kill reducing roles had the same chance of stopping a kill just as in any normal night. This was supposed to help town get an information advantage early on by giving them the results of 3 nights by the beginning of D3/D4.

The chance of double kill is nevertheless alluring to mafia who would push for it but this would be balanced out by the automatic mechanic of the following night where the kill would have a 50% chance to fail. During the day the previous votes would be turned into penalty votes giving mafia a chance to manipulate the vote while also being at danger of paying for past suspicion.

Janitor kill was supposed to take information away from both parties opening the chance for mafia to claim a role that the investigator could find out thus catching mafia right there. The day lynch would be hidden as well thus as well only letting the investigator find out who it was while mafia does not know which role (if townie) was taken out and can’t plan around that.

As the game progresses the effects of the mechanic become less and less intrusive thus bringing endgame back to the basic game.

Assuming with almost certainty the game would start off accelerated early on with a double action night followed by a 50% failure chance to bring it back in pace, thus the assumption was D2 using mechanic 8-9 followed by mechanic 10+ which would then cut down actions to 3-6 and then staying in that realm until endgame and no mechanic interventions.

Role List/Faction Build
The main aspect of the game mechnic - number of the night roles used - was a key element in building the roles list. It was a balancing act of active and passive roles, as well as the timing of possible role uses. Majority of roles were added under the assumption they would start use at the beginning. As the game would progress further would be activated, to balance taken out roles. A number of maximum possible actions was defined and the rest would be filled out with passive roles. Naturally the Town as biggest faction would receive most of it and would have the biggest influence on the mechanic through cooperation. No day action except for one voting related roles were added to keep the focus on night actions.
The Intel Force
A third of the Town's setup would be the investigative roles, which could feed in new details from active player pool as well as beyond the grave. Due to the possible double night action scenario and resulting in possible information overflow the roles were added in a singlular amount. The Spy role with the potential to varify any night action, bundled with the by hosts confirmed amount of night actions, to make or break any claims made during the day phases. Spirit Medium, similar to the Spy would potentially make or break action claims. Insane Detective to potentially find Mafia/TP, although from 7 non-Townie roles only 4 were detectable, so the potential here was limited. Coupled with the Naive Traitor role this Detective would come "online" with the findings later than usual, as the sanities needed to be confirmed first. And upon death would also have the potential to seed dissesnt amoung the Mafia team to help unfail a TP member amongst them. Investigator was added for the possible Janitor'd night action scenario to unfail hidden roles.

The Protectors
An other third of the Town was designed to increase the durability and be able to reduce number of casualties in double action night scenario. Roles with this intend being used were Sane Doctor, Bodyguard, Prostitute and Jesus.

The Special Force
The two new role Necromancer and Banshee were added for observation as they both never had practical use before. Both seemed more on the situational end of usefulnes, but likewise had potential to be pivotal for a leap forward for their faction.

The Decoys
And lastly, two vanilla Townies were added to potentially attract Mafia's attention and tank a night hit instead of an other role for a possible Sleeper recruting in an early TP death scenario.
Mafia Setup
The Mafia was designed to have two actions per night, and therefore have the possibility in participating in the mechanics as well. For the second action besides the kill there were currently only two possible options available, which are Detective or Escort.

Settling on Mafia Escort as this role was more aligned with the mechanics in mind. Detective with a double action would scout the Town roles too quickly, giving full transparancy. The Apprentice as addition to sacrifice some flexibility in the beginning to be able to react flexibly on the situation at hand. The choices to go along were Strongman for a certain kill, a Bomb for an additional kill at lynch, and a Janitor for an information surplus. Poisoner to give flexibility in timing of kills. Mafia Boss in this setup was more a pro-Town faction choice to give Mafia the impression of higher Detectives presence.
Third Party Setup
With no killing ability, and with passive roles only, (with exception of Mafia member), Third Party was not given the possibility to participate in the mechanics. However, both non-Mafia members were given protection related roles to increase durability, one night protection in Threesome candidate as Bulletproof, one late game day protection role for the town Lover as Innocent Child with a D5 timed confirmation. This role with also start off with the Hot Potato with the same timing. The Mafia Noble role was assigned to the Lover to use it within the Mafia faction, as well as late game potential change to Third Party faction.

