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Author Topic: Paranormal Mafa - Round 16 - Game Over!  (Read 58637 times)

Solifuge

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Re: Paranormal Mafa - Round 16 - Day 3
« Reply #585 on: June 04, 2010, 11:12:00 am »

I say we pick out the two doppelgangers and make Ottofar hammer Solifuge, then since either the vig or the Warden MUST still be alive after that, they deal with our last Dopp as appropriate.

Leafsnail pointed out the problem with this: as in the above fallacy with using "my sentry guns" to settle the WIFOM between Ottofar and I, Scum Ottofar would have no reason to comply with it. The only player who would agree to hammer me would be a Townie, and if a Townie is guaranteed as your first kill, you then have a 2/3 chance of losing, since the bomb will also take out an additional player at random.

Guess it depends on if you feel lucky, punk. Well, do you?

Hehe... I love when I manage to pull off something like this... especially when I still have an opportunity to gloat in game, from a position of semi-immunity, like some kind of mustache-twiddling villain.

Anyway, Extension please. I know it's harder to Dopple-Hunt, but I see a lot of you guys trying to manipulate the others into a strategy of your own devising. I have a feeling the other Dopple is not one of the obvious ones we think them to be. Remember, other any of the people "confirmed" by power-roles could very well be Dopples, since they had free reign to use abilities while their teammates killed.
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Solifuge

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Re: Paranormal Mafa - Round 16 - Day 3
« Reply #586 on: June 04, 2010, 11:23:02 am »

Look Pandar, I didn't Edit. Hurp Durp.

In an interesting turn of events, the only players who would benefit from my lynch would be Dopples, who could use it at minimum to get an edge on Town, and provided they got their lynches in on me early (Leafsnail) and got a Townie to hammer me (Jokerman-EXE) they have a 66% chance for an instant victory.

I also find it rather funny that a Serial Killer is currently doing the most work to root out Scum. Where are the rest of you guys?
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Pandarsenic

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Re: Paranormal Mafa - Round 16 - Day 3
« Reply #587 on: June 04, 2010, 11:24:36 am »

Unvote, vote Solifuge.

No, uh, here's my plan.

Ottofar is going to hammer you and we're going to force extensions through until he agrees. If he refuses continually, we know him to be scum and can have Wubadict block him at each night.

If you don't shoot him, we basically can keep a captive Dopp around. If you free him by shooting Wuba, they're forced to use a kill against you to stop you from forcing a win/draw through. If you don't, YOU are forced to kill Ottofar (eventually) to prevent a Doppelganger win.

Let's put it in game theory terms. For the Dopps, nomming you is a strategy that totally dominates allowing you to live. If they kill townies, you're free to run amok and blow them up, leading them to a loss. The problem is that if you have a Deadman Bomb you have to get into the final 3 and they have to do anything they can to prevent that. Which means by showing your hand you've forced them to strike now.
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KARATE CHOP TO THE SOUL
Your bone is the best Pandar honey. The best.
YOUR BONE IS THE BEST PANDAR
[Cheeetar] Pandar doesn't have issues, he has style.
Fuck off, you fucking fucker-fuck :I

Pandarsenic

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Re: Paranormal Mafa - Round 16 - Day 3
« Reply #588 on: June 04, 2010, 11:29:52 am »

For my actual roleclaim, as I said, I'm an Exterminator, and my techs are a Deadman Bomb, and a Double-Use Scanner that can be used alongside my regular nightkill. I used the first one on Nuke9.13, the night he and I targetted the same Paranoid Veteran, allowing me to follow up with a kill.


  The sounds of gunfire rock the night, and few of you get any sleep.

  The next morning you gather in the main hall, but four of you are missing. Criptfeind, NUKE9.13, Jim Groovester, and Mr.Person all fail to join you.

  The emotions of the group that heads out to investigate is mixed. Puzzlement, worry, elation, and smug satisfaction, all concealed beneath stony faces.

  First you head out to Criptfeind's house. As you approach you find NUKE's body lying behind a tractor. Well, it was NUKE, anyway. He was obviously replaced by a Doppelganger at some point. The bullet wounds to the chest give you a pretty obvious cause of death.

  Checking out Criptfeind's house you find his charred body in one of the rooms facing out towards the road. A somewhat melted assault rifle sits beside him, and there are strange silvery metallic shards embedded in the wall. Not like any grenade you've ever seen before, though it seems similar. In any case, it's obvious he was protecting himself from NUKE and whoever else was outside. Not surprising, given that he was a War Vet. At least he took down one of the monsters before he died.

