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SirPrimalform: Was it my definitely deliberately (<_<;) scummy play on day one that attracted your attention?
"SirPrimalformPerson was signed in when posted
11-24-2013
08:39 AM ET (US)
RIGHT:

Firstly, sorry for playing so fucking awfully there. I guess boredom got the better of me and I made a lot of posts without thinking them through. "

:D

Yeah, you seemed way too eager to jump on new targets and cause a fuss. But next time I'll be pushing for your lynch no matter what... :P
I wonder if I should have picked up on something from the flavor of my investigation.
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JMich: 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 ;)
We would probably suspect each other of being scum/town mason team anyway. :-p

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SirPrimalform: 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.
Let me copy here this from quicktopic:
"It all crumbled with botched D1.
We should have lynched SPF. Many people noticed his fence-sitting and his neutral hunting but few people tried to do something about it. (Not me unfortunately)
Biggest problem was the no-lynch, though. I hope now will everyone agree that it is of no use to town."

Also in retrospect (again :-)) looking how you and Joe reacted to flub's so obviously fake accusations against me looks so much like buddies telling him to slow down that it's now sad to see it ignored. Of course that's when we know your alignment so it's very different to judge. :-)
Post edited December 18, 2013 by Vitek
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SirPrimalform: Was it my definitely deliberately (<_<;) scummy play on day one that attracted your attention?
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DarkoD13: "SirPrimalformPerson was signed in when posted
11-24-2013
08:39 AM ET (US)
RIGHT:

Firstly, sorry for playing so fucking awfully there. I guess boredom got the better of me and I made a lot of posts without thinking them through. "

:D
;D

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DarkoD13: Yeah, you seemed way too eager to jump on new targets and cause a fuss. But next time I'll be pushing for your lynch no matter what... :P
I wonder if I should have picked up on something from the flavor of my investigation.
Yeah, I was dreadful on day one, but at least it got you to cop me. >_>

I'm glad you guys are reading the scumchat, we put a lot of work into it.
I love the descriptions, Telika. Really nice.
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Vitek: Also in retrospect (again :-)) looking how you and Joe reacted to flub's so obviously fake accusations against me looks so much like buddies telling him to slow down that it's now sad to see it ignored. Of course that's when we know your alignment so it's very different to judge. :-)
Yeah, I was on the verge of going "Fucking hell, you're going to get yourself lynched!". It's hard to balance between telling the person to stop too obviously (and outing yourselves) and doing it too subtly by making a case against them and accidentally getting them lynched. At points I was really worried I'd get Flub lynched, but I figured someone was going to find it scummy and talk about it so it might as well be me.
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Vitek: @Telika; Where I think the game was unbalanced is in roleblocks.
My rationale was that, of all roles, roleblocks are the ones making games less swingy. They are anti-roles. Too many roleblocks tend to turn role-heavy games into role-light games, by preventing actions. So, having a lot of blocks wouldn't unbalance the game a lot. Imagine a game with everyone being a roleblocker - as it's a role that has no effect by itself, and prevents effect, it'd be like a vanilla-only game. And the mafia didn't have any tremendous power that massive roleblocking could lead to unbalancing the game. Even if all townies were blocked (impossible), mafia would only have flavorcop. And no nightkill.

Also roleblocks could compensate the motivator.
Action descriptions
Night 2 (part 1/2)

_______________________________________________

AMOK MESSAGES VITEK
As you are all brought out of the hold, you start chanting, as if for yourself, that "Bollywood got it right, music is key" and that "what may not be shown in plain sight may be hidden in songs". You repeat it all the way to the deck, in the general indifference. Now that all of you have spread out, you stay alone under the drizzle, unable to tell whether anyone else aboard understands your language. And hoping to get an answer on this next time...
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JOESAPPHIRES BLOCKS VITEK
This time, you won't offer him a chance to get lost on the deck. You've chosen a small storage room in the corridor between the hold and the deck, where you are sure to see them all. As the hold is being evacuated by the crew, you wait in the shadows, and let the shaken, chaotic crowd pass in front of you, pushed and barked at by the staff. Grabbing the right arm at the right time, pulling him inside, and throwing him in a corner, turns out easy. The rest is what you do best. You shut the hatch as he stands back up, and smash him back into the corner when he opens his mouth. In shock, he doesn't oppose much resistance, and you make him pay for the frustration of that other night, as he curls up under your strikes.

When you're done, you open the door, and leave through the now empty corridor. Now this is how that other night looked like. And this is what the next night will look like. You look forward to meet again the same person, in the same circumstances. You love the look in their eyes when they recognise you the second time...

<Vitek has been roleblocked (x1)>
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ROBBEASY KILLS VITEK
You realise that you haven't escaped wars and killings yet, but at least you are in your environment then. You will end this, your way.

