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It's lucky that Flub used the code to warn us about Rob, or we might have lynched someone else!
Thank you for hosting Telika, and apologies to Vitek for (once again) getting on his nerve with our argument. I assume if more people were active, we could have arguments with them instead of each other.
On to waiting for the next sign up thread it seems.
Naturally the time I encourage the "don't lynch people for being stupid" route my target turns out to be actually guilty. :P

Also, I'd say curse my being AFK for a bit before being murdered, but I'm not sure if my comments near the end of Day 1 would have been of any practical use the way it turned out.
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JoeSapphire: It's lucky that Flub used the code to warn us about Rob, or we might have lynched someone else!
This planet is lucky to have me!!

When Vitek and I return to our home worlds the sadness will be unbearable....

Do you know how hard it is the get the phrase "I have had a brain idea!" out of my head. I catch myself saying/laughing at that phrase at all hours. I don't know why it's so silly funny to me but it is.
Also : list of mistakes.

- While I had slowly built up the settings, roles, flavors, in the previous month's idle times, the launch was rushed during a difficult period (was just reluctantly moving back from greece to switzerland). Hence some last minutes adjustments, like a sudden supplementary "odd/even" rule for the motivator and the vigilante. In the last minute, I had decided that the "double action vigilante" lottery was too dangerous for the game.

- I had thought a lot about game balance, in terms of town vs mafia, but not in terms of players vs game. I mean, this setting would have required more time to develop well, and this means that it should have required less deaths and more players. It's definitely not a 11 players setting. I had hesitated to add a 12th player (playing the ship's cat), but I think that it would have needed even more players because it would have needed more days.

- A bit of confusion in the beginning because I had mixed up the word for "even" with the word for "odd" in some PMs. Damn. At least, I was giving exemples (night 1, 3, 5...) so this was soon clarified.

- I really forgot to make explicit the implicit standard scum rule of "no nightkill if using a power", and this has lead to a bit of negociation. I finally made the good choice to implement it, but thanks to scum (especially sirprimalform) for not having guilt-tripped me about allowing nightkill+action. Thanks to zchinque too.

- I was planning even more cheesy flavors to accompany votecounts or sunsets, but these are dependant on mood, and, well, I wasn't feeling like it when I had to decide for the style. Beh.

- Oh god, the motivated guy blocking his motivator. Time paradox. WHAT MUST I DO WHAT MUST I DO. This is the kind of things that make ships disappear in the bermuda triangle.

- The setting, and character background, are loosely inspired by real cases. I felt bad, at times, for integrating such stories in a forum game. Maybe it's disrespectful. Anyway, I took generic stories, or made them generic. A town victory would have lead to a series of imaginary "what are they up to now" epilogues, also inspired by current realities.

- I was horrified by mafia's flawless victory, because I felt it hinted at the game being unbalanced, and therefore not fun to play. Now, I tend to think that it's just a mix of one-sided luck and very good scumplay, and that the setting is not at fault. It was a dangerous one, though, as all role-heavy ones are. I just hope that most people enjoyed it, as it's my only measure of quality.

Action history follows soon.
Post edited December 18, 2013 by Telika
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Vitek: You were supposed to do your job mr. vig and mr. cop. Not shoot me and cop godfather. :-)
Did I get copped? I was kind of hoping my kind of scummy play on the first day would attract investigators.

Being a Godfather I was sort of expecting a usurper too and I nearly spat tea all over my computer when Joe said "Oh yeah, my PM says I could probably pilot this ship!"

Does it amuse anyone else that our scum team ended up being the three people who double posted in the other Asylum game?

Thanks for a great game Telika, hopefully we can complete the trilogy soon. Man, flavour wise this was a particularly dark game (but that's to be expected, people don't seek asylum if they have happy lives).

