Don't worry GM, I'll kill you day one so you can go back to work
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chaoser
United States5541 Posts
Don't worry GM, I'll kill you day one so you can go back to work | ||
chaoser
United States5541 Posts
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chaoser
United States5541 Posts
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chaoser
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chaoser
United States5541 Posts
On October 04 2011 04:53 GMarshal wrote: /out FML. YOU PROMISED! | ||
chaoser
United States5541 Posts
An important note to everyone, the Pardoner is basically a Prince of Darkness x2 and while there's a lot of KP in this game, there's also a lot of defensive roles in this game as well. A mafia team with medics+Pardoner with Hero as his ability would be horrible for town. As such, they'll probably fake an aim for mayor and actually want pardoner instead. I learned my lesson in XXXIX with GM -_-. We need to get rid of the pardoner outright as early as possible. | ||
chaoser
United States5541 Posts
One problem with "accountability" guidelines from previous PYP games has been that a scum will draft a defensive role near the top and then bury the power role near the bottom of the draft, where its identity is hidden. This is made worse by the fact that there are different mafia factions in this game so things get even more confusing with them all going for the same roles and possibly same strats and soon you'll have to deal with the mess that happened in PYP2 where a traitor said someone picked his role in the top 5 and we ended up losing two days to that alone except this time it will probably be worse when we try to control the role list. Sandroba hits the nail on the head. This game is about outlasting, not about trying to win the game as early as possible as town. The longer the game goes on, the more mafia will have to start worrying about each other and the more information and time town has to figure everything out. Let the mafia deal with fighting over roles, we should focus on getting as many protective roles as possible. Look at how LOTR played out: Two medics basically bought town enough time to lynch the last three mafia. I'd say protective roles are #1 picks and then investigative roles and then KP roles. Mafia will probably be going for as many KP as possible to try to overcome our defensive roles if we play like this so we can just lynch anyone suspicious that also has KP. | ||
chaoser
United States5541 Posts
On October 13 2011 00:36 GreYMisT wrote: What do you guys think about the power of the rockstar? I dont see much reason for a town member to take it over bulletproof or vet, but if a mafia were to take it, that would mean every time he gets shot by another faction, he essentially kills a VT. Bodyguards do not die when the mayor is shot. Vet hits will not be removed if the mayor is shot. Basically, the mayor is not targetable by any KP actions while the BGs are alive. Rock Star BGs act the same way as Mayor BGs. | ||
chaoser
United States5541 Posts
On October 13 2011 00:33 sandroba wrote: Also anyone that wants to talk to me a discuss shit add me on skype sandro.maculan I'm ostrich_be_fun | ||
chaoser
United States5541 Posts
On October 13 2011 00:59 Jackal58 wrote: That was me. I wasn't a traitor. I was vanilla townie. We were supposed to follow some daft pick order. I was #6. Somebody else took the power I was supposed to pick. You all lynched me to prove I wasn't lying. So I'm not playing that game again. Lists don't work. Picking in a particular order doesn't work. Assigning values to roles doesn't work. There are 3 different scum factions that are already working on choosing roles that will compliment each other. What makes you guys think there is any thing we can do to ensure roles are denied to the scum teams? Oh I know. Scum teams put out lists of roles and who should take them when. This is madness. Different game dude, talking about PYP2. You weren't in that game | ||
chaoser
United States5541 Posts
This I completely agree with. Investigative + Protective, with a dash of KP mixed in. That is towns best set-up. However, we can have that and still assign some slots at the top to keep the most dangerous roles accountable. The two ideas work well together and are not mutually exclusive. Oh ok, I get what you're saying now, yeah, this works out then. Assassin has infinite immediate hidden kills. Assassins can only kill once per cycle. Should you succeed in your hit, you are refunded your kill to use again in the following cycle or later and nobody is the wiser. | ||
chaoser
United States5541 Posts
On October 13 2011 03:44 GreYMisT wrote: Radfield the main problem I see with your plan is that we have given scum the perfect place to shoot for the first 2 nights. Mafia would shoot into the top of the list anyway? | ||
chaoser
United States5541 Posts
