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Author Topic: Paranormal Mafia - Round 14 - Game Over!  (Read 39855 times)

Org

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Re: Paranormal Mafia - Round 14 - Game Over!
« Reply #480 on: March 10, 2010, 07:09:18 am »

Seriously. Once I saw the Body Double claim, I YELLED AT THE COMPUTER TO KILL YOU. You don't let someone like that live. Ever. Not only was it a THIRD SCIENTIST CLAIM, it was also a TESTABLE CLAIM.

It's like everyone has a head full of cement blocks here.

I just wonder why no one noticed that there were three claims.  Or at least said anything about it.

I was almost right.
Man, in the games right now, I always miss one scum.

But you cannot be bothered to read back through the thread to see what people have said.  Or to even use the forum's search box for crying out loud.  At least try a little bit.  Heck, I confirmed you and you almost got yourself lynched anyways.  Gah.

I'm really bad as scum.

The biggest scumtell you show is that you are much much quieter when you're scum.  Granted, talking as scum makes it much easier to slip up, but you may want to look into it.  I'm sure we'll both be scum again at some point.

Of those, three are scum.  I know that I'm town and I'm pretty sure that Org is as well.  Conversely, I have a gut feeling that ToonyMan and Jim Groovester are scum.  Mostly because the back and forth of theirs a page or two ago.  It felt like a fight without much heat.  Not lick TM or Jim at all.

I'm leaning towards Pandarsenic being town, although I don't have much evidence for that.  That would leave Kashyyk, Vector, or forsaken for the last scum.  Not sure about that.

Called that... :P  One general comment is that people on this board have a strong tendency not to look back on dead players postings and interactions as much as they could.  Why in the world did you ever doubt that Org was town after I was dead?  And why didn't you look a little harder into what I had to say?  You knew that I had no particular reason to lie.

I think 3 dopps with 10 players was a bit much, even with the weights balancing things out. So I've adjusted my script to be a bit more conservative.

I think so.  The essential policy lynch of webadict day 1 didn't help (although I'd probably let it happen again, he has to be scum one of these times).  Even with a confirmed townie day 3 (albeit Org) we still had basically no chance with effectively 4 scum (because of the body double).  We'll see how it balances out more conservatively.
Hmph.
I am busy. I can't just sit here and look through pages.
And the search doesn't always work.
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Mephansteras

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Re: Paranormal Mafia - Round 14 - Game Over!
« Reply #481 on: March 10, 2010, 11:21:30 am »

Looking back through pages is critical for scumhunting. Heck, it's critical even if you're scum trying to look town! That's one of the reasons I limit how many games I'm in. It takes a lot of time to play the game correctly.

Balance-wise, I think the roles in this game could have worked out ok. The town had every single type of information gathering available (Agent, Detective, Telepath, and Snooper bot) plus a cutting edge scientist and Vengeful guard. In fact, the town had everything the Dopps had plus some. A lot of the end effect was bad luck. The dopps killed Leafsnail (who'd followed Jim) and investigated Janus (the Agent) the first night. That combined with Org's early (and ineffective) use of the Mind Control ray meant that a lot of the town's power was gone by day 2.


Anyway, here is the rest of the game information:

Spoiler: Roles (click to show/hide)

Spoiler: Night 1 (click to show/hide)

Spoiler: Night 2 (click to show/hide)
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Kashyyk

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Re: Paranormal Mafia - Round 14 - Game Over!
« Reply #482 on: March 10, 2010, 12:35:24 pm »

Wow. And I was so sure of Panda too.
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Jim Groovester

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Re: Paranormal Mafia - Round 14 - Game Over!
« Reply #483 on: March 10, 2010, 12:51:11 pm »

Just as note about the game itself, I liked the split up of the various mad scientist variations. Forces you to use tech that you normally wouldn't take. Tech that is very powerful.

But that's where the problem lies. Since it always seems like there's a dopp mad scientist, all the mad scientist variations need to be made much rarer for the dopps. They're too powerful otherwise.
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JanusTwoface

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Re: Paranormal Mafia - Round 14 - Game Over!
« Reply #484 on: March 10, 2010, 01:37:27 pm »

Wow. And I was so sure of Panda too.