Gameplay Analysis
As the game kicked-off the analysis around the use of the mechanic started. Different strategies of using it to the best advantage were discussed and weighted off against each other. The dominanting strategy among the players with night roles and therefore influence on the mechanic agreed to be a conservative use of the night roles to not reach the treasholds of 7 to 9 role uses.

This resulted in only half of the night actions being used, successfully denying the "double action"/"janitored" day and night phases the following day and remained the in use throughout night 1 to night 3 as leading strategy from town's side as evident by (periodically) missing night actions from roles such as Doctor, Prostitute and Spirit Medium.

Only by night 4 confidence in night role use increased as the pool of players with night roles has declined enough to not reach the threasholds and stay in line with the initial strategy.
Townie Faction
The lack of information from performed investigative night actions from the dominant mechanic strategy, and setup, led to analysis of players' behaviours, such as role claims. Those were weighted off against each other and analyzed against plausibility in setup. Behavioural patterns, such as voting as well as cooperativeness with the leading strategy became factors to decide the order of day lynches. More subtile patterns, such as timing of role hints, activity in total were picked up on as well, but were secondary as deemed to be non substantial enough. By end of D4 and four lynched townies in a row, the situation for town became unwinnable, however was not perceived as such, as the existence of third party was not discovered and thus disregarded, but giving a false sense of security through the bloated numbers. Inconsistancies in night role action claims against the confirmed night role action used by the mechanic came in as an additional analysis tool as well, however, already at a very late point in game, and too late to turn the tides.

Mafia Faction
Starting off very cautiously assessing the importance of the mechanic, almost no one participating actively in discussions throught the first day phase, or hinting the nature of a role, before going into first night discussions with the team to talk through and align a working strategy. Through following day phases the team succeeded in dodging day lynches in diverting the players to find someone more suspicious or inconsitant to lynch instead. The strategy to pass the Hot Potatoe secondary role to an investigative townie role and blocking it paid off greatly and was overlooked by the other players long enough to almost tie in numbers with remaining factions. The existance of third party, while couple of times mentioned in the internal brain stormings was not seriously enough considered to start looking into the potential candidates for it. The focus remained heavily on dismantling town, even at the point where it was not possible to lynch townies anymore. The end game strategy became working towards reaching a close enough number and win the game with the additional Noble vote, unaware of it belonging to third party as well.

Third Party Faction
With plenty players to go through Threesome candidate took six guesses to join the Lovers' party and their night discussions. The night protection role ensured survival of one mafia kill attempt, and the false claim by an other townie benefited and made him trusted enough to not be lynched. Mafia, while picking the apprenticed Strongman role chose a different target to use it on, making him literally dodge the bullet until making the mafia lover aware of his own existence shortly after. Similarly unaware of the identity of the candidate the lovers were trying to give hints about their own alignment, as discretely as possible to not expose themselves completely. Town lover although passing the potato stayed under the radar during day phases long enough to get day time benefits from the town role on D5. Mafia lover was from then on faced with a bigger challenge to keep the town counterpart alive, but, was trusted within the faction even while persuading to go for alternative options. During the day Mafia lover remained trusted by town also through incriminating mafia faction members, until only one was left and numbers allowed it to win with the votes.
Hot Potato played by @MarmaladeSky D1, @Holt D2, @sakura-aneki D3-D5 (killed D5)

The starting position of Hot Potato was given to a Town-aligned secondardy Third Party out of curiosity to see what they do with it. Through the exchange with the Mafia Lover it was quietly passed on to a Mafia player, to then decide within the team. Mafia team passed it on to role revealed Spy and going forward effectively blocked with the Mafia Escort the investigative role as well as the further passing in one action. Due to the novelty of this role and strategy and no indication of a Mafia Escort in the setup to that point Town did not identify this as highly benefitial Mafia strategy and held the passing Mafia Member accountable up until after the Hot Potato exploded.

