Mafia: Conspiracy 2: The Cabal Strikes Back! [Game Over]

I’m suspicious of MHaye for saying that. What’ve you got to hide, MHaye?

:wink:

If I had a nickle for every “s” word we use heavily with a negative connotation…

Who has “smudged” who so far and when? Shall we take a poll?

  • context :

I can’t win, can I?

I failed to make that little speech in Apocalypse Mafia, and got moaned at for letting the tradition slip. So I make a conscious effort to keep the tradition up here, and get people thinking I have a guilty secret, just because I did last time!

I was a Werewolf in the first Conspiracy. So what? Does that make me a Werewolf now? No, of course not.

I didn’t even bite Dio in the first Conspiracy. My victims were amrussell Night 1 and either Hal or Rysto on Night 2. (CIAS, did you put the Witch or the Freemason to the tooth?) So what sort of grudge has he nursed these last nine months, huh?

You know we were kidding, right?

I’m new to this, so I want to get my thoughts in order.

First what we know:

What we know is that there are two or more sides, that there will be one or less lynch per Day, that there will be one or more attempted kill per Night, and that there are no vanilla townies. Each person also knows with certainty one of the rolls in play.

There are potentially three groups of players that can communicate outside of this thread, two of which are anti-town and one of which is pro-town.

Beyond that little bit, we are left with speculation.

We’ve been told that the game will be bloody. From what I’ve read of the other games, an attrition rate of ten percent of the starting population per Day/Night is slightly on the slow/tame side. This seems to imply that there will be at minimum two potential night kills, and likely more. If there are role-blockers in the game then it seems likely that the number of potential night kills will be larger yet.

The removal the common restriction on substantive posts at Night seems interesting to me. I’m not sure it’s in the town’s favor, as all those who may communicate secretly can control the flow of conversation during the night, referring back to their private channels whenever they wish, poking and prodding from different directions, seizing reactions as they occur. The town can do nothing put note who does what, and seek the motivation behind it. On the other hand silence at night isn’t going to help the town figure anything out, and more chances to post increases the likelihood of scum slipping up.

I moaned because it just doesn’t feel like mafia if it isn’t there. You are clearly well loved, don’t be mad.

There’s one smiley I think this board desperately needs, but since it’s animated it’ll never fly.

I actually found your comments quite amusing - especially Koldanar’s in a predictably punny way. :wink: I tried for the same style in my reply, and missed.

Ah well.

We do have this one. :smack: Which I think does the job well. It is a shame that there aren’t subs in this game. I think between you and Dot (is dot in this one?) we could probably set a new record for death/resub cycles.

What’d Kold say?

Redwing, I think your concern about scum guiding Night conversation is a real one, but I don’t think it’s a big deal. If it’s too obvious, they’ll be caught, and if it’s too subtle, it won’t work. Sure, there’s a middle ground, but I don’t think that middle ground will offer more of an advantage to the scum than it will offer us by giving us an extra couple days to discuss.

I like the night strategy myself because I don’t have to wait to continue a train of thought. Sometimes things get cold if they are allowed to sit a couple of days with no discussion. That’s just my opinion.

The first sentence makes perfect sense to me and I agree completely. Ruling out anything at this stage would be complete idiocy. Second sentence I sort of agree with, but not entirely. I would state it as: we should definitely be wary of drawing any conclusions about this set-up from the previous set-up. In any case, these are not controversial statements, and I think a very prudent approach to the game. My problem was that you didn’t say this before. What you said before was:

It’s hard to talk about the set-up without talking about the roles, so to me, that reads that you are going to be subtly suspicious of anyone who talks about the set-up, which you must admit is a pretty broad brush. Saying that we should be cautious or that something is a bad idea is different than calling posters suspicious. Even if you don’t agree, can you see why I would think this might stifle discussion?

This, however, still does not sit well with me. Let me paraphrase how I see this exchange (In general I am very wary of paraphrasing other posters, but I’m trying to get across how I read your remarks):

You - Anyone who talks about what roles we might or might not have or who refers to the previous game makes me suspicious.
**Me **- There’s not much else to talk about. You’re going to make people afraid to talk about anything with that attitude, and therefore reduce discussion. That’s bad for us.
**You **- You’re a hypocrite trying to quell my discussion.

:confused: :confused:

Koldanar? He’s found a weakness in Hawkeyeop’s mental defences and is telling Hawk what to post.

Obviously.

( :smack: Sorry Hawkeyeop. I hate it when people do that to me.)

Man, I scrolled up and down several times trying to find that Koldanar post.

If it makes you feel better, I thought you were joking in your initial response.

One more time…

I don’t think it is necessarily good for the town, at this point, to advocate ruling out roles that are listed, by Pleo, as possibly being in this game, as not being in the game.

I don’t think it is necessarily good for the town, at this point, to look at the (I may lose some of you again with this next bit) phenotype of the powers that were at play in Conspiracy 1. Genotype speculations are fine (as long as all species are accounted for until there is evidence to eliminate any species), but phenotype speculations using details from the previous game is different (and potentially dangerous) imho.
Once I was on the defensive, some of my statements got more general with the brush strokes, but the issues I was trying to raise are isolated to the above argument, and I believe that will come through upon re-read.

A genotype vs phenotype refresher if anyone’s biology is a bit rusty…

Lordy me, you people are talkative. All I did was break open a new video game and spend a few hours playing it…and I already feel behind. Yeesh!

:smiley:

Nobody ruled anything out.

If we can’t use the past game at all to get a feel for how things work, what can we use? We’ve got no deaths to go on, and I, for one, don’t expect this game to be drastically different than the first one. Sure, there will be slightly different roles, but I suspect a lot of things will remain unchanged. I mean, Rocky II was a lot like Rocky. Oceans 12 was a lot like Oceans 11. Nobody’s making game changing strategy maneuvers at this point. We’re just talking about what may or may not be included. As we get information from deaths, we’ll be able to use that information to farther refine our model. For example, if we lynch a Cabalist Today, I can guarantee that Tonight (well, Tomorrow Night) nobody will suggest that there might not be a Cabalist faction.

Can we at least then discuss the mutations of the base genes in this game? It seems that some pro-town roles have been slightly strengthened in this game.

The Warlock is now immune to his own magic: A Vamp can’t double kill by targeting a Witchdoctor’s targeti.

The Vigilante now will only be suicidal for one night following a miskill.

The Vicar’s identity (as Vicar) is not revealed to a Vampire who tries to kill him.

Is it okay for me to consider that the anti-town forces have been similarly strengthened? Or is this line of thinking dangerous and verboten?

I’m just filling in for Roosh until he gets back. I usually don’t vomit forth this many posts. I think.

Do I? Guys?
Guys?

My excuse is that it’s night, and I’m trying to quell all this strategy and come to a conclusion so we can talk about farts and fruitcake. And boobs.

Along those lines: I have the feeling that our special powers will be beefed up. Last game, the vamp got a special recruit, the necro got zombie immunity, I can’t remember what the wolves got, and the Cabal got three special across-the-board blocks. And what did townies get? Sach got the info about the vamp’s power. Idle Thoughts was able to talk to the dead. I mean, the witches got some good stuff, but the rest was kind of blah.

So if we agree that the cabal will be more powerful, and it’s more bloody, (meaning the undead is more powerful) it follows that our powers will be better to compensate. And it works because Pleo didn’t want to expose it during the mass PM reveal, because then we’d all know, but this way we don’t.