Award for "Grr, I hate that guy!" goes to JMich for blocking Joe and ruining his super cool win with a double night kill plan. If Joe hadn't been blocked on the first night then he would have continued to block Rob on the second night while Flub and I didn't kill anyone. A lynch that day followed by a double kill would have been amazing.
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JoeSapphire: It's lucky that Flub used the code to warn us about Rob, or we might have lynched someone else!
He misused the code! Flub was supposed to mention a giraffe if his target was a lion!
Post edited December 18, 2013 by SirPrimalform
Actions summary

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Night 1:

- DARKOD13 COPS SIRPRIMALFORM

- GKAISER "VOYEURS" SIRPRIMALFORM

- CSPVG MOTIVATES JMICH
- JMICH BLOCKS JOESAPPHIRE AND CSPVG
- JOESAPPHIRE IS BLOCKED BY JMICH
- CSPVG IS BLOCKED BY JMICH

- FLUBBUCKET MURDERS QUADRALIEN
- QUADRALIEN WATCHES VITEK, AND IS MURDERED BY FLUBBUCKET

- SIRPRIMALFORM JAILS VITEK
- VITEK IS JAILED BY SIRPRIMALFORM

____________________________

Night 2 :

- AMOK MESSAGES VITEK

- JOESAPPHIRES BLOCKS VITEK

- ROBBEASY KILLS VITEK

- VITEK HAS A BAD DAY

- GKAISER "VOYEURS" CSPVG

- FLUBBUCKET "FLAVOCOPS" ROBBEASY

- SIRPRIMALFORM MURDERS DARKOD13
- DARKOD13 COPS ROBBEASY AND (also) IS MURDERED BY SIRPRIMALFORM
Post edited December 18, 2013 by Telika
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Telika: - DARKOD13 COPS SIRPRIMALFORM
YUS!

Did Darko breadcrumb anywhere? I didn't put forward the idea during the game in case he had and had a guilty result on one of my buddies. If the plan had gone... to plan then there would have been no night 2 kill and Darko would have been alive on day 3 to vouch for me.
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SirPrimalform: Did I get copped? I was kind of hoping my kind of scummy play on the first day would attract investigators.

Being a Godfather I was sort of expecting a usurper too and I nearly spat tea all over my computer when Joe said "Oh yeah, my PM says I could probably pilot this ship!"
Yeah, by Darko during N1.

That must have been fun. :-) I thought about usurper too because it was a bit like if Joe claimed one. The fact he claimed it, though, made it less likely in my eyes.


@Telika; Where I think the game was unbalanced is in roleblocks. (you could probably guess this, right? :-))
Mafia having 2 block on odd nights and 1 on even is simply too much and gives big power into hands of mafia. They can incapacitate 3 people at once during one night and that's really crippling for town (not to mention one of them could be motivated to stop another person).
Overall I think there was just too many roles and some should be cut. I usually expect 4-6 vanillas in game. This one had 2 and they had minor ability too.

I know some games rather operate with everyone being role but it usually makes the game too swingy, with quite high chance to be decided very soon and it showed here.
But it was fun (it would be bigger if JMich and Rob would leave me alone with silly reasons at least once>:[) and that's what matter most.


Btw. question to anyone. What happens if roleblockers block each other? I guess it doens't matter with them because the actions get nullified either way but what if roleblokcer blocks jailer who blocks targets that roleblocker who is also target of kill?
Does the roleblocker die?
I was thinking about it for some time during this game when we were solving roleblokcer madness but am still not sure about conclusion.
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SirPrimalform: YUS!

Did Darko breadcrumb anywhere?
No, thankfully I didn't. Not that it would have made any difference.
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SirPrimalform: Welcome back Flub, try to go easy on the rum this time. Now the full team's here let's get the game going properly!
Mbwahahaha, what no one realised at the time was that the team I was referring to was the scum team!
Action descriptions
Night 1 (part 1/2)
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CSPVG MOTIVATES JMICH
You are not satisfied. Something is wrong, and everybody around you look like they have forgotten about it the instant they saw the wide star-filled sky again. Nobody seems to wonder why the doctor didn't come back. Nobody seems interested in doing anything about it.