In role design we categorized this role as a Priority 3 action to potentially block the movement. If this is going to remain a one-sided pro-Mafia strategy only, perhaps the categorization into Priority 3 need be reevalued again. I think this needs at least two or three games further test runs. In any case the movement of the Hot Potato is an important new information for the players to analyze.


Necromancer played by @Demonspeed (killed N4)

This role starts off basically very vanilla and with progressing game increasingly gains strength. All really depends not only on the Town setup, but also the order in which Townies died, thus bit on the harder side to plan around in game design as it could tilt the balance heavily pro-Town, or be completely useless. This situational usefulness of the role could lead to very unique outcomes and memorable moments, thus looking forward to see what our players will do with it in next games.


Banshee played by @SonOfDaws (lost D8)

Due to the longevity of the player this role could not show all aspects of its functunalities in this game, as the killing action was missing for a full review ( why didn't you die daws ;p). My impression was that similar to all other Townie killing roles it incentivises the player to analyze the player pool in selecting anti-Townie targets. We also drafted it as a Priority 3 action, both selecting and killing, which means it could be blocked. Player raised the question about feedback concerning his viable targets upon death, as he wouldnot know which actions have succeeded and which havenot. Perhaps this need further clarification.


Bulletproof Townie (Lover) by D6 previously (Threesome Candidate) played by @Gajeel (won D8)

Threesome Candidate as secondary role was the new addition in this game, and of course can be paired with a lot of roles on-going. This combination in particular is in the upper spectrum strength wise. Most combinations give this role a solid role claim thus increase the time the player can have to find the other members of the Third Party, thus victory becomes more achievable (as demonstrated in this game). No matter the primary role though, if one Lover dies in the first couple of phases this role has same slim chance as before to guess the remaining member.


Mafia Noble (Lover) played by @Lambu (won D8)

This role was added as a big nerf for the self-confirming Townie Noble. Perhaps also due to the fact that it was added just now the players would rather take it as self-confirming Mafia Noble, thus the Mafia team decided it is best to keep it as a last resort role in end game, when the numbers allow it to lynch a last Townie and win the game. I like to see some more bolder usage of the role in a few more test runs to see if it is versatile enough to allow different playstyles, or it will remain this last resort use. But either way I think it makes the previously drafted Mafia Robber obsolete and see its potential to move it to the chopping board and go on with Mafia Noble alone.
The built game mechanic is right now the best tool to try out different cencepts in the meta and potentially explore new rules or addition of new roles. What we were most curious about was exploring different voting regulations, concept of collective vs individual choice to select varying night scenarios.

Voting concepts: From the three concepts it turned out to be the least impactful. This might or might not have been heavily influenced through the simultaneous introduction of new tie breaking rule, which turned out to shift the timing of the votes more towards the end. Implementation-wise, some inaccurate wordings led to different interpretations of intended concepts, that were unnoticed by us for some time, unfortunately resulting in some frustrations on the side. Generally the hope to observe some different strategies around the voting concepts werenot observable in the scope as hoped in development.

Collective and individual choice concept: Giving the individual players the option to participate in an overarching game mechanic strategy was the second incooperated concept. Players discussing it already on day one, strategizing around it and arguing for/against the respective positions was perceived by us as positively participative. In this format with night actions, not everyone was given the chance to actually influence it individually with their own actions. Changing that is something I might explore in a future game.

Varying night scenarios concept: Coupled with the previous concept of choices the varying night scenarios concept was a very risky endeavour, that was misjudged in game designing phase, thus in hindsight something I would not do again. The role list was build upon the possibilities of these varying night concepts actually occuring, some even in a particular order, which due to the free choices were not going as drafted at all. Lot of these concepts while being big part of the design were not used, thus best done in a set environment only.

​
 
Last edited:

Nie Li

Marine Hunter
MH中毒 / MH Chuudoku / MH Addicted
Joined
Jul 24, 2016
Messages
6,207
Reaction score
8,760
Gender
Male
Country
Spain
Also, of course (...and if you are townie) you don't have to follow fucking anything I say, but ideally we all cooperate with the same strategy for


The possibility of 4 townies getting killed in a row is the worst scenario these mechanics allow and not a single role upside can balance that.
The way I see it, we can only reach two consensus: "using night actions" or not at all. However, saying exactly what we can or cannot use seems like a mistake.