Both Vengeful Guards could have been town, but it was more likely that one or the other was scum.  I knew Toony was scum, but no-one else did so Pandarsenic was a decent assumption.  Heck, I was thinking that he could be the third scum even with Toony and Jim confirmed scum (for me).  Since that would have made it more or less impossible for the town to win, it was extremely unlikely, but there you have it.

Random question for the dopps, mainly ToonyMan:  If I had investigated someone other than Org or not said anything would you have killed me during the night?

Just as note about the game itself, I liked the split up of the various mad scientist variations. Forces you to use tech that you normally wouldn't take. Tech that is very powerful.

But that's where the problem lies. Since it always seems like there's a dopp mad scientist, all the mad scientist variations need to be made much rarer for the dopps. They're too powerful otherwise.

I agree.  I think the least problematic for the dopps to have is the Intelligence Scientist.  Both the Military and Cutting Edge have fairly easy ways to break LYLO or basically gain a one up on the town.  Granted, the town gets the same abilities, but the scum are guaranteed to be useful while the town can just as easily hit other townies.
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Jim Groovester

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Re: Paranormal Mafia - Round 14 - Game Over!
« Reply #485 on: March 10, 2010, 01:56:21 pm »

Random question for the dopps, mainly ToonyMan:  If I had investigated someone other than Org or not said anything would you have killed me during the night?

ToonyMan wasn't the only one making the decisions, ya know.

forsaken1111 investigated you during Night 1 and found out that you were an Agent. Once we knew that, we planned to kill you on Night 2. Since we didn't know Pandarsenic's role during Night 2 we briefly considered killing him, since he could have been an enchanter or a vengeful guard and screw up our plans, but I did a little mathematics with the role weights and concluded (falsely) that he wasn't likely either a vengeful guard or enchanter. We lucked out that Pandarsenic needlessly out guessed us.

The danger wasn't so much of you investigating me, because I was planning to get lynched, but you investigating forsaken1111 or ToonyMan and making us win less than perfectly. That you would make Org a confirmed townie didn't really bother us very much. I didn't even consider it when I thought about killing you.
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JanusTwoface

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Re: Paranormal Mafia - Round 14 - Game Over!
« Reply #486 on: March 10, 2010, 02:01:02 pm »

Oops.  I read Toony suggesting the Night 1 stuff, but didn't actually check who was doing it primarily for night 2.  And I'd forgotten than forsaken had investigated me.  Turns out you made a good choice though, because I probably could have nailed Toony if I had lived.  Oh well...   :P
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forsaken1111

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Re: Paranormal Mafia - Round 14 - Game Over!
« Reply #487 on: March 10, 2010, 02:14:24 pm »

Our win was a combination of luck, good role use, and WIFOM.
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ToonyMan

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Re: Paranormal Mafia - Round 14 - Game Over!
« Reply #488 on: March 10, 2010, 02:25:55 pm »

We killed you Night 2 because confirming Org wouldn't hurt us and you were definitely going to invest one of us.
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Mephansteras

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Re: Paranormal Mafia - Round 14 - Game Over!
« Reply #489 on: March 10, 2010, 02:59:45 pm »

Just as note about the game itself, I liked the split up of the various mad scientist variations. Forces you to use tech that you normally wouldn't take. Tech that is very powerful.

But that's where the problem lies. Since it always seems like there's a dopp mad scientist, all the mad scientist variations need to be made much rarer for the dopps. They're too powerful otherwise.

The variations help a good bit, since the two more powerful variations (Cutting edge and Military) can now be on the high end of dopp weights. I might up them a bit, though, since the lylo breaking abilities are rather powerful. Intelligence is pretty weak, actually, since it's just a lame version of the Reporter. Still useful to have, though, and it cuts down on the chances of there being the more powerful versions.
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Pandarsenic

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Re: Paranormal Mafia - Round 14 - Game Over!
« Reply #490 on: March 10, 2010, 09:30:59 pm »

confirming Org wouldn't hurt us
WAY too true.
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Org

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ToonyMan

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Re: Paranormal Mafia - Round 14 - Game Over!
« Reply #492 on: March 10, 2010, 09:47:39 pm »

It really didn't Org, you need to up your game.

TO THE MAXAAXXXXXX
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