Mafia 89 - Espers Game Thread
#122
Posted 04 July 2012 - 12:44 AM
Tellan, on 04 July 2012 - 12:41 AM, said:
I want to make a little sense of the DDay situation. If there are no Independants (there really is no reason for there to be one) , WCS dday is:
Day/night cycles:
1. 12 town, 3 B's
2. 10 town, 4 Bs
3. 8town, 5 Bs
4.6town, 6Bs. At this point, we would need to lynch a B each day to prevent them from winning. The only way for us to win in this situation is to NK at least 1 B per night. Therefore, there should be some kind of adventurer aligned killer or multiple vigs, if only to balance out the game. This is supported by the part in the OP that says that apostleyds transfer upon the hosts death, in which case that just makes it even more slanted to Bs. I'm not very awake right now, so this could be complete nonsense. If it is, forgive me.
Day/night cycles:
1. 12 town, 3 B's
2. 10 town, 4 Bs
3. 8town, 5 Bs
4.6town, 6Bs. At this point, we would need to lynch a B each day to prevent them from winning. The only way for us to win in this situation is to NK at least 1 B per night. Therefore, there should be some kind of adventurer aligned killer or multiple vigs, if only to balance out the game. This is supported by the part in the OP that says that apostleyds transfer upon the hosts death, in which case that just makes it even more slanted to Bs. I'm not very awake right now, so this could be complete nonsense. If it is, forgive me.
I think the game will be far too complicated for such basic analyses. Not to say your and other people's posts (similar in so many ways) are useless, but, well, they kinda are...
#123
Posted 04 July 2012 - 12:45 AM
We're about 12 hours away from end of Day, if I'm not mistaken.
#124
Posted 04 July 2012 - 12:45 AM
Tellan, on 04 July 2012 - 12:41 AM, said:
I want to make a little sense of the DDay situation. If there are no Independants (there really is no reason for there to be one) , WCS dday is:
Day/night cycles:
1. 12 town, 3 B's
2. 10 town, 4 Bs
3. 8town, 5 Bs
4.6town, 6Bs. At this point, we would need to lynch a B each day to prevent them from winning. The only way for us to win in this situation is to NK at least 1 B per night. Therefore, there should be some kind of adventurer aligned killer or multiple vigs, if only to balance out the game. This is supported by the part in the OP that says that apostleyds transfer upon the hosts death, in which case that just makes it even more slanted to Bs. I'm not very awake right now, so this could be complete nonsense. If it is, forgive me.
Day/night cycles:
1. 12 town, 3 B's
2. 10 town, 4 Bs
3. 8town, 5 Bs
4.6town, 6Bs. At this point, we would need to lynch a B each day to prevent them from winning. The only way for us to win in this situation is to NK at least 1 B per night. Therefore, there should be some kind of adventurer aligned killer or multiple vigs, if only to balance out the game. This is supported by the part in the OP that says that apostleyds transfer upon the hosts death, in which case that just makes it even more slanted to Bs. I'm not very awake right now, so this could be complete nonsense. If it is, forgive me.
One esper is allied with town, one neutral but more town friendly. Why do you think there are 3 whatevers?
#125
Posted 04 July 2012 - 12:47 AM
Tellan looks at the confused form, slouching and muttering to itself, and, dismissing it, returned to the discussion with Liosan and Rashan
#126
Posted 04 July 2012 - 12:49 AM
Kaschan, on 04 July 2012 - 12:44 AM, said:
I think the game will be far too complicated for such basic analyses. Not to say your and other people's posts (similar in so many ways) are useless, but, well, they kinda are...
You're probably partly right, but I don't think we should completely ignore game mechanics and D Day stuff. It's Day 1, so no one really knows anything yet, but based on the OP, Tellan's analysis seems to make sense. That being said, this will definitely have to be reexamined pretty much every single day to figure it out again based on what happened on the previous night.