If the majority decides that it's good to not use any action at all, then let's go with that, but if not, we should not restrict what roles we can use. If we try to control exactly what actions we use and which we do not, we will give the mafia the ability of controlling the result.

Also it would be totally bad for town to not use their action today and then do it later, if we are gonna start using actions anyway, we should do it now.
This is what I believe. Using actions is as dangerous now as it will be later on, yet the more rounds we use actions for, the more info we can piece together. So if we're gonna use spies or whatever, they should start working tonight.

There's always the possibility of choosing "not to use anything tonight" to measure how many night actions the mafia guys have but they could just easily bait us into believing they have less than they actually do.
 

Shad

Registered User
上級員 / Jyoukuuin / Sr. Member
Joined
Feb 10, 2019
Messages
275
Reaction score
3,962
Age
36
Gender
Male
Country
Morocco
@Hardy it is just a possibility, that the worse case scenario, we could get 1 lynch right and at night if we have enough info we could protect/block and save 1 person, and after that we are guaranteed +10 World, my point is if we can delay this 8~9 World for 3 night in a row while using our roles, then we can use the vote pattern and everything you mentioned to try to get at least 1 good lynch and 1 good block...

8~9 World is only bad if it happens on D2 or if it happens while we never used our roles, we can delay it by agreeing to all use our roles (except pirate), by the time it happens we should have enough info to play it well.
 

Hardy

Mangahelper
伝説メンバー / Densetsu / Legendary Member
Mangahelper
Joined
Jun 5, 2012
Messages
11,132
Reaction score
14,109
Age
32
Gender
Male
Country
Argentina
The way I see it, we can only reach two consensus: "using night actions" or not at all. However, saying exactly what we can or cannot use seems like a mistake.

If the majority decides that it's good to not use any action at all, then let's go with that, but if not, we should not restrict what roles we can use. If we try to control exactly what actions we use and which we do not, we will give the mafia the ability of controlling the result.


This is what I believe. Using actions is as dangerous now as it will be later on, yet the more rounds we use actions for, the more info we can piece together. So if we're gonna use spies or whatever, they should start working tonight.

There's always the possibility of choosing "not to use anything tonight" to measure how many night actions the mafia guys have but they could just easily bait us into believing they have less than they actually do.
If no one else uses abilities then any result spy gets on anyone, regardless of his sanity, sill be incriminating. It's a single role that se don't even know if we have, leaving it out there that if he exists it's ok isn't a bad move imo.
 

Gajeel

Registered User
英雄メンバー / Eiyuu Menbaa / Hero Member
Joined
Sep 18, 2016
Messages
622
Reaction score
5,598
Gender
Female
Country
Romania
If the majority decides that it's good to not use any action at all, then let's go with that, but if not, we should not restrict what roles we can use. If we try to control exactly what actions we use and which we do not, we will give the mafia the ability of controlling the result.
How would mafia be able to control the results? If we plan on using a spy and an action was indeed used, then all they will know is that there's a spy in the game.
 

Hardy

Mangahelper
伝説メンバー / Densetsu / Legendary Member
Mangahelper
Joined
Jun 5, 2012
Messages
11,132
Reaction score
14,109
Age
32
Gender
Male
Country
Argentina
@Hardy it is just a possibility, that the worse case scenario, we could get 1 lynch right and at night if we have enough info we could protect/block and save 1 person, and after that we are guaranteed +10 World, my point is if we can delay this 8~9 World for 3 night in a row while using our roles, then we can use the vote pattern and everything you mentioned to try to get at least 1 good lynch and 1 good block...

8~9 World is only bad if it happens on D2 or if it happens while we never used our roles, we can delay it by agreeing to all use our roles (except pirate), by the time it happens we should have enough info to play it well.
We aren't really guaranteed anything, we don't know the setup and mafias can skip using their own abilities to fuck us yet again.

At this moment I'm inclined to believe town only has like 5/6 roles that can be used every night, so giving an absolute free pass can easily backfire sooner than kster.
 

