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Post by Pleonast on Aug 6, 2008 11:08:49 GMT -8
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Post by catinasuit on Aug 6, 2008 11:16:00 GMT -8
Ha, ha, ha, ha, ha, ha, ha
WTF just happened there then.
I mean seriously.
That has torn it for the Wolves as the rest of the Town will lynch ZSofia without a second thought.
Actually, I think it was done more through inexperience than scummy behaviour. She made sure that someone would get lynched and definitely not her. If anything, her actions are a null tell, if not slightly pro-town.
Screws it over for the Cabal though. Town will sleepwalk into a winning position due to scum crossfire again.
Suggestion for next time Pleonast. Have less than half the number of players as town. I mean seriously challenge them and the other scum to make the choice as to which group is going to not just win, but survive.
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Post by hoopyfrood on Aug 6, 2008 11:50:22 GMT -8
Yeah, after toDay, naf might outlast the wolves.
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Post by catinasuit on Aug 6, 2008 12:23:16 GMT -8
Looking back over the game, I really feel sorry for the wolves.
They nailed two Witches, the Detective, the Warlock and unfortunately hit the Magician as well.
And yet, cross kills have completely crippled them.
Then again the town have lynched perfectly as well and benefited from the Night time action caused by the other scum.
It's a funny old game.
The Cabal are out of this game. Cookies will be bought up short when Drain Bead is not dead over night.
The Wolves, Drain Bead and ZSofia, are pretty much outed as scum as far as the town is concerned and NAF1138 is on a few hit lists as well.
I think there are just too many confirmed Town for this game to be won by any of the scum factions. Although they will continue to worry about the Cabal until the game is over.
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Post by catinasuit on Aug 7, 2008 10:31:13 GMT -8
I don't believe it?
Omi No Kami just gave up the town secret power from an off the cuff remark from NAF1138.
Oh and at this point, it is actually possible for any side to still win depending on the order the scum get lynched in.
Let's wait and see shall we.
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Post by Pleonast on Aug 7, 2008 11:33:06 GMT -8
Suggestion for next time Pleonast. Have less than half the number of players as town. I mean seriously challenge them and the other scum to make the choice as to which group is going to not just win, but survive. I'm not so sure. While the Town has lynched well, they were lucky with Night kills. NAF has been extraordinarily unlucky: three failed kills, and one own-side kill. Imagine the same game with the Necro still alive and three more Townies dead. Also, the Cabal and the Wolves have not used their secret powers well (and Omi did use his well). The Cabal should've waited one more Night to kill, although I can't blame them for using it when they did. And Wolves should've used their all-block at the beginning of the game (when the Town's investigators were active and unknown). It looks like they'll use it Tonight, which totally screws the scum by giving the Town a kill-free Night. Changes I am definitely making two changes: fewer players and more a unpredictable role distribution. Thirty-one was too many, I think 25 or 20 would be better. And having one of each Town role handicaps the scum who try to false claim. Although, giving the Town more of the powerful roles and less players would make for an interesting game. I'm certainly interested in feedback about the setup.
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Post by catinasuit on Aug 8, 2008 5:55:34 GMT -8
I'm not so sure. While the Town has lynched well, they were lucky with Night kills. NAF has been extraordinarily unlucky: three failed kills, and one own-side kill. Imagine the same game with the Necro still alive and three more Townies dead. It's easy to say that now, but don't forget those extra dead townies could well be extra dead scum instead and the Seer had already spotted the Necro. Also, the Cabal and the Wolves have not used their secret powers well (and Omi did use his well). The Cabal should've waited one more Night to kill, although I can't blame them for using it when they did. And Wolves should've used their all-block at the beginning of the game (when the Town's investigators were active and unknown). It looks like they'll use it Tonight, which totally screws the scum by giving the Town a kill-free Night. If the Wolves use it tonight, it will be a massive boost to the Town, effectively giving them a free lynch. Changes I am definitely making two changes: fewer players and more a unpredictable role distribution. Thirty-one was too many, I think 25 or 20 would be better. And having one of each Town role handicaps the scum who try to false claim. Although, giving the Town more of the powerful roles and less players would make for an interesting game. I'm certainly interested in feedback about the setup. Agreed on the number of players, although surprisingly enough the time taken to complete the game is roughly the same, mainly because of the two extra ModKills and extra Night Kills. I really think that next time the town should have at least one role other than the Witches and Masons doubled up. It is difficult to work out if you should leave one of the factions out of not.
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