As it stands, I am kind of weary of Fener's RPing. I realize a few others were also RPing, but they were only following Fener's lead. It seems to me like Fener may have been signalling, though I don't know if there's anyone for him to be signalling yet. Perhaps he was making Blood Follows references to give us hints as to who he is. I wish I had my book around so I could reread it!
#127
Posted 04 July 2012 - 12:49 AM
Liosan, on 04 July 2012 - 12:45 AM, said:
Tellan, on 04 July 2012 - 12:41 AM, said:
I want to make a little sense of the DDay situation. If there are no Independants (there really is no reason for there to be one) , WCS dday is:
Day/night cycles:
1. 12 town, 3 B's
2. 10 town, 4 Bs
3. 8town, 5 Bs
4.6town, 6Bs. At this point, we would need to lynch a B each day to prevent them from winning. The only way for us to win in this situation is to NK at least 1 B per night. Therefore, there should be some kind of adventurer aligned killer or multiple vigs, if only to balance out the game. This is supported by the part in the OP that says that apostleyds transfer upon the hosts death, in which case that just makes it even more slanted to Bs. I'm not very awake right now, so this could be complete nonsense. If it is, forgive me.
Day/night cycles:
1. 12 town, 3 B's
2. 10 town, 4 Bs
3. 8town, 5 Bs
4.6town, 6Bs. At this point, we would need to lynch a B each day to prevent them from winning. The only way for us to win in this situation is to NK at least 1 B per night. Therefore, there should be some kind of adventurer aligned killer or multiple vigs, if only to balance out the game. This is supported by the part in the OP that says that apostleyds transfer upon the hosts death, in which case that just makes it even more slanted to Bs. I'm not very awake right now, so this could be complete nonsense. If it is, forgive me.
One esper is allied with town, one neutral but more town friendly. Why do you think there are 3 whatevers?
Because in the Day 1 starting post, PS says that "only 12 adventurers remained." And 14-12=3? Wow... math fail. I thought there were 15 players. So then there are 2 starting Bs. So that delays DDay to day 5.
#128
Posted 04 July 2012 - 12:51 AM
Liosan, on 04 July 2012 - 12:45 AM, said:
Tellan, on 04 July 2012 - 12:41 AM, said:
I want to make a little sense of the DDay situation. If there are no Independants (there really is no reason for there to be one) , WCS dday is:
Day/night cycles:
1. 12 town, 3 B's
2. 10 town, 4 Bs
3. 8town, 5 Bs
4.6town, 6Bs. At this point, we would need to lynch a B each day to prevent them from winning. The only way for us to win in this situation is to NK at least 1 B per night. Therefore, there should be some kind of adventurer aligned killer or multiple vigs, if only to balance out the game. This is supported by the part in the OP that says that apostleyds transfer upon the hosts death, in which case that just makes it even more slanted to Bs. I'm not very awake right now, so this could be complete nonsense. If it is, forgive me.
Day/night cycles:
1. 12 town, 3 B's
2. 10 town, 4 Bs
3. 8town, 5 Bs
4.6town, 6Bs. At this point, we would need to lynch a B each day to prevent them from winning. The only way for us to win in this situation is to NK at least 1 B per night. Therefore, there should be some kind of adventurer aligned killer or multiple vigs, if only to balance out the game. This is supported by the part in the OP that says that apostleyds transfer upon the hosts death, in which case that just makes it even more slanted to Bs. I'm not very awake right now, so this could be complete nonsense. If it is, forgive me.
One esper is allied with town, one neutral but more town friendly. Why do you think there are 3 whatevers?
Did I read the OP wrong? I thought there were two town Espers and one Scum esper, or the other way around. I am sure it said there were three Apostl-whatevers.