Nie Li

Marine Hunter
MH中毒 / MH Chuudoku / MH Addicted
Joined
Jul 24, 2016
Messages
6,207
Reaction score
8,760
Gender
Male
Country
Spain
If no one else uses abilities then any result spy gets on anyone, regardless of his sanity, sill be incriminating. It's a single role that se don't even know if we have, leaving it out there that if he exists it's ok isn't a bad move imo.
I have a question to make up my mind on this topic: Can there be more than one spy in a game?

How would mafia be able to control the results? If we plan on using a spy and an action was indeed used, then all they will know is that there's a spy in the game.
I meant controlling the amount of night actions used, not anything else. And I meant that they would be able to if they know "only one night action will be used by the townies".
 

Hardy

Mangahelper
伝説メンバー / Densetsu / Legendary Member
Mangahelper
Joined
Jun 5, 2012
Messages
11,132
Reaction score
14,109
Age
32
Gender
Male
Country
Argentina
I have a question to make up my mind on this topic: Can there be more than one spy in a game?


I meant controlling the amount of night actions used, not anything else. And I meant that they would be able to if they know "only one night action will be used by the townies".
There can be more than one of anything. Spy has 2 sanities so it's even more common.

On the other hand we have like 50 town roles, 5 being tested, and we are probably looking st a town of 14 people, so the odds are slim.
 

Nie Li

Marine Hunter
MH中毒 / MH Chuudoku / MH Addicted
Joined
Jul 24, 2016
Messages
6,207
Reaction score
8,760
Gender
Male
Country
Spain
There can be more than one of anything. Spy has 2 sanities so it's even more common.

On the other hand we have like 50 town roles, 5 being tested, and we are probably looking st a town of 14 people, so the odds are slim.
Well. If the priority, apparently, is avoiding those bad worlds, then it all comes down to if the mafia can reach those numbers of night actions with only 1 or 2 added actions from the spies.

I have no experience at this, so I can't make that kind of estimation. Could they?

I kind of see reaching a consensus on what to use or not (and honoring it) in this particular game as dangerous.
 

Gajeel

Registered User
英雄メンバー / Eiyuu Menbaa / Hero Member
Joined
Sep 18, 2016
Messages
622
Reaction score
5,598
Gender
Female
Country
Romania
I meant controlling the amount of night actions used, not anything else. And I meant that they would be able to if they know "only one night action will be used by the townies".
If we go with the idea that we only use the spy until a certain point in-game, even if they know about it, they won't be able to do much if we assume that all scums together have 5-night actions in total available because there's no way they can cause 7+ actions to occur that way. So it shouldn't really be a problem. On the other hand, if we don't limit the town's actions which would be absolutely absurd, then scums will be able to manipulate the mechanics by not using a certain action in order to get a certain approximate amount of actions .
--- Double Post Merged, , Original Post Date: ---

Well. If the priority, apparently, is avoiding those bad worlds, then it all comes down to if the mafia can reach those numbers of night actions with only 1 or 2 added actions from the spies.
we must take gambles sometimes :verily, and I believe it's worth a shot. Like Hardy said, it's unlikely that we have two spies in this game, and putting two of them would just be more of a con than a pro for town (+ the mechanics...) , so it's probably only 1 spy.
 

Nie Li

Marine Hunter
MH中毒 / MH Chuudoku / MH Addicted
Joined
Jul 24, 2016
Messages
6,207
Reaction score
8,760
Gender
Male
Country
Spain
If we go with the idea that we only use the spy until a certain point in-game, even if they know about it, they won't be able to do much if we assume that all scums together have 5-night actions in total available because there's no way they can cause 7+ actions to occur that way. So it shouldn't really be a problem.
It is indeed not a problem if they can't reach the world they'd like to with only the spies, and if not using the rest of the townie roles isn't too much of a handicap.

On the other hand, if we don't limit the town's actions which would be absolutely absurd, then scums will be able to manipulate the mechanics by not using a certain action in order to get a certain approximate amount of actions .
If it's possible to use some while being sure of staying under a safe range, yes, it's okay to limit them, but can we use a spy for multiple turns and never use anything like the Doctor and such?

