We totally wasted our recruitment on nesta. But the Wolves played badly this time around. I was very sloppy overall; Fretful got killed early on and fluiddruid didn’t participate much in the Night discussions. It was difficult for me because I kept forgetting I needed to play dumb when it came to discussing information. Newbie mistake. Won’t happen again, I assure you.
It’s funny how scum crossfire hit more scum than town, although I do think the Witches’ powers were a bit unbalanced. And all the Secret Powers really made my head spin. Overall I think this game is best played by experienced mafia players.
sache’s role was surprising in how strong it was: both in its confirmability and that more information, controlled by a pro-Town player, is a huge bonus for the Town.
No hard feelings. But I’m keeping the pelt as a memento, okay?
The Cabal was astonishingly unlucky in this game. If they had a fourth member, I think that’d be a huge edge, as the chance that two witches make it to an endgame is very low. If there’d been a Cabalist left at the end of this game, the Town would have been absolutely sunk. A Cabal kill would be a good add. Four Cabalists plus a recruit would make them the odds-on favorite. Especially their ability to day-talk makes them, even in this set-up, very good if they can get out of the early game.
I like the secret powers, although it might have been a bit unbalancing as to how they affected role claims. Perhaps including sample power roles, some used, some unused, in the set-up would deflect that. I don’t think there’s a bad role in this game, really, and those secret roles really contributed to that.
How did you decide which Town roles to include, and which to leave out? It makes a lot of sense that there won’t be Witches, a Detective and a Seer, I really expected there to be a Vig.
I tried to in words that last Day I was alive. I was saying I was going to talk to Rysto, but yeah right. Would I really be as stupid as to tell scum publically in the topic what I’d do? Hahah, well, actually wouldn’t surprise me if some might think that, but nah…I always try to be full of surprises.
Well, it may have seemed that way to you If it makes you feel any better, I felt exactly the same way about you. (In fact, one of the reasons I was going after you so hard was because I was completely convinced you were scum, and was trying to bait you into killing me at night. So much for that plan.)
Idle Thoughts, I had you marked down as a recruit from the moment you claimed and I found out my curse overrode your self protect.
It didn’t actually matter what you were doing as far as I was concerned. Although I was grateful for your public note of what you were doing because from the WIFOM it meant the wolves stayed away from you.
That was essentially the key discovery I made during Day One. I knew that no matter what I did, I would eventually be able to confirm myself. Through all the accusations and lack of trust, I knew that as the Days passed, my role would become confirmed.
After realizing that I could self-confirm, I thought about the information I was given and concluded that I would give out just enough to confirm myself and sit on the rest. Control of information really helped. At first I didn’t want to let scum know that Freemasons existed (mainly because I thought recruitment of a Freemason would be really, really, bad). When Rysto died, I thanked my lucky stars that I had already been stingy about giving out Role information. I absolutely did not want scum to know that Rysto was a witch. I was terrified that something in the post history would lead scum to the other witches. Turns out Rysto’s posts were clean, but I didn’t know that at the time and there were so many of them!
I wasn’t entirely surprised that I survived Night One. I hadn’t given out information yet and I expected scum to be curious about what I would reveal. I wasn’t even confirmed yet. But after Day Two I was much more concerned that I would be nightkilled, especially after seeing what happened to amrussell. I fully expected to get killed, so played a little bit of reverse psychology. My statements that the most important thing I needed to do was warn the town about recruitment was my way of saying, “Hey, I’ve done my task. I’m not important anymore. If scum kills me that’s good because that means they didn’t kill the Detective/Seer/Witch”
So anyway, that’s how I played my Role. I think I was very lucky to have received such an interesting and new (shiny too!) role, which allowed me to play without preconceived ideas of how the role should be played. I also benefitted from a passive power. The effectiveness of my role was not determined by which random target I choose (less stress, yay!), but by how I used the subsequent information (more strategy, less luck).
Thanks to Pleonast for creating such an interesting role to play and for moderating the game.
I picked up on this. My first reaction was to post something about not telling scum what your plans are, but I thought about it, realized what Idle was up to and decided to say nothing.
I think you did extremely well with the role, putting up with a LOT of pressure (from me included) in those early Days. I would say you were the biggest reason the Town won. Dio and Hockey also timed their claims very well and pretty much got the most out of their roles. The Town in this game seemed a lot more coordinated than in previous games on this board that I’ve skimmed. Obviously, there was a lot of floundering, particularly at the start - it’s unavoidable, but overall there was a LOT of good thinking and good strategizing that ended up bearing fruit.