#129
Posted 04 July 2012 - 12:53 AM
Sheltatha Lore, on 04 July 2012 - 12:51 AM, said:
Liosan, on 04 July 2012 - 12:45 AM, said:
Tellan, on 04 July 2012 - 12:41 AM, said:
I want to make a little sense of the DDay situation. If there are no Independants (there really is no reason for there to be one) , WCS dday is:
Day/night cycles:
1. 12 town, 3 B's
2. 10 town, 4 Bs
3. 8town, 5 Bs
4.6town, 6Bs. At this point, we would need to lynch a B each day to prevent them from winning. The only way for us to win in this situation is to NK at least 1 B per night. Therefore, there should be some kind of adventurer aligned killer or multiple vigs, if only to balance out the game. This is supported by the part in the OP that says that apostleyds transfer upon the hosts death, in which case that just makes it even more slanted to Bs. I'm not very awake right now, so this could be complete nonsense. If it is, forgive me.
Day/night cycles:
1. 12 town, 3 B's
2. 10 town, 4 Bs
3. 8town, 5 Bs
4.6town, 6Bs. At this point, we would need to lynch a B each day to prevent them from winning. The only way for us to win in this situation is to NK at least 1 B per night. Therefore, there should be some kind of adventurer aligned killer or multiple vigs, if only to balance out the game. This is supported by the part in the OP that says that apostleyds transfer upon the hosts death, in which case that just makes it even more slanted to Bs. I'm not very awake right now, so this could be complete nonsense. If it is, forgive me.
One esper is allied with town, one neutral but more town friendly. Why do you think there are 3 whatevers?
Did I read the OP wrong? I thought there were two town Espers and one Scum esper, or the other way around. I am sure it said there were three Apostl-whatevers.
He was talking about bahamudites
#130
Posted 04 July 2012 - 12:53 AM
Path-Shaper, on 28 June 2012 - 05:30 PM, said:
Espers:
The story revolves around a misfit band of adventurers unleashing three ancient creatures, the Apostl'eyds. An Apostl'ey is a ghost-like entity of limited sentience which can do nothing on its own, but can inhabit another being. The being hosting an Apostl'ey is an Esper and has access to the ancient knowledge and powers of its resident Apostl'ey. The Apostl'ey, in turn, might influence the Esper in certain ways depending on the Apostl'ey's personality... (this last part doesn't really affect the game other than determining factions)
There are three Apostl'eyds in the game. Any player can become an Esper - a host to one of the Apostl'eyds. While you are an Esper you gain additional abilities and/or information depending on what Apostl'ey you host. You can only be host to one Apostl'ey at a time. One of the Apostl'eyds can only be hosted by Bahamudites and provides the main recruiting ability. The other two Apostl'eyds can only be hosted by Adventurers - one Apostl'ey provides a(n) ability(ies) to help the Adventurers against the Bahamudites and the other Apostl'ey is kinda neutral (but can still only be hosted by an Adventurer, so will benefit the Adventurers more if used well).
When an Esper dies, the Apostl'ey is passed-on to another player in their faction who becomes the new Esper of that Apostl'ey. If the Esper died from a lynch or during the night, the successor becomes the new Esper at Dawn. Otherwise, the transfer happens immediately.
Espers still have access to their basic Character abilities. There are no restrictions (unless otherwise stated in role/Esper PMs) on using multiple actions in one phase.
The story revolves around a misfit band of adventurers unleashing three ancient creatures, the Apostl'eyds. An Apostl'ey is a ghost-like entity of limited sentience which can do nothing on its own, but can inhabit another being. The being hosting an Apostl'ey is an Esper and has access to the ancient knowledge and powers of its resident Apostl'ey. The Apostl'ey, in turn, might influence the Esper in certain ways depending on the Apostl'ey's personality... (this last part doesn't really affect the game other than determining factions)
There are three Apostl'eyds in the game. Any player can become an Esper - a host to one of the Apostl'eyds. While you are an Esper you gain additional abilities and/or information depending on what Apostl'ey you host. You can only be host to one Apostl'ey at a time. One of the Apostl'eyds can only be hosted by Bahamudites and provides the main recruiting ability. The other two Apostl'eyds can only be hosted by Adventurers - one Apostl'ey provides a(n) ability(ies) to help the Adventurers against the Bahamudites and the other Apostl'ey is kinda neutral (but can still only be hosted by an Adventurer, so will benefit the Adventurers more if used well).
