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Mantisdreamz
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by Mantisdreamz » Mon Dec 05, 2011 11:48 pm
irretating wrote:Sorry but I still think town were seriously overpowered.
scum?
you said your role was super scientist -- was there anything in that?
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gib
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by gib » Mon Dec 05, 2011 11:48 pm
irretating wrote:Sorry but I still think town were seriously overpowered.
try again!
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Mantisdreamz
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by Mantisdreamz » Mon Dec 05, 2011 11:49 pm
gib wrote:irretating wrote:Sorry but I still think town were seriously overpowered.
try again!
MZ, take me off ignore!
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gib
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by gib » Mon Dec 05, 2011 11:50 pm
Mantisdreamz wrote:oh look at me, i hang out with dean and make gib LOOK STUPID
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Linus
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by Linus » Mon Dec 05, 2011 11:52 pm
Full setup:
*charlou - Steve Summers - vanilla town
*MattShizzle - Hank 2 - vanilla town
*Zigmen - henchman 21 - scum
*andrewclunn - Dr. Jonas Venture (Jr.) - vanilla town
*Azathoth - Sally Impossible - vanilla town
*Gonzo - Billy Quizboy - town special
*Feck - Brock Samson - vanilla town
*Magicziggy - Hank 1 - town special
*Uselesstwit - Col. Hunter Gathers - vanilla town
*amok - Dr. Henry Killinger - traitor
*Don't Panic - dr. girlfriend - scum
*irretating - Dr. Rusty Venture - vanilla town
*Mantisdreamz - the monarch - scum
*gib - Otaku Senzuri - vanilla town
Town specials were half-blockers. The intention was that these would clear themselves by claiming their blocks at opportune times, and also that the individualized NK reports and block info would narrow the field.
Scum had a flavor cop. The intention was that this would be useful for identifying the blockers. Scum also had tree stumps, these were mostly gimmicks, possibly useful for sending messages to the traitor.
The traitor was put in mainly because I was concerned that having just one NK made such a long process for scum to win. Even if everything went scum's way, the fastest way to win was by the entire team surviving through day 4. A survivor indie favors the leading side and so is not balancing AFAICT, a standard last man standing SK seems too much in a 14 player game, and a paired down last man standing indie probably sucks to play. So to compensate for this, a traitor with 1-shot hide from night actions and 1-shot turn 2 players into lovers was put in.
Day 1:
* lynched Aza - Sally Impossible - town - vanilla
Night 1:
* no block by Gonzo - Billy Quizboy - odd-night blocker
* charlou/aza viewed by Don't Panic - Dr. Girlfriend - scum flavor cop
* UT killed by Zigmen - Henchman 21 & 24 - scum (tree stump)
* no action by amok - Dr. Henry Killinger - traitor
Day 2:
* lynched andrewclunn - Dr. Jonas Venture (Jr.) - town - vanilla
Night 2:
* mantis blocked by Magicziggy - Hank - even-night blocker
* Feck viewed by Don't Panic
* MZ killed by Zigmen
* no action by amok
* GM fuck up lead to: kill Feck, view MZ + bonus view of gib
Day 3:
* lynched mantis - The Monarch - scum
Night 3:
* no block by gonzo
* irre viewed by Don't Panic
* gib killed by Don't Panic
* (attempt to marry gib & gonzo) by amok
Day 4:
* lynched Gonzo - Billy Quizboy - blocker
Night 4:
* Shizzle blocked by Magicziggy
* amok viewed by Don't Panic
* Magicziggy killed by Don't Panic
* Don't Panic and caza are married by amok
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Mantisdreamz
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by Mantisdreamz » Mon Dec 05, 2011 11:53 pm
gib wrote:Mantisdreamz wrote:oh look at me, i hang out with dean and make gib LOOK STUPID
this is not true gib
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irretating
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by irretating » Mon Dec 05, 2011 11:55 pm
gib wrote:irretating wrote:Sorry but I still think town were seriously overpowered.
try again!
No :colbert:
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Linus
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by Linus » Mon Dec 05, 2011 11:55 pm
For those who think it's unbalanced... Would the game have felt more balanced if the setup (minus matching of players to roles, naturally) + the fact that NK reports were individualized had been revealed from the start in the rules/PG thread? I noticed it's very easy to misjudge the open-endedness that players who are in the dark about the setup have to deal with.
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irretating
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by irretating » Mon Dec 05, 2011 11:58 pm
Dunno.
14 players
3 scum
1 traitor
effectively one role blocker for town
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gib
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by gib » Mon Dec 05, 2011 11:58 pm
linus it was a well thought out setup
i just think people expect a seer, or maybe no seer at all. This is the first game i've seen where only scum got an investigative role
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gib
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by gib » Mon Dec 05, 2011 11:59 pm
Mantisdreamz wrote:gib wrote:Mantisdreamz wrote:oh look at me, i hang out with dean and make gib LOOK STUPID
this is not true gib
tis so
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Magicziggy
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by Magicziggy » Tue Dec 06, 2011 12:00 am
irretating wrote:Dunno.
14 players
3 scum
1 traitor
effectively one role blocker for town
The flavour cop gambit was a killer move.
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Zigmen
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by Zigmen » Tue Dec 06, 2011 12:04 am
GG and thanks Linus.
Also, sorry, gib. Had to play the Scum game on you.
~Three of a Perfect Pair~
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Don't Panic
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by Don't Panic » Tue Dec 06, 2011 12:08 am
Magicziggy wrote:irretating wrote:Dunno.
14 players
3 scum
1 traitor
effectively one role blocker for town
The flavour cop gambit was a killer move.
Never again though, I'm on tenderhooks since daybreak today.
Gawd wrote:»
And those Zumwalts are already useless, they can be taken out with an ICBM.
The world is a thing of utter inordinate complexity and richness and strangeness that is absolutely awesome. I mean the idea that such complexity can arise not only out of such simplicity, but probably absolutely out of nothing, is the most fabulous extraordinary idea. And once you get some kind of inkling of how that might have happened, it's just wonderful. And . . . the opportunity to spend 70 or 80 years of your life in such a universe is time well spent as far as I am concerned.
D.N.A.
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Feck
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by Feck » Tue Dec 06, 2011 12:16 am
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