Once outside on the deck, you start looking for your chosen target, but he's nowhere to be seen. A bit confused, as you are quite sure of having left the hold with him when the ship's crew had evacuated you all, you decide to backtrack into the boat. Then you spot him, indeed strangely lagging behind. As he slowly walks towards the exit, leaning on the railway, you pass him casually. He doesn't pay attention to you. In a movement rendered automatic by your experience, you slip behind him, and slit his throat open before he can react. He gargles and falls without any resistance.

Well, that was easy. With no one in sight, you continue your way, closing your pocket knife, and without look back. Suppressed memories come back in waves, but you know now that it's still way to early to try forgetting your previous life.

<You have murdered Vitek.>
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VITEK HAS A BAD DAY
As you are all expelled from the hold, you hear someone mutter a strange song in urdu. "Bollywood got it right, music is key. What may not be shown in plain sight may be hidden in songs." You're trying to see who said that, and wondering what it could mean, when a large hand brutally pulls you out of the crowd, and throws you into a dark storage room. A large threatening figure overshadows you, as you hear all the other voices and footsteps receed in the distance, including the mysterious repeated song.

Now alone with the giant, you get up, and open your mouth to protest, but it gets painfully slammed shut by an immense fist, as your head hits painfully the metal wall behind you. Another fist hits you in the belly, and, as you double up, you realise that it is just the beginning. The next few minutes are a chaotic hell of relentless strikes, leaving you bewildered and trembling, curled on the floor. In a fog of pain, it takes you time to realise that they have ceased, and that your aggressor has left. And even more time to get back up, and to stumble back out in the corridor.

Disoriented, leaning on the handrail, you try to find your way out to the deck, stopping your progression with a fright each time somebody walks by, and feeling a bit ashamed by that reflex. You only manage to control yourself when a child passes by.

Which means that, when that kid expertly slits your throat open, you really don't see it coming. You crumble on the floor, in a widening pond of blood, as your chaotic thoughts finish dissolving.

<You have been killed.>
I realised why it feels like a hollow victory! I would like to have had more than the minimum number of townies on Rob's wagon. I felt like my argument against him was sound and sort of went to waste with 3/4 of the players on the wagon being scum.
Action descriptions
Night 2 (part 2/2)

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GKAISER "VOYEURS" CSPVG
Once outside, you follow your target at a significant distance, paying more attention to the people around than to his own possible activities, and letting room for anyone to approach him or follow him without noticing you. You may have lost sight of him sometimes, but always in places and situations where you would have noticed anyone else going after him. You notice nothing unusual there.

<Nobody had targetted CSPVG for any kind of action during this night.>
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FLUBBUCKET "FLAVOCOPS" ROBBEASY
Once the crew has evacuated the hold, and cleaned up the mess, you exploit the opportunity to go rummage a bit through the passengers' meager luggages. One, especially. The black kid. You're not expecting to find anything interesting, but maybe an indication of who may be awaiting him, or may have funded his journey. That's the danger, with children - they're not always as autonomous or isolated as grown-ups, and this may be a problem for the enterprise.

Well, his case turns out different. No toys, dolls, or music cassette in his bag. No letters either. Just some worn out khaki clothes, a military compass, dark green spare shoelaces. Not exactly what you'd have expected to find.

You're checking the size of the clothes, indeed rather small, when you hear the ruckus of agitated people coming back. You put it all back in the bag, and leave, as the crew escorts the passengers back into the hold.
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SIRPRIMALFORM MURDERS DARKOD13
This turns out quite easy. As the captain, you send a crewmember to invite him for a discreet discussion at the ship's bow. He arrives, nervously checking around him for other presences. This makes it even easier. As he announces that you're alone, you shake your head, and point somewhere behind him. Of course, he immediately turns around to check. Your wrench hits his skull hard enough for him to fall on his knees, half-stunned. Dizzy, he vaguely gesticulates as you pull him up and topple him over the railing. You hardly hear him hit the water. There is almost no blood on the wrench. No traces. It is as if that guy hadn't ever existed. As far as you're concerned, that's the case.

Yet not the case of his money, of course.

You go back to your cabin, quite satisfied with the whole enterprise in general.

<DarkoD13 has been nightkilled>
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DARKOD13 COPS ROBBEASY AND (also) IS MURDERED BY SIRPRIMALFORM
Your investigation on his background takes some time, but you conclude that he has no possible interest in the current series of killings. You're just not sure what to do with that info, and where to share it.

A crewmember informs you that the captain himself wishes to have a word with you, in private. And this may be a good opportunity to discuss your investigations, away from suspicious ears. You join him alone on the deck, at the ship's bow. He's awaiting you. He seems as nervous as you, looking around for possible eavesdroppers. You tell him that, as far as you can tell, you're both alone and sufficiently far from the others. He shakes his head, and points somewhere behind you. You turn around.