That guy, there, at the aft. He's just starring at the white foam that the boat leaves behind, mumbling to himself. You walk up to him, and pull him out of his thoughts. You remind him of the situation, you point out that you are all on your own, all of you, isolated at sea, and that everybody seems to apathetically wait for things to get solved on their own. Of course, you can't help making it political, as you extrapolate on the history of Africa, emancipation, self-determination, initiative, and most of the themes of your candidate's campaign. At the end, you're not even sure whether you're talking about your country or that ship, but maybe it is the same thing.

Out of breath, a bit calmed, you turn to the sea and start yourself to follow the pale trail of the ship's wake, that dissolves into the night. You think of the country that you have left, at the end of this line, and about its future without you. Lost in your own thoughts, you don't pay attention to the guy at your side anymore. When you decide to go back inside, you realise that you have been alone for a while. You wonder if your speech has had any effect at all.
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JMICH IS MOTIVATED BY CSPVG, BLOCKS JOESAPPHIRE, BLOCKS CSPVG (why oh why)

So, they say you kill people with your thoughts, even the ones you're hardly aware of ? If that is so, let's put this to use. The doctor has vanished, and you're sure something is afoot. You've learnt to not trust anybody when your whole village and family has turned against you, and you will not let something like that happen again. This time, you'll strike first, deliberately.

That big guy, there. There's something you don't like about him. So, how is it done, exactly ? You pick up a cigarette butt that he has left behind, and get back to your bag, from which you pick up a tiny pack of twigs. Then you get back out, and walk to the rear of the ship. There, alone under the moon, you snap and plant two little bits of twings into that cigarette butt, and improvise a prayer, a mix of powerful-sounding christian terms and traditional notions. You put all your fear and hatred in it, and and continue until you're out of ideas. You look at this cigarette butt and its two twigs, and think of a magical invisible plane that would fly above the ship and drop onto your victim like a bird of prey.

<JoeSapphire has been betwitched (once)>

Then something happens. Some agitated guy has approached you without you noticing, and spontaneously started speaking to you. He seems very anxious about the disappearance of the doctor, and about how few people seem bothered by it. He then goes on a seemingly random rant about social apathy, emancipation, political involvement, modernism, corruption, post-colonialism. He seems upset about the defeat of some political candidate, which he pins on a general passivity akin to the one he perceives on the ship. You're not very interested in his views, and are, actually, a bit anxious at the idea of political conflicts brought up on board. Still, his energy may be a tad communicative, and he somehow convinced you, at least, to do more about the current situation aboard. You leave him to his thoughts, and decide to bewitch a new target.

<You have been motivated into a performing a second night action>

Time flies, and you are not really sure how you magic works. As you watch over your next victim, your fingers rub a piece of twig into dust. Jumping on the last opportunity that you may get during that night, you blow these morcels on the back of your new target, who doesn't realise anything. Back to the corner of the hull where you use to sleep, you focus and mutter the prayers that should poison his spirit. You fall asleep hoping that your magic works that way too.

<CSPVG has been betwitched (once)>
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JOESAPPHIRE IS BLOCKED BY JMICH
Very well. They gave you a target to roughen up a bit, you don't dislike this. You've already noticed him several times, he shouldn't offer much resistance. It's just a matter of waiting for them to show up on the deck, and then following him until he's alone.

There they come, you drop your cigarette with a pinch, and start walking towards the group, as it already scatters. You've spotted him, he's following two or three migrants, they are chatting a bit. It's just a matter of patience.

There, the others have finally left, he looks vulnerable, and is mounting the stairs to the upper deck. You crack your knuckes, and slowly, casually follow him up.

You damn your luck, for some reason he's already disappearing down the opposite stairs. You hurry after him through the upper deck, and miss a step behind him. You grab the balustrade to avoid falling down, but just twist your finger and still hurt your coccyx on three consecutive metal steps. Without taking a breath, you get up and hurl yourself into a door that just opened as a crew member was enquiring about the noise. By the time you regain your balance, and soak up your nose's blood with a handkerchief, your target is out of sight. You decide to light a smoke, and take your pack out of your back pocket before cursing and tossing all the smashed cigarettes into the sea.

