Mafia: Mutiny on the SS Incorrigible

Because I could, bwahaha!

Also, I think we’re pretty much boned unless Peeker returns to the game and NAF turns out to be scum, right? It’ll be 7 players tomorrow, with 3 scum, and we have 2 afk’s. So that’s pretty much game.

On the other hand Texcat’s as well as claimed scum so I know who I’m voting for tomorrow.

Sorry guys - that was a particularly flakey performance. I’d say good luck, but I have a nasty feeling we’re past that point.

Sorry to you too, Stanislaus, but no worries. This has been a pretty rough game overall for Town and at least you were here to the end.

fluiddruid and Idle Thoughts are killed. They were Loyal Crew and Loyal Hacker, respectively.

Day Five

  1. Red Skeezix - Captain
  2. glowacks - Executive Officer
  3. Inner Stickler - Chief of Security
  4. NAF1138
  5. peekercpa
  6. TexCat - Brig

Standing orders: Arrest Red Skeezix.

The Day will end Friday, Apr 15, 2011 at 12 noon PT (3pm ET). There are 3 Mutinous Crew remaining.

promote Inner Stickler

release Red Skeezix

arrest NAF1138

release TexCat

arrest NAF1138

  1. Red Skeezix - Captain
  2. Inner Stickler - Executive Officer
  3. glowacks - Chief of Security
  4. NAF1138 - Brig
  5. peekercpa
  6. TexCat

Standing orders: Arrest NAF1138.

With a flurry of orders, the Mutineers take control of the SS Incorrigible. The Loyal crew loses.

Good job, TexCat, Red Skeezix, glowacks and Crackrat!

Spoiler board: http://pleonast.proboards.com/index.cgi?board=modcorg
Scum board: http://pleonast.proboards.com/index.cgi?board=scumcorg

Thanks, Pleo! I thoroughly enjoyed this.

Good game, townies. I think the AWOL crew hampered your efforts. :frowning:

Thanks for hosting.

I was extremely nervous throughout most of the game, always worrying that I’d be slipping up on some information or something. I will note that my suggestion about using the brig was absolutely because I felt it was the right thing for the Town to do; it was rather amusing to me to have effectively the only response be “that sounds scummy”. In addition, if you had listened to me and actually put one of us in the brig, we wouldn’t have been able to win so easily.

One thing I was vastly surprised about was how much Town cred that Tex got for that promotion at the end of Day 3. I was pushing for Tex to use the Commissar kill then as it looked like a now-or-never situation, but I guess people got sidetracked on Idle and the promotion made it hard for people to bring their case against Tex again.

The town really didn’t have much chance with the low level of participation. I’m glad that we were able to meet a win condition before the town no longer had the voters to lynch people, and that we were able to get an effectively unanimous mislynch the day, but I still feel bad that so many people just stopped showing up and the game was incredibly quiet.

Good game, all. Sorry Town couldn’t put up a better fight but in the end, lack of participation killed us (between Hal, NAF, and peeker all being town).

Told ya’ll I wasn’t scum! :slight_smile:

A few comments about the rules:

Orders taking place immediately forced the scum to be active at the turn of the Days if they wanted to use optimal strategy. I was trying for a plan where it wouldn’t matter whether we issued our orders timely enough or not, but fluid’s arrest order on Red gave a potential for Inner Stickler to sneak in completing the arrest if we didn’t sit at our computers waiting. If the scum were allowed in some way to make proxy orders for the beginning of a Day it would make strategies less reliant on people’s actual schedules.

I early on noticed a really odd and potentially freaky voting situation due to the tiebreaking and forced multi-vote mechanics. Suppose the voters were 4-3 in favor of town, and the town knew who all 3 of the scum were. Then if all 4 town vote for all the scum, there’s no way to break the tie so none get lynched. Thus town members have to cast votes for other town members, and the scum would be able to jump on those people with all their votes and get them lynched if they hold the tiebreaker. It would then come down to the Town and Scum constantly changing their votes, with the Scum probably needing to change all of theirs while only the one town (who wasn’t voting for any scum but the one they wanted lynched) needed to keep changing. Again, having the game come down to who has the schedule to be able to post at the right time really doesn’t seem like a good idea.

Oh, thanks Pleo, as well, for hosting. Interesting rule mechanics.

And Drain Bead. And very little participation from fubbleskag, who we killed only because we needed to kill a confirmed.

As always, I welcome comments and criticisms of the game.

I’m currently thinking this setup is balanced. The minimal participation of 4 of the 12 town was detrimental to them.

Not using the Brig, especially on Drain Bead on Day One was a mistake. The Brig is a perfect mechanism for dealing with low participation players–it’s almost a reversible lynch. If they’d been Brig’d, then someone with interactions could’ve been lynched instead.

I also think the XO power should have been used more. Rotating players through the officer positions spreads the information and actions around and makes it harder for scum to work around it. I think the scum’s choice to avoid killing officers was an excellent tactic on their part. Perhaps I’ll allow both a promotion and demotion order in the future.

glowacks, I was aware of the issues, but considered them acceptable downsides. I generally don’t like instant actions, but since they are public, I thought it would interesting to have them take place immediately. It makes the game more reactive, which isn’t always a good thing.

The vote tying is a problem, but I like the rank breaking ties mechanism enough. Note that the problem can be resolved by use of the Brig. Perhaps in the future, I’ll put in another tiebreaker: the highest-ranked player gets lynched.

Thanks for the game, Pleo, and good job scum.