  You then check out Nuke's house, to see what you can discover about him. Looking through his journal you find that he had once been an army scout, trained to act as an Observant Guard. But who was he guarding? And what happened to them? Perhaps you'll find out when more clues become available.

  Jim's house is next. There you find the door unlocked, and Jim's bullet-ridden body lying in a pool of blood on the ground. He must have been surprised, since there is no sign of a struggle. Looking through his desk you find that he was working as a Detective for the militia. No information from any discoveries he may have made last night, however.

  Finally you head off to Mr.Person's house. The only sign there is a bloody handprint on the door, and a strange sign scratched into the wood. Inside you find weapons, medical supplies, and various log books. Seems he was preparing to act as a Guardian for the forces of the Militia. Pity, you have a feeling you'll need those skills more then ever in the days to come.

  With nothing more to be gained by looking around you head back to the main hall. Three more doppelgangers remain, and as many questions created last night as there were answered.




Day 2 has started and will go until ~5pm Pacific Wednesday


UH OH
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KARATE CHOP TO THE SOUL
Your bone is the best Pandar honey. The best.
YOUR BONE IS THE BEST PANDAR
[Cheeetar] Pandar doesn't have issues, he has style.
Fuck off, you fucking fucker-fuck :I

Solifuge

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Re: Paranormal Mafa - Round 16 - Day 3
« Reply #589 on: June 04, 2010, 11:41:18 am »

For the Dopps, nomming you is a strategy that totally dominates allowing you to live. If they kill townies, you're free to run amok and blow them up, leading them to a loss. The problem is that if you have a Deadman Bomb you have to get into the final 3 and they have to do anything they can to prevent that. Which means by showing your hand you've forced them to strike now.

Agreed, which is precisely why any motion to lynch me today purely benefits the Dopplegangers, and not Town. I'm standing in their way, and I am equipped to be a royal pain in their asses, since they don't have the Power Role resources the Town has at their disposal. Of course I'm playing this to win, but I'm temporarily in a position where I benefit from siding with the Town, because dopples are going to come gunning for meas a priority from here on out.

The only way I win is if a Dopple gets lynched today, because then the last remaining Dopple won't be able to kill me without exploding. After that, I need to manage to take out every townsperson... which is honestly rather unlikely, but it'd be a helluva lot more fun. If Town gets rid of Dopples now, then you can Lynch me, and have enough Town left over to survive the resultant explosion.

Conversely, the best way for Dopples to win is if I get lynched today, removing me and at least 1 Town player from the picture, and possibly 2... which is enough for them to auto-win. So long as I exist, they cannot win, and they will invariably have to focus on killing me instead of town, and they can only safely do that if one of them dono't get lynched today.

Basically, the Dopples need me to be lynched today instead of one of them, if they have any chance to win.
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Mephansteras

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Re: Paranormal Mafa - Round 16 - Day 3
« Reply #590 on: June 04, 2010, 11:43:59 am »

The Whiteboard
Ottofar : JanusTwoFace, Solifuge
Solifuge : Leafsnail, Pandarsenic



Day 3 ends ~5pm Pacific Today





Something I just had second thoughts about:
Org having been Adv. Doppelganger - though he did flip human townie, I scanned him that night and I'm pretty sure that I would've seen SOME role. Er. Would I? Mephansteras, if a Detective scans an Advanced Doppelganger what result do they see?

It shows in the role section of the OP what role shows up for certain investigations. In any case, Advanced Doppelganger shows up as No Role to a Detective Investigation.
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webadict

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Re: Paranormal Mafa - Round 16 - Day 3
« Reply #591 on: June 04, 2010, 12:03:59 pm »

Solifuge, you seem mighty forgetful; we can just make everyone else lynch you. There is a reason we claimed today: it's because I figured out who the Vig was. We can make Ottofar and Lonewolf lynch you because if they don't guess who dies? Guess who gets blocked? Oh right, the one that bails. And if you manage to not get lynched today, Joker shoots you tonight.

But, of course, you're lying about the bomb: You've got a shield instead. But, we can still see who bails anyway.

So, Lonewolf, Ottofar, vote Solifuge. Everyone else unvote.
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Solifuge

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Re: Paranormal Mafa - Round 16 - Day 3
« Reply #592 on: June 04, 2010, 12:17:45 pm »

Web, you're ignoring the fact that killing me kills a random player, the fact that only Townies, and not Dopples would agree to hammer me, and the fact that my death ONLY benefits the Dopples. I have no other enemy right now... letting me live pidgeonholes me into fighting Dopps or dying. Killing me kills Town.

You are not this stupid, Webadict, nor is this a difficult equation to grasp. Only Dopples need me dead. Town wants me alive, and actually benefits less from my death than from the death of a Dopple.


