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

I really, really enjoyed playing scum. It’s so much easier! You already know the answer! You don’t have to worry about voting to lynch the wrong person, because you know who the scum are, so you can just relax and have a good time. I mean, I wasn’t any good at it, but it sure was fun. It just sucked that it worked out to be kind of a game “on rails”.

Is that the Terminator game? So far what I have seen looks good (I promise I will give you more detailed analysis than that on Monday). I will say that I really don’t want to co-mod another game for a little bit, but I will be happy to talk you through setting up what you need to run the game…but I want to be able to play. Fortunately you said your game was an open setup, so I CAN play. That will be nice.

Also, the list is only for offboard games. Anyone can start a game at any time on these boards.

I really really like hosting, so if nobody else steps up for sure in the next day or two I’ll open up a new game with a theme I’ve been kicking around. But DaphneBlack said in the other thread she has a Buffy themed game ready and if pedescribe wants to take a whack at it he can as well, since I’ve already hosted a game before on the other board.

ETA: Also I’m open for co-modding and/or writing color because I love doing that too.

Last random thought…I actually thought P. Oil would have more longevity that I, which is what kept going through my mind when I was trying to decide what to claim.

Thanks again, everyone, for playing!

Remember, comments are helpful for the next time I run (probably will wait until after the holidays).

About mass-claiming early in the game: the game would play differently, but should still be fair. I’d be curious to see how it actually played out.

And thanks for modding. Reading Conspiracy 1 got me started on Mafia, and made me actually join the Dope.

Some post game thoughts:

I agree with Story on Mod kills. The problem is that once you spell out exactly what causes mod kills you make them part of the rules. As a player my job is to use the rules in any way I can. I would not blamed Drainbead or Zsofia for getting Modkilled in order to throw the game to the cabal. It is not their job to determine whether using a rule is fair. They should do whatever they can within the context of the rules to accomplish their goal. Or as close to their goal as can be pulled off.

Modkills need to be outside the rules. I understand why Sach and you don’t want to use your personal assesment, but I think it is necessary. Mod actions need to have some flexibility to ensure the spirit of the rules are enforced. Just need to do your best to avoid actual or perceived biases.

I also think we are consistently underestimating the advantage town has in a multisided game. In most multiplayer strategy games the side that gets ahead early has a built in disadvantage. Everyone can gang up on them. It works in Mafia for the scum. If the cabal, wolves, or undead were doing particularly well, everyone else could and would go after them. The problem is there is no easy way to gang up on the town. The scum just don’t have an affective means of working together,

This isn’t to say there weren’t things the scum could have done differently. If I’m Nanook or Drainbead, after being outed, I’m directing troops. But it certainly isn’t easy for the scum to work together. It was mentioned before that all the scum would have had to was mass claim in the beginning, but I don’t find that be a realistic option. The scum would have no way of knowing who else would claim, and could easily be decimated if things didn’t work out.

I’m not sure what the solution should be, and I do the town got pretty lucky, but I do think the town had a significantly higher than 25% of winning this thing. Perhaps we could let the scum communicate between each other anonymously? We could weaken the town; The masons were absolutely deadly for the scum end game. The scums power could be increased; Cabal need at least some killing ability to combat the leave wolf for last plan. Whatever you do, I think our nontown players need a bit of help.

The Cabal had a conditional kill, and we used it on Fluiddruid, who ended up being a wolf. We used it earlier than was ideal because it required two living Cabalists. Removing the requirement for 2 living Cabal might have been enough to even things out a bit, and would have made for an interesting end-game, methinks.

Well since you asked. It seems that three investigative roles for the town kind of put this puppy on auto pilot. Maybe if a false read came back as something unverifiable (i.e. Vicar) with a forced disclosure and loss of power on a claim then it would create some interesting head to head match ups. Also, certain groups would have a vested interest while others would not.

Ah, shite. Can’t even play the durn game worth a crap and am now making suggestions.

Just call me Napoleon.

Yeah, as an observer, I thought Town was in real trouble once I realized that the Coroner, the Witch Doctor, and two Witches were all dead. But the advantage of those Townies being the Dead Townies, was that it left several Freemasons alive, who all confirmed each other–to my shock ( I was reasonably sure that not all the Freemasons were who they said they were, but they really were). So then the several Freemasons with the help of just a couple of other Townies were able to knock off the unknowns one by one, . . .

I think it would be fascinating to read a Conspiracy game in which the Scum all decided to do a mass claim on the first Day. I’m not sure who’d be likely to win, but it would make an interesting change of pace.

Sadly, at the point of my outing, there was only one “troop” to direct. :wink:

I think there was still NAF trying to get up close and personal with some victims, and the cabal could still block. It may have been interesting if you had started to give some hints on who should be targeted at night to make sure NAF and the wolf kill did not double up on one known town. Assuming the wolves were for a anyone but town sort of victory. That said I doubt much could have been done given the number of confirmed vs unknowns

Anyway when is the next game, getting kinda twitchy here.

I just have to say that NBC was a pleasure to hang with on the Cabal boards. I can’t say much for the rest of them, as they were never around. :smiley: I mean…for fuck sake I didn’t even know that Pollux was Atarus for the first half of the game. :stuck_out_tongue:

An interesting piece of trivia, by the by: on Night 1, where Pleo commented (in the secret forums) that I was throwing off Doctor vibes, I was actively trying to get myself targeted. I thought that the secret power was a one-shot deal, not semi-permanent, so I’d figured that the best thing to do was to try and flush out a Scum (as Storyteller did).

So when does the next game start? Sign me up!!

DITTO!

Pollux, if you help me co-mod, I’ll start one immeadeatly. But until I get a co-mod, I’m not doing it.

P.S. That offer’s good to anyone who knows how to set up a secret site, will help with particularly strenuous vote counts, etc.

And it’ll be an open game, T2–Judgement Day based, and the votes will be done via Borda Count (top three only).

Borda Count? Nice!

No freaking clue what that means.

However, I am always available to annoy the natives.

I’ll help Mod if I can play as well. That way I’d have at least some clue about what is going on. :slight_smile:

I believe it means vote analysis will require a combination of probability distribution analysis, fuzzy logic, a hueristic AI system and err, aaah screw it, just vote peeky.