When an Esper dies, the Apostl'ey is passed-on to another player in their faction who becomes the new Esper of that Apostl'ey. If the Esper died from a lynch or during the night, the successor becomes the new Esper at Dawn. Otherwise, the transfer happens immediately.
Espers still have access to their basic Character abilities. There are no restrictions (unless otherwise stated in role/Esper PMs) on using multiple actions in one phase.
See, three summons, 2 for town, 1 for scum.
#131
Posted 04 July 2012 - 12:56 AM
Tellan, on 04 July 2012 - 12:53 AM, said:
Sheltatha Lore, on 04 July 2012 - 12:51 AM, said:
Liosan, on 04 July 2012 - 12:45 AM, said:
Tellan, on 04 July 2012 - 12:41 AM, said:
I want to make a little sense of the DDay situation. If there are no Independants (there really is no reason for there to be one) , WCS dday is:
Day/night cycles:
1. 12 town, 3 B's
2. 10 town, 4 Bs
3. 8town, 5 Bs
4.6town, 6Bs. At this point, we would need to lynch a B each day to prevent them from winning. The only way for us to win in this situation is to NK at least 1 B per night. Therefore, there should be some kind of adventurer aligned killer or multiple vigs, if only to balance out the game. This is supported by the part in the OP that says that apostleyds transfer upon the hosts death, in which case that just makes it even more slanted to Bs. I'm not very awake right now, so this could be complete nonsense. If it is, forgive me.
Day/night cycles:
1. 12 town, 3 B's
2. 10 town, 4 Bs
3. 8town, 5 Bs
4.6town, 6Bs. At this point, we would need to lynch a B each day to prevent them from winning. The only way for us to win in this situation is to NK at least 1 B per night. Therefore, there should be some kind of adventurer aligned killer or multiple vigs, if only to balance out the game. This is supported by the part in the OP that says that apostleyds transfer upon the hosts death, in which case that just makes it even more slanted to Bs. I'm not very awake right now, so this could be complete nonsense. If it is, forgive me.
One esper is allied with town, one neutral but more town friendly. Why do you think there are 3 whatevers?
Did I read the OP wrong? I thought there were two town Espers and one Scum esper, or the other way around. I am sure it said there were three Apostl-whatevers.
He was talking about bahamudites
AHAH.
Trying to get people to misunderstand the OP on day one. Pray tell us how many Bahamudites are there starting out.
#132
Posted 04 July 2012 - 12:58 AM
I did. In an earlier post... There are 2. I made a mistake, someone noticed it, told me, and then Shelly misunderstood my correction
#133
Posted 04 July 2012 - 01:00 AM
Tellan, on 04 July 2012 - 12:58 AM, said:
I did. In an earlier post... There are 2. I made a mistake, someone noticed it, told me, and then Shelly misunderstood my correction
Likely story. I would believe you but according to several sources dead guys tell no tales soooo. Where does that leave us now.
#135
Posted 04 July 2012 - 01:04 AM
Christ I've confused myself again.
I was under the impression Cult started with just the one player who was probably an esper to get the recruitment going.
I was under the impression Cult started with just the one player who was probably an esper to get the recruitment going.
#136
Posted 04 July 2012 - 01:05 AM
#137
Posted 04 July 2012 - 01:07 AM
Plus the OP said about a dozen, so it doesn't necessarily mean 12 townies.
#138
Posted 04 July 2012 - 01:07 AM
Liosan, on 04 July 2012 - 01:04 AM, said:
Christ I've confused myself again.
I was under the impression Cult started with just the one player who was probably an esper to get the recruitment going.
I was under the impression Cult started with just the one player who was probably an esper to get the recruitment going.
So confusing. I just saw PS say a dozen adventurers were left... but it said about a dozen. Whoops, my mistake
#139
Posted 04 July 2012 - 01:07 AM