Not limiting what we use but also not necessarily using them all means the result is somewhat chaotic and thus not controllable enough to land "7-8-9" at will. Limiting the choices wrong is what would allow the mafia to manipulate exact results.
--- Double Post Merged, , Original Post Date: ---

we must take gambles sometimes :verily, and I believe it's worth a shot. Like Hardy said, it's unlikely that we have two spies in this game, and putting two of them would just be more of a con than a pro for town (+ the mechanics...) , so it's probably only 1 spy.
This you all know better than I do, so I have to trust you on it.

If we only have an spy and at an unlikely most 2, then it seems safe to use them.
 

Gajeel

Registered User
英雄メンバー / Eiyuu Menbaa / Hero Member
Joined
Sep 18, 2016
Messages
622
Reaction score
5,598
Gender
Female
Country
Romania
If it's possible to use some while being sure of staying under a safe range, yes, it's okay to limit them, but can we use a spy for multiple turns and never use anything like the Doctor and such?
Until we get a clearer picture of the roles in-game, using anything else other than for spy to find scum-related night actions would only be a burden with a higher probability of landing on 7-8-9 , so yes.

Not limiting what we use but also not necessarily using them all means the result is somewhat chaotic and thus not controllable enough to land "7-8-9" at will. Limiting the choices wrong is what would allow the mafia to manipulate exact results.
These mechanics were meant to cause chaos, but we're given three options. We either don't do anything and allow mafia to manipulate the results to its finest, try to limit ourselves to 1 town role (spy) which could possibly find a scum N1 with a small possibility of hitting on a 7 (small risk), or we don't limit at all and we have a higher probability to hit 7-8-9 with all those variables ranging from people forgetting to use their role to people voluntarily not using their role to players not having unlimited uses of night actions (big risk). Which option sounds like the best one to you?
--- Double Post Merged, , Original Post Date: ---

burden might not be the exact word, but I believe you get the idea
 

Nie Li

Marine Hunter
MH中毒 / MH Chuudoku / MH Addicted
Joined
Jul 24, 2016
Messages
6,207
Reaction score
8,760
Gender
Male
Country
Spain
Until we get a clearer picture of the roles in-game, using anything else other than for spy to find scum-related night actions would only be a burden with a higher probability of landing on 7-8-9 , so yes.



These mechanics were meant to cause chaos, but we're given three options. We either don't do anything and allow mafia to manipulate the results to its finest, try to limit ourselves to 1 town role (spy) which could possibly find a scum N1 with a small possibility of hitting on a 7 (small risk), or we don't limit at all and we have a higher probability to hit 7-8-9 with all those variables ranging from people forgetting to use their role to people voluntarily not using their role to players not having unlimited uses of night actions (big risk). Which option sounds like the best one to you?
--- Double Post Merged, , Original Post Date: ---


burden might not be the exact word, but I believe you get the idea
I had started writing an explanation of my answer, but first let me get one thing straight about the game that may vastly change what I think of option 2.

When a spy uses his action, how does his result get announced? Is it PMed to him?
 

Demonspeed

The Bull
神のごとし / Kami no Gotoshi / Godlike
Global Moderator
Joined
Apr 30, 2012
Messages
47,708
Reaction score
61,414
Gender
Male
Country
France
Good morning. Will start reading everything now.
 

Gajeel

Registered User
英雄メンバー / Eiyuu Menbaa / Hero Member
Joined
Sep 18, 2016
Messages
622
Reaction score
5,598
Gender
Female
Country
Romania
When a spy uses his action, how does his result get announced? Is it PMed to him?
It will be said to him in private, so we will not know the results unless the spy tells us. He'll eventually find an opportunity to say his results at one point if he doesn't get randomly killed at night. I'm assuming it will be safe enough for Doctors and Bodyguard to also use their actions after his announcement too.
 

