True, but he can’t really share them with us unless they are pasted into the thread. Google Docs, etc. are usually banned since they are offsite communication.
I haven’t used it for the past few games I’ve played. Sometimes it’s excellent for finding Scum, and sometimes it’s terrible, and without any way of knowing which it’s going to be, its usefulness is limited. I think it mostly depends on how skilled the Scum team is, but if you don’t even know who they are, you can’t know how skilled they are. I think the only situation in which I’d break it out again would be if I were in one of those massive 50+ player games, and in that case, I’d have to re-write it to make it run in a sane amount of time anyway.
Well, I didn’t say so much about sharing the spreadsheet.
On the other hand, no one would vote to kill the guy doing all the record keeping, right? Right?
Confirming!! Great to be Town!!
Initial thoughts about the tiebreaking mechanism: Useful information could also be discovered from it a few Days later, when other people’s roles are revealed. Hence, any tie would potentially be strongly pro-Town later, even if not immediately.
OTOH, that argument could be used to justify last minute vote switching, (to ensure a tie) which is quintessentially scummy behavior.
So this will give us a lot to talk about, which is good.
I’ve definitely seen scum use this strategy of being helpful to town. :dubious:
Yeah…sure. That’s the ticket.
I’m not sure if I already did this, but:
I am confirming I have my PM.
I will do my best not to edit again. I was posting from the breakroom. We only get a half hour for lunch at the mill, and I was trying to get my post in before time ran out and thus there were several spelling errors because I was typing hurridly on a phone keyboard. Ugh. A few customers and managers at the mill I would vote to lynch, but that’s another matter.
That goes without saying. Spreadsheets are generally useful and especially if we’re gonna try to get any useful from the tiebreaking system, people will have to systematize that information anyway. No reason not to share it publicly, unless it betrays your alignment.
And Bayard’s last post does smell a bit bad.
I am kind of thinking there might be some last second scum switching to avoid a tie. Sure a tie might reveal masons to the wolves, but that’s not as important as what might be revealed about the wolves themselves (and the alpha wolf) to the town.
Yes it will be mighty interesting to see what happens when a tie appears likely. Yes indeed. Even a three-way tie could be rigged to really narrow down the suspects.
I agree with Biotop. Seems unlikely scum would try to force a tie. Remember, they need less information than we do and keeping thir information to themselves is just as important as getting more information about us.
Par for the course.
I have to say, though, in previous games I never saw a mechanic like this being applied. And it gives an interesting twist to the inevitable discussion about a tie. It’s also pretty good that it’s giving a good analysis of expected profits beforehand.
Just to be clear, I’m strongly in favor of playing mafia. You know, since that’s the game we signed up for. Faffing around with trying to force ties for questionable results is not playing mafia, especially since the best thing we can do is hold people accountable for votes. Giving them reasons like “well, Chronos said we should engineer a tie” is counter productive.
Tiebreaking may potentially be an advantage. Arguing and reasoning, reading and interpreting will always be the core of mafia, and as I said, forcing ties probably won’t play a big part(werewolves would probably not want to do it, town should hopefully not have to do it). But any advantage is an advantage, and it’s good to keep in mind if it eventually has to happen.
Edit: Frown upon me. Edited to say, I’m all for actually playing mafia. Voting and talking is how we will find werewolves. I can’t see how Chronos can give anyone reasons for not being accountable for their votes and posts.
Agree and highly suspicious of those saying scum would avoid engineering a tie , a tie gives no accountability for votes , scum has the most information out of a tie and the mechanism has the most " get out of explaining why a town got lynched because of a tie " excuses for scum. I am pretty sure a tie is bad for town and preemptivly assigning scummy behavior to avoiding a tie is , well kind of scum like. So big stinky Finger Of Suspicion (FOS) to those smudging that avoiding a tie is pro scum
Btw enjoying the participation , posting is the best thing to do .
Precambrianmollusc, how would scum gain more from a tie? I would think a tie would give public information; potentially more than voting itself. How does that gain scum?
Agree with you on that, anyway.
We have a whole week and a long game to hash out whether a tie is more beneficial to town or wolves. It may not even come up. That said, I am still not seeing how wolves really benefit unless a tie keeps one of their own from being lynched.
It is worth discussing and please give your thoughts , Chronos has given us a few thought through " what ifs" which in the early game , is pretty much all we have to talk about, which are opinions on the game mechanics. We could talk about anagrams of players names ( and nice one septimus) as well and we will get to talk about outcomes when we actually have some .
Until then just talk through game mechanic stuff , there are some experienced players here, but unless they are not town, they don’t know any more than the rest of us.
The how many scum question is always a good starter, it can prompt a perfect information post by scum, but our dearest beloved moderator seams to have closed that one off with giving the number of scum in the tie break explanation .
Although kudos to Story, the tie break mech is a good way to get day one comments going .
Didn’t you just have a lamb dinner? That’s got to be a wolf tell right there:)
I am running off the simplistic view that out of the top 4 tie break positions 3 are town roles that are very important in the end game (confirmed town such as masons are really critical then) and identifying masons early for scum is helpful to them as it reduces the pool of townies they have to hunt in to get rid of our seer and protector . So for scum it good for them to flush masons early , and as the tie break has the masons possibly identifiable , that’s bad for town.
Yes there is some chance we can get some info from a tie , but the tie has minimal accountability for scum and risks exposing highly critical town roles I the end game .
Confirmed town at the end game is important as it reduces the pool in which we have to hunt for scum .
Information is good but a tie increases disinformation for us and provides information for scum.
In my opinion