I find this really funny, for some reason.
Oh, and no lap dances happened. ::pout:: Or not enough.
Question–how did no one in the night kill me? Did Catinasuit realize I was necro before the town? or was it just chance?
I think that everyone was so convinced that you were Cabal that nobody gave you a second look. I don’t know if you intended that, but once we knew that the Cabal was wiped out you were mostly ignored.
You were never on our nightkill list until the very end, when I briefly contemplated killing you to validate my Vig claim. By that point it was pretty much over, though. I also contemplated killing Cat, but the thought that he might be the Vampire made us reluctant to risk it.
Thanks for the game, Pleo. 
That ties me up for the evening reading the other boards though.
Well, I would like to add my thanks to everyone else’s in congratulating Pleonast for running such a good game.
Personally, I think the turning point of the game was Night 3/Day 4 and the scum sides did not really recover from that.
Although it was close 
Great game, Pleo. It was lots of fun, even if you did get your Bastard Mod title honestly. 
I do have a couple comments about the balance game, though. First of all, I think that the combination of the Mother’s Secret Power and the Witchdoctor’s power is game breaking in a game of this size. It didn’t come into play this game only because we witches screwed it up. Second, I wonder if perhaps the Witches are too powerful. They have a ton of information from their investigations and from knowing that the other witches are town. Combine that with some confirmed role-claims and it seems to me that the Town might be in too good a position.
That, by the way, was what had me convinced you were scum for the longest time, Diggit. When we’d gotten down to knowing that there were four scum in a population of six (or maybe it was seven), and I knew you weren’t a mason, it just made sense to me. Sorry for carrying the grudge long past when it made sense. 
Maybe, Rysto. The Town only had 12 out of the original 22. Look at the list of kills on the first three Nights:
- Wolf, Cabalist
- Freemason, Witch
- Cabalist, Cabalist
That’s 4 scum of out 6 kills! And one of the Townie kills was a Freemason, the most disposable of the Town. I expected scum-on-scum crossfire, but not this much.
And look at the first three Town lynches:
- Cabalist
- Freemason
- Wolf
Again, the Town got scum 2 out of 3 lynches! And the Townie lynched was Freemason.
After the first three Days, when the Town had little actionable information, the kills were 6 scum vs 3 Town! That’s a lead that’s very hard to come back from, if you’re scum. The fact that Cat managed to give Undead a shot is remarkable. Zoggie played well (completely outguessing the Vicar), but in the end couldn’t lie well enough. 
So, I think the balance is mostly fine (should’ve had four Cabalists). I’m interested in hearing other opinions, though. I’d like to run this again (on the other board, sometime next year) and feedback is much appreciated.
Funny, though, when I saw Rugger’s claim, I thought he was toast for sure. Since I’d already investigated him and I knew there was another mason on the loose, I figured that if I claimed, I could either be confirmed by another living mason or, in case that other mason had died, by sacher. But then Dawn came and we were notified Hal, the next-to-last mason had died… :smack:
I agree–it was a great game. Pleo, thanks for modding.
ETA: Definitely plan on playing if you host it again next year. I think wading through all the posts/PMs from this game will keep me busy for a while, though.
The town did get lucky with the scum crossfire. But we witches also made some critical mistakes - not protecting me Night 2 after I gave out such strong Vig-tells and not protecting Idle Night 4 despite him being central to our plans. I’m not sure how that balances against the scum crossfire.
Actually Pleonast, on Night 1 it was a freemason and a wolf killed, so 50/50 on town/scum at night. But it was still not good for the scum.
I would add another Cabalist into the mix and possibly drop one of the Wolves considering that they still get a recruit in the game. The good thing is that you can swop some of the roles around without affecting the game too much and it would be fun to play in again.
I think the town was lucky that sachertorte was outed as the Coroner on the first day as it really did help them.
Oh and diomedes, no hard feelings eh 
I told you guys Hazel was a wolf.
I guess in hindsight I shouldn’t have.
Thanks for the game Pleonast. It was unlucky for all the scum groups that the cabal was taken out so early, but I think it would have been a little more balanced if the cabal had either a one-shot kill ability or a recruitment to balance the fact that we had so few and our power was useless against the witches.
Well I certainly thought you were the Vigilante for sure. I spent a chunk of Day 2 trying to work out if you were either the Vig or a Witch as you were playing right out in front and so had to be certain you could survive a lynch call if necessary.
I settled for Vig as is seemed more likely.
It was a good call either way I guess. 
I am a Freemason
I thought my timing on that claim was darn near perfect. Too bad I flubbed it by trying to explain how my “Secret Power” worked. 
I concur that the Cabalists were kind of hosed from the start. I mean, they had as many of them as the witches, but without 9 others to back them up.
I think the Wolves were relatively balanced, although I stupidly voted for three of them, trying to gain town creed for later in the game, not realizing that we couldn’t really afford the loss later.
Overall, it was a great game. I do need to have a sit-down with story though, about how to survive a scum endgame. In return, I’ll teach him how to survive Night 2 
Doh! You’re right; too many things to keep straight. I’m a little surprised I didn’t mess up my own rules at some point or another. Saving all PMs helped a lot. 
The Cabal’s secret powers could affect Witches, though. Should’ve used them earlier! :smack: Cabalists having a one-time kill-power or a recruitment would be useful though.
Question to Everyone: did the Secret Powers add to the game, or were they an unnecessary distraction? If I run this again, should I put in new Secret Powers, or leave them out?
Damn, you out WIFOM’ed there. I didn’t worry about being protected because I figured that scum would not target me as I looked likely to be lynched.
Speaking from a scum perspective (don’t I always), I would say that you should do both. Leave some in, add some new ones, and take some out. However, it seemed that after enough town claims, the town was able to verify itself based on what the secret powers looked like. I rather liked the way the Firefly game was set up, in the way that it reminded me of **JSexton’s ** clue game, in that scum could claim exactly their role and lie about their side. Although, especially towards the end, I really liked the dynamic of multiple factions in this game. It made things very confusing, like a puzzle, which was fun to try putting together! 
I agree with Santo’s idea.
You should randomize the Secret Powers. (80/20, perhaps). In other words, all powers should be lined out (like in this game) but they should be activated for some Players. Others should just… disappear.
That way Players can’t use them as verification. Which is what I did with Rugger. Once I realized everyone had them, I forced him to revisit his claim. I was lucky his claim was patently false and that not one of the freemasons had posted his/her Secret Power, but if one of the other roles (Blaster for instance) hadn’t had a Secret Power, my own claim would be much less believable during the end game.