Nie Li

Marine Hunter
MH中毒 / MH Chuudoku / MH Addicted
Joined
Jul 24, 2016
Messages
6,207
Reaction score
8,760
Gender
Male
Country
Spain
Until we get a clearer picture of the roles in-game, using anything else other than for spy to find scum-related night actions would only be a burden with a higher probability of landing on 7-8-9 , so yes.



These mechanics were meant to cause chaos, but we're given three options. We either don't do anything and allow mafia to manipulate the results to its finest, try to limit ourselves to 1 town role (spy) which could possibly find a scum N1 with a small possibility of hitting on a 7 (small risk), or we don't limit at all and we have a higher probability to hit 7-8-9 with all those variables ranging from people forgetting to use their role to people voluntarily not using their role to players not having unlimited uses of night actions (big risk). Which option sounds like the best one to you?
--- Double Post Merged, , Original Post Date: ---


burden might not be the exact word, but I believe you get the idea
I'll give you an honest answer.

- I dislike option 1 because, from my inexperience, telling who's guilty or not without any hints from the roles seems close to impossible unless anyone slips big time. It's too easy to lie on a forum thread and too many rounds are guaranteed to be randomly voted for my taste.

- Option 2 is certainly the safer choice if 5 night actions cannot be reached, that is true. If the possibility of it reaching 5+ is slim, as you guys tell me, I'd go for it. It may get us a culprit immediately which would be very good, but from the moment a spy reveals himself he'll obviously be targetted and we will need to use some additional night actions to protect him. I guess that using a skill like bodyguard then is okay, since there would be one less mafia either way (from the spy accusation and lynching) so the sum of actions should remain the same.
It's a good option, I admit it.

- Option 3 has the biggest risk; a risk that is actually non-existent in the other two options, I can see that, but I don't dislike this option either. Precisely because it's not about going all-out with the actions but about "not even us knowing for sure what other townies will choose to do" that there being additional variables is a good thing. Landing a 7 is unprobable and impossible to calculate. There's the risk of it happening, but it's a valid gamble. Landing a 8-9 is also dangerous but it has some redeeming things unlike 7. Overall, yes, 7-8-9 can land with this option, but not at the mafia's will.


I'm okay with whatever everyone else wants to do. The only option I don't like is 1.
 

Nie Li

Marine Hunter
MH中毒 / MH Chuudoku / MH Addicted
Joined
Jul 24, 2016
Messages
6,207
Reaction score
8,760
Gender
Male
Country
Spain
When I said unprobable, I meant unlikely. You may notice my language staggers from time to time.
--- Double Post Merged, , Original Post Date: ---

G'day guys, just got back from a memorial for someone close who passed away during COVID restrictions. I shall read through things now.
Welcome. My condolences.
 

Shad

Registered User
上級員 / Jyoukuuin / Sr. Member
Joined
Feb 10, 2019
Messages
275
Reaction score
3,962
Age
36
Gender
Male
Country
Morocco
G'day guys, just got back from a memorial for someone close who passed away during COVID restrictions. I shall read through things now.
Hi, sorry for your loss.
 

Organizized

Pirate King in the North
有名人 / Yuumeijin / Celebrity
Scavenger Hunter Supreme
Joined
Nov 5, 2007
Messages
4,334
Reaction score
22,340
Gender
Male
Country
Sweden
I've been keeping track of claims too, will let you know if you missed something.

@GrySun Since you asked, I feel the same as Lambu about Hardy. Not sure I 100% agree with his strategy, but I felt from the start he was just being transparent in trying to find the best course of action for Town.

Actually I'm gonna be honest, I think Hardy's strategy is pretty solid in theory but I just don't trust that people will go along with it in the end. Whether they'll be like DD and think it would be a bore or they'll just feel at some point, based on some turn of events, that their role is now too important to waste even if they first agreed not to use it.
Knowing people (in general), we'll end up having spent 200 posts working out the best strategy and then someone who couldn't be bothered reading it all will break that strategy anyway.

Either way, I do agree we should limit our actions at least, so the likes of Hider, Bodyguard and probably even Doctors should hold off on their ability for now since there's no one really worth spending a Night Action on anyway.

Like I said before (there was never any doubt actually), I won't be using my role tonight.
 
Status
Not open for further replies.
Top