Something I just had second thoughts about:
Org having been Adv. Doppelganger - though he did flip human townie, I scanned him that night and I'm pretty sure that I would've seen SOME role. Er. Would I?

I might add, Pandar, that Exties have the only scanner capable of revealing an Advanced Doppleganger. It unerringly detects any techs, traits, allignment, and role, and mine has 1 more use. If others feel it's the best use of it, I would use it on Org. Gives dopples another pretty good incentive to Nix me too, if I dare say so.
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Mephansteras

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Re: Paranormal Mafa - Round 16 - Day 3
« Reply #593 on: June 04, 2010, 12:20:56 pm »

You cannot scan a dead player.
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webadict

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Re: Paranormal Mafa - Round 16 - Day 3
« Reply #594 on: June 04, 2010, 12:22:26 pm »

And you think this game is purely skill?!? NEVER! I'm willing to push the luck on this, because you'll die, and the Town needs it more than the Dopps do because you've been aiming for Town and you'll continue to. I know your gambit and I don't care for it. So, if Lonewolf and Ottofar don't do it I will. Because I feel that lucky. And all I really have to hope for is Jokerman's safety.
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Solifuge

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Re: Paranormal Mafa - Round 16 - Day 3
« Reply #595 on: June 04, 2010, 01:02:23 pm »

I'd really like to hear from some other players here. Prefferably someone who knows how to read, and comprehend simple concepts.

Think about this as a strategic decision:

1) You can lynch a suspected Dopple. If you succeed or fail, you force me and them to fight, and then Town can deal with the two divided, weaker opponents (or most likely 1 crippled opponent). Don't forget that I'm also a confirmed Scum, and have no WIFOM associated with me... you've essentially got me caught, whereas you're still guessing on Dopples.

OR

2) You can side with the more powerful Doppleganger team, and sacrifice 1-2 townspeople to kill their enemy for them, and then hope to be able to deal with a stronger unified enemy, and the resulting confusion that the two of them, whoever they might be, can sew.

Stop doing the knee-jerk "lets lynch Alien because they're sorta like scum" (or in Webby's case because he's got something to prove, and his ego-inflated head is lodged permanently in the dark sanctity of his own rectum). If you leave me alive, and mislynch today, you've got insurance in that the Dopples will HAVE to go for me while they can. If you kill me, they have free reign to continue lurking, sewing confusion, and killing you guys unopposed.
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Leafsnail

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Re: Paranormal Mafa - Round 16 - Day 3
« Reply #596 on: June 04, 2010, 01:47:37 pm »

Well, looks like I was right.  Unvote.  Also, extension.

I agree with webadict's plan to have two scummy people lynch Solifuge BUT I seriously think he is bluffing.  Firstly, as Pandarsenic pointed out, he used what appeared to be a plasma bomb night one.  Secondly, think about his claim.  If he targetted Criptfeind, he'd die regardless of whether cript had already killed Nuke in the night.  So he probably had some kind of PERSONAL SHIELD to stop this kill.

If Solifuge actually turns out to have a plasma bomb, it's almost certain that at least one of Lonewolf and Ottofar are scum (if they're both scum, they might not agree - but this means we'll know who all the scum are, and we win).  This means we'd have one dopp and 4 townies left... and the townies would be a confirmed vig, a roleblocker, an agent, a detective and a journalist.  Scum would have absolutely nowhere to hide.

If Solifuge is bluffing (personally, I think this is the likelier scenario, but it pays to be safe) we can deal with Lonewolf and Ottofar in the night with the vig/ warden, while I scan someone else.  Janus can serve as a sortof doctor by watching someone and seeing who visits (anyone who goes somewhere they're not meant to is scum, obv).

And Solifuge - SKs are scum.  Your win condition is mutually exclusive with ours.
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Ottofar

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Re: Paranormal Mafa - Round 16 - Day 3
« Reply #597 on: June 04, 2010, 01:53:33 pm »

Since I hammer, should I wait for Lonewolf to vote?

After that I protect Jokerman, right?

Mephansteras

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Re: Paranormal Mafa - Round 16 - Day 3
« Reply #598 on: June 04, 2010, 01:53:47 pm »

That is 3 extension requests. Day is now extended to ~5pm Pacific Monday
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Leafsnail

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Re: Paranormal Mafa - Round 16 - Day 3
« Reply #599 on: June 04, 2010, 02:00:21 pm »

Since I hammer, should I wait for Lonewolf to vote?

After that I protect Jokerman, right?
It doesn't matter, if Solifuge has a DMB it'd kill you both.

And yeah, Jokerman if you survive.
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