On October 13 2011 03:50 GreYMisT wrote: Fair enough, but I'm uncomfortable with letting them know they have a 1/5 of hitting inventor by doing so. I perfer a plan where we pick following general guidelines. As someone said this gives mafia less of an opportunity to screw up everything, and already sets us up with good roles. Mafia might know where inventor is but so would medics? @sandroba, I understand the hole let mafia fight over roles thing but the fact of the matter is, even if they fight over it, SOMEONE is going to get the inventor. SOMEONE is going to get the assassin. I'd rather know where they are and who has it than not know where it is and not know who has it. Town doesn't necessarily have to get those roles. As long as we know who has it and where it is, we have total control over the role. Ver (I think) talked about this in previous PYP games where he said CPR doc/CV is a horrible pick for mafia since you'll probably be controlled by town as long as they know where you are and who has it. So lets get some accountability up in this mother. | ||
chaoser
United States5541 Posts
On October 13 2011 04:18 sandroba wrote: We will have no control no matter what. Mafia gets assigned assassin, they take w/e the fuck they want in their top pick and leave the last guy on the team to pick assassin. Until we lynch/kill the top pick guy assassin lays low and when he finally dies we still have THE SAME PROBLEM which is the hidden assassin. Acomplishes nothing. Just because assassin can do that doesn't when that'll work for the other roles. Inventor is easy enough to see. So if thief and role swapper. And it's not like the top people will be "staying low" the whole point of this is to put inherent pressure on those in the top. Every single thing they say and do will be scrutinized. Also, it's easy enough to confirm top assassin. We'll have a bunch of investigative roles like you said we should get so once we find a mafia we make the assassin kill them then and there. The PM sent is secret but the death is immediate so we can see that they're doing it. Even if they're mafia killing another mafia family, it's still an action that's under our control. We can decrease the top 5 list into a top 3 list if that's better but so far accountability is better than nothing. | ||
chaoser
United States5541 Posts
On October 13 2011 04:24 JimboSilvers wrote: As someone (kita I think) so eloquently pointed out, we can assign all we want, but it's not going to help us keep them accountable. Look at it from their point of view: If you get assigned inventor, pick Hero or BP, let a teammate pick inventor. If we find out, we vig/lynch the top player. Sure it's a red, but it doesn't help the fact that we still don't know where the inventor is. Make sense? On October 13 2011 04:26 heist wrote: And as Radfield put it, the alternative is not knowing who the inventor is AND not getting a red kill. | ||
chaoser
United States5541 Posts
On October 13 2011 06:36 Meapak_Ziphh wrote: I like this idea, a lot tbh. This brings up the subject of elections. Do we try and elect from people within the top spots to try and give them a little extra protection? Personally I see this as a great way to reduce the strain on our medics and give roles such as the inventor a longer lifespan. If the inventor turns out to be mafia then we'd known pretty quickly because he wouldn't be inventing stuff that helps the town. In that case he's outed himself and we lynch a scum. The only real damage a mafia mayor can do is with his lynch and even then, if he lynches someone who's been helping the town then we can just lynch him the next day. I see no real downside to making the inventor mayor. The upsides of having a near invincible townie far outweigh the downsides of having to burn a lynch on the mayor. Think about it, the mayor's lynch is going to be closely scrutinized and every invention is going to be scrutinized as well. If the mayor/inventor is scum then they HAVE to do what the town wants in order to stay alive. And even if they're scum and they do whatever we want but get caught by a DT, it's not like the mayor is unlynchable :D If we were doing this then if mafia gets spot 1 they'd just get hero instead of inventor and passes it off to someone else. Now you've got a dude who's unkillable and unlynchable for two days and a mafia team with an inventor tucked away somewhere. Bad idea. | ||
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chaoser
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On October 14 2011 00:46 DropBear wrote: I've already sent it in. Claiming Framer :D In the interest of making 100% sure that we keep the framer role out of the mafia's hands I suggest that someone pick Qatol and then ban it once Dropbear has gotten it. It takes the ambiguity of whether Dropbear is actually mafia or not. I can't think of a single situation where a townie framer would be advantageous that would likely come up that wouldn't just cause more confusion and disruption. | ||
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