Your finger has swelled, you wish there was still a doctor aboard. You wipe your forehead's sweat with your blood-soaked handkerchief before deciding that this was enough for tonight. What you need now is a good strong coffee. Of the precise brand that you remember forgetting to buy during last stopover.

You go back to your cabin and bump your head against the door's frame. Upset and slightly freaked out by your bad luck, you drop on your bed, hearing a spring snap under your weight. Your sleep is haunted by strange nightmares involving an oppressively giant invisible motorplane.
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CSPVG IS BLOCKED BY JMICH (yeah, really ?)
Back inside, you decide to go eat something. Strangely you realise that you're not sure anymore of how to get back to the hold. All these corridors seem more complex than when you came out. You walk in circles for an irritating amount of time, before finding the right hatch. The hold is empty, as everybody else is still outside, and you grab a remaining can of food from your bag. In your eagerness, you clumsily cut your thumb open while opening it. To make things worse, you notice that the food inside has rotten. Your pulsating, bleeding thumb in your mouth, you swear against your bad luck, and turn back to get a bit more of fresh air, and maybe find some other snack. Unfortunately, just as you are reaching the door, everybody is flowing back inside. Time is up, and you find yourself locked again in the hold, with all your travel companions. You'll have to wait for the next opportunity, and no one knows when that will be.

During your sleep, you make strange, heavy dreams about your back turning to ashes.
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SirPrimalform: YUS!

Did Darko breadcrumb anywhere?
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DarkoD13: No, thankfully I didn't. Not that it would have made any difference.
Was it my definitely deliberately (<_<;) scummy play on day one that attracted your attention? I've been re-reading a bit of day one and I was shocked by how horribly I played (I remembered it being horrible, but it was much worse than I remembered).

I also forgot about the dreaded make up thing, which was just a joke. Hmph.
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Vitek: Btw. question to anyone. What happens if roleblockers block each other? I guess it doens't matter with them because the actions get nullified either way but what if roleblokcer blocks jailer who blocks targets that roleblocker who is also target of kill?
Does the roleblocker die?
I was thinking about it for some time during this game when we were solving roleblokcer madness but am still not sure about conclusion.
That's a particularly tricky one. I think there's a standard order for resolving things on mafiascum, but I don't know if it's elaborate enough to untangle that one.
Post edited December 18, 2013 by SirPrimalform
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Vitek: But it was fun (it would be bigger if JMich and Rob would leave me alone with silly reasons at least once>:[) and that's what matter most.
Yeah, the problem with us being active (too active?) is that we rarely have something else to analyze. I promise I will leave at least a day pass before responding to your posts in the next game, unless deadline is approaching of course.
Alternatively, the next moderator could make us masons, thus no need to jump at each other's throat ;)
Action descriptions
Night 1 (part 2/2)
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DARKOD13 COPS SIRPRIMALFORM
As everybody is taking a break, roaming on the ship's deck, or eating at the mess, you decide to sneak inside the captain's cabin. After all, if anything wicked is going on, this is the place that should hold the most incriminating infos.

You find a tidy place, a couple of famous bestsellers, some navigation manuals and a maritime law book on a shelve, and a series of files on a desk, near to a computer that is not even protected by any password. The email history is just a series of regular exchanges with harbour authorities and container management offices, in formal and polite terms. The ledgers just show accounts of boring expected transactions, with little commentaries. You find two logs in the thankfully unlocked drawers, one is the ship's log, and the other a personal journal. Skimming through them, you don't find anything ominous or incriminating. The wall's safe has a key on it, but is empty and doesn't seem used at all. A cabinet holds some desk tools, a series of map, and a collection of old unwritten postcards from various countries...

Half-reassured and half-unsatisfied, you look around. The dustbin only holds some snacks wrappings and empty beer cans. A cupboard reveals jackets and boots for varying kind of weather, as well as a few light porn magazines. You check the bed quickly, and find nothing but dust underneath.

You conclude that this is the cabin of a ship captain who has nothing to hide. You will look for evildoers elsewhere...
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GKAISER "VOYEURS" SIRPRIMALFORM
As everybody scatters on the deck, you stay inside. There is a specific place that you wish to keep an eye on. Without a word, you search for a way to hide nearby, but only find the corner of a corridor. You hope that if anyone approaches, it will be from the other direction.

