Mafia Reunion - NIGHT ZERO

Meeko, nothing prevents the Scum from false-claiming Patsy. They are perfectly capable of doing so, and in fact, I encourage them to do so. Because if they did, then the real Patsy would surely counterclaim, and then we would either end up either killing a Scum, or killing a Scum and a Townie. The former is great, and even the latter is still pretty darned good.

On the topic of fluff: It’s not that fluff is bad in itself. The problem comes when you have a player who’s posting nothing but fluff, or posting only a small amount of non-fluff and masking it with a lot of fluff.

Technical question:

When I click on the number of posts by the thread title, I get a list of those who have posted in the thread with a link to just those posts for each player. But when I then click on the little blue number to try and find all the posts by a certain player, it tells me I have to wait 120 seconds. Grr! What am I doing wrong?

Both of those actions are searches. Thus you get screwed by the time limit.

raises hand I don’t remember if that was me, but I consider it every single game before I even elect to read the role pm =P

But again, all of that makes a patsy countertclaim unlikely… Or does it?! Cue paranoia!

[quote=“Mahaloth, post:273, topic:776315”]

I started trying to alphabetize it. Because I can.

I did note one difference reading the Google Doc that I haven’t seen anyone else point out yet: The Mafia seem to have all Night power roles, and the Werewolves all have Day power roles.

I’m not yet seeing a way to use this to our advantage, but I haven’t gone full analytic on this yet because work is eating my soul with rice.

I believe this game will eat all of our souls.

Mods, are we allowed to qoute, or do we have to paraphrase, when claiming or otherwise from PM’s?

Bah bah edited, fuck me and kill me I deserve it:p

I left my notes at work, but I seem to recall

Mafia has a group Day kill and a Night killer
Wolves have a group Night kill and a Day killer
Town has a mandatory vig Night kill

( all are attempts with other powers in play of course)

or did I read wrong-*again
*

Funny you should mention that. I just made a simple list of the town and scum power roles in the game:
TOWN
Patsy - already been discussed!

Watcher – activates power during Day, it lasts through following Night

Seer – night alignment cop

Homicide Detective – day alignment cop

Investigative Journalist – alignment cop, 100% reliable against scum but won’t catch 3rd parties. Can use power once per day/night cycle.

Basement Tinkerer - night JOAT:

  1. Turn all switches ON
  2. Retroactive Watcher – for a previous Day/Night cycle
  3. Block Consigliere and Omega Wolf for following Day/Night cycle

EMT – day doc

Dr. Seward – night doc

Wizard – 7 shot Day or night doc, dies if he uses all 7 shots

Masons – four of them, no chat

Understudy – one-shot use of the power of any Town power role killed Day or Night One

Zoning Inspector – day RB

Leprechaun – night RB

Alternate Universe Batman – mandatory Vig

The scum teams are exactly identical except that all Mafia actions are Night actions and all Wolf actions are Day actions. First name listed is Mafia, second Wolves.

Godfather/Alpha Wolf – fools cops, one-shot bulletproof

Bodyguard/Beta Wolf – self-sacrificing doc

Hitman/Outrider – kills anyone protecting the player targeted (without blocking the protection)

Mook/Whelp – one-shot use of the power of a dead teammate

Informant/Bloodhound – Tracker

Enforcer/Trickster – RB; effects last a full Day/Night cycle

Consigliere/Omega Wolf – JOAT

  1. Turn all switches OFF
  2. Watcher
  3. Cancel all roleblocks and protection for a full Day/Night cycle

Oh yeah, the Mafia has a factional Day kill and the wolves have a Night kill!

Uh, thanks? :slight_smile:

Oh phooey. Every game I have ever seen you in, you have done more than your share of scum hunting. You just do you.

I think in a game this size we do need to be a bit more selective about which of our bons morts are worthy of being posted, but I endorse your pro-fluff position, provided only that it be quality fluff, free of stems and seeds.

It’s so wolfy how we’re snuggling each other :wink:

So no “hey I once saw a dog eat it’s own puke, then I got sick!”?

Of course, it’s premature that we’ll need to decide whether to Lynch probable Wolf or probable Mafia, but which is better?

Mafia Day Kills are bad because they don’t contribute to our extra Lynch. But this may be a small effect. Which of the two Scum teams has the stronger Powers? The good game designers have probably made them roughly equal!

I think Normal Phase has it right. Moreover, by keeping their team numbers near-equal, we increase the chance that Mafia will Kill Wolves for us, or vice versa.

Chronos, are you going to try to simulate this game?

what post # was the doc with roles posted- I can’t find it right now - I want to refresh my memory

I agree. Patsy should claim day one. Although, I could see 2 really bad scenarios where they don’t claim. First, the one you mention, Patsy is investigated, cop claims he found scum. Both are exposed and we don’t have a scum. Second, scum is investigated, cop claims he found scum. Scum claims Patsy. Patsy has to counterclaim. Again they are both exposed, but at least now we’ve found scum.

Much better for Patsy to claim before end of day one, so that investigators can stay away from her. AND we don’t have investigators outed themselves with bad results.

I agree that we need to talk, and I’m not usually against fluff, but in a game this large with 55 people, it’s going to be easy to skim past something important (at least for me) if there’s too much fluff going on. It seems like it would be easy for scum to spam the thread enough to obfuscate almost anything.

Welcome to the game; you are The EMT

ALIGNMENT: Town
YOU WIN if at any checkpoint (Dawn or Dusk) all 14 Scum players (Wolves + Mafia) are dead.

BACKGROUND: You are a first responder. You get there before anyone else can and patch people up so that they don’t die. You are quick on your feet and handy with the stitches. You even know when and how to administer liquid adrenaline to restart a stopped heart. In short, you are a handy person to have around. Try not to die too quickly.

POWERS: Each Day you may target one player; that player will be safe from Day kills (but not from lynches) for that Day. You can just sit around checking your own pulse, I suppose, but anyone else is fair game for protection too. Go forth and save some lives, and also lynch people!


Welcome to the game; you are Doctor Seward

ALIGNMENT: Town
YOU WIN if at any checkpoint (Dawn or Dusk) all 14 Scum players (Wolves + Mafia) are dead.

BACKGROUND: You take after your great great (great?) Granduncle. You are a practitioner of the medical arts, though you have found internal medicine to be more useful than psychiatry. You also have an interest in the supernatural. You moved to town because it was obvious that Werewolves had taken over the organized crime syndicate and you are here to help kick some supernatural butt. So you are fighting with every tool you have in your doctor’s bag to save lives and, you know, lynch people who you think might be a threat to the good people of the town. (1000 internet bux to you if you let us know you got the reference).

POWERS: Each Night you may target one player; that player will be safe from Night kills for that Night. You can just sit around placing protective charms around your own nineteenth century behind, I suppose, but anyone else is fair game for protection too. Go forth and save some lives, and also lynch people!