The shock on your head doesn't make you lose consciousness entirely. Incapacitated, you can still feel yourself lifted, and falling overboard. The water is icy. You're too stunned to fight the waves, and, gasping, you just gesticulate inefficiently against the passing hull, until the ship's aft reaches you, and the propellers' whirlpool swallows you for good.

<You have been nightkilled.>
One balance thing that just occurred to me. It seems unfair that the mafia team all knew Leonard Mgamba's name and that he was dangerous to us (and even if we didn't all have that info, we can share it). I think maybe there should have been another town crew member who also knew the captain was evil.
It's something I was wary of and it turned out to be unfounded.
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SirPrimalform: One balance thing that just occurred to me. It seems unfair that the mafia team all knew Leonard Mgamba's name and that he was dangerous to us (and even if we didn't all have that info, we can share it). I think maybe there should have been another town crew member who also knew the captain was evil.
It's something I was wary of and it turned out to be unfounded.
Another character knowing it could have been fine, for security reasons (like, a replacement in case he gets killed on day 1), but an end-of-game debate with the cop and the captain would have been very different, if two people confirmed the captain's role.

I don't think that knowing about mgamba's name was a huge advantage. He knew you would look for him, so he wouldn't share it. The mafia side only knew that one player was dangerous to them, without knowing which one and how. It's not very different from what they'd assume anyway (there are dangerous townies, for various reasons).

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Unrelated bonus action description :

Before deciding that having everything happen on Vitek would be more rich, gameplay-wise (I expected someone to point out that two distinct things could have happened to him, maybe even Robbeasy mentionning it himself), I was going to make the kill happen before the roleblock, just to annoy JoeSapphire. Joe almost recieved this PM instead :
This time, THIS time you will have your moment. Forget about the former night, and the unfortunate series of event that frustrated you from a mighty brawl. That other guy will pay for two.

You get out of your cabin, elegantly ducking through the too small door, and walk towards hold entrance, where you spot your target easily. You follow him through the unuspecting little crowd, without bumping any shoulder, until he turns alone into a different corridor. Conveniently, he's going in a direction that will make it even easier. You just cut through another passageway, to where you know that you'll be able to intercept him. There, just waiting for him behind a corner, you light one cigarette that you had found miraculously intact in your pants, and wait, enjoying it, and anticipating the victim's surprise when you'll jump at him from this place.

He's not coming.

Okay, everything is fine, there is no reason why he would have suddenly backtracked, and even if he did, you have a whole night to find him. Too bad for the nice surprise pounce, you enter the corridor to go find him. Well, there he is, alone, casually sitting against the wall.

His throat slit.

His already dead eyes are staring at you, blank, not impressed at all. Confused and uneasy, vaguely frustrated, you promtly leave, hoping even more that nobody spotted you there.
Post edited December 18, 2013 by Telika
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Vitek: Btw. question to anyone. What happens if roleblockers block each other?
I would direct your attention to the US government....

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DarkoD13: Firstly, sorry for playing so fucking awfully there. I guess boredom got the better of me and I made a lot of posts without thinking them through. "
No apologies, just make sure you sign up for the next game.

And bring your pardner gkaiser....the lurker
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flubbucket: I would direct your attention to the US government....

No apologies, just make sure you sign up for the next game.

And bring your pardner gkaiser....the lurker
Nooo, please don't take my pet Joe but don't point me to US government. :'-(

Also, that part of Darko's post you quoted was actually SPF's quote from scumchat. ;-)

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Telika: My rationale was that, of all roles, roleblocks are the ones making games less swingy. They are anti-roles. Too many roleblocks tend to turn role-heavy games into role-light games, by preventing actions. So, having a lot of blocks wouldn't unbalance the game a lot. Imagine a game with everyone being a roleblocker - as it's a role that has no effect by itself, and prevents effect, it'd be like a vanilla-only game. And the mafia didn't have any tremendous power that massive roleblocking could lead to unbalancing the game. Even if all townies were blocked (impossible), mafia would only have flavorcop. And no nightkill.

Also roleblocks could compensate the motivator.
Hmmm, I don't know.
If you want roleblocks to negate the various role then there is not necessary to put those role in the game in the first place, right?
Also I think it inevitably leads to what happened here. With every player having any role thus recieving notification about roleblock, it helps to make the game revolve around them too much, pushing everything else aside.
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SirPrimalform: Flub was supposed to mention a giraffe if his target was a lion!
Was Rob not? I haven't read the roles yet.
Flub you deceitful rat!
woah what?

VITEK was the one who was shot?