Luckily, it is the case. You hear footsteps, anormally low and muffled - the familiar sound of someone approaching without wanting to be noticed. You even hear the anxious breath, it further reminds you of your sister, as she used to leave the house trying so hard to not get noticed. Whoever is coming is experiencing the same kind of tension as she did, maybe the same kind of anxiety.

The sounds recede a bit, and are replaced by intermittent foraging noises. You don't dare to peek. This lasts a while. And then a pause.

You then hear - well, almost a voice. A "hm". Scratched hair. You don't know how it interpret it at all. But again, you recoil behind the corner, as the footsteps are heard again. They grow and then decrease and disappear. Whoever that was, his visit is over.

You now take a peek. Nothing seems out of place. You know that all these affairs have been searched, but it is not noticable. You wonder if anything has been found at all, and you wouldn't even know by whom. You leave before being noticed too.

<A cop has investigated SirPrimalform>
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FLUBBUCKET MURDERS QUADRALIEN
Letting them all have a stroll on the deck is the best way to separate them, and pick them up one by one, before they suspect a thing. You have all the time needed for that. But first things first. There is something to take care of, before this.

He's passing in front of you, and you exchange a glance. You suddenly realise that things will go faster than intended. He's walking fast, towards the deck. He accelerates as he hears you hurry up behind him. You're almost running. He's outside now, and by the time you reach the door, he's very close to a group of migrants. You have your revolver already in hand.

Your thoughts stay clear. You smash the bulb over you, plunging the door into darkness. Then you aim at his back and shoot twice in a row. He falls at their feet, and you step back inside. Your gun is back in your belt, as you cross the corridor and pop out from another door, to join the bewildered crowd bent over the ship's second officer.

<you have nightkilled QuadrAlien>
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QUADRALIEN "WATCHES" VITEK, AND IS MURDERED BY FLUBBUCKET
You're still walking through the ship, wondering about the best course of action, while you overhear some instructions being given about someone you were particularly attentive to. You get overwhelmed by the feeling that the worst part of the smugglers' plan has started right now.

There is no point in waiting for more casualties, you have to warn the passengers immediately, before their slaughter begins. You just hope that it's not too late already. They are all scattered on the deck, unsuspecting, they are at their most vulnerable right now.

As you walk hurrily through the corridor, you almost bump into that mafioso asshole, the one who organises the traffic. You exchange a quick glance, yours is almost daring. You ignore him and continue, but suddenly realise that he's coming after you. You hurry up outside.

You pass the door, and look around. A group of migrants are gathered on that side of the deck. You run towards them, as they turn towards you with mild curiosity. Your words don't leave your mouth, as two impacts tear your lung and heart, and you roll at their feet. You see their horrified and bewildered faces as they bend over you, one of them covering your wound with his hands, another one pointing at something behind you. You hear voices, and slide into unconsciousness.

<Vitek has been targetted by SirPrimalform>
<you have been nightkilled>
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SIRPRIMALFORM JAILS VITEK
Divide and conquer seems to be the strategy you've adopted. You go gather a few crew members, giving them the order to lock up one of the migrants for the night, "for security reasons". They don't ask questions, as they are already wary of this crowd. You ask them to not answer any, although the language barrier should be sufficient.

With one less of them roaming outside, your accomplices should have even less trouble finding and isolating their targets...

<you have jailed Vitek>
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VITEK IS JAILED BY SIRPRIMALFORM
You had decided to try to establish contact with someone from your region, but you are not given the chance. A bunch of people suddenly pull you away from the others, and throw you in an empty metal room, which heavy hatch is slammed shut behind you. You bang on it and shout for an explanation, but none is given.

Furious, you walk in circles during a few hours. When the door is opened again, your being brought back to the hold, where everybody else has been gathered again. You didn't get a chance to see the sky that night. You're about to tell your story when you realise, from people's faces, that something even more terrible has been happening during that time.