[MAFIA] The Thirteen Doctors

There's far more discussion this game on day 1 then any of the previous 3 games. It's interesting to go back and have a look.

Game 1 - 1 page of discussion before the first lynch
Game 2 - 3 page of discussion before the first lynch
Game 3 - 4page of discussion before the first lynch

This game, we're up to 6/7 pages and there's still another day to go!

It's also quite obvious to see from the discussions in this game that we're using our experience from our past games to help us here. For me this day 1 has been by far the most interesting and useful than any of the others.
 
Thanks man, that helps. I'm only looking at one day, not the total game.

Shows how much use my GCSE maths certificate is :D

I have no idea who to trust at this point.

I suspect Iviv, Shami and Chris are all town - based on nothing more than they've all stuck their necks out in one form or another. It doesn't seem very scum to stick your neck out.

Of course, I failed at the first day basic maths hurdle, so who knows.

Saying that, Chris - I'm not a fan of how you're playing. I don't like the "first game but seasoned-pro" approach, and your accusations are too scatter-gun to be useful. While I think you may well be town, I'm also not convinced that you're helpful to us, and that you could well be a distraction as the game goes on.

Pookie and Leprechaun are two that niggle at me the most. I can't really put my finger on it yet but there's little things that make me doubt your town credentials.

Good post. I'm no seasoned-pro, I said that at the start and I have explained myself since. I'm not scatter-gunning though. First vote was a bandwagon to get things moving, which has worked IMO. Second vote was a prod to get some lurkers posting, which has also worked IMO. 2 votes in 2 real life days isn't that much when we have 13 people to get through. I realise it isn't the friendliest way to play, but it's nothing personal, I just want to find scum.

Since you're no longer lurking Shorttricky and you don't seem scummy to me, I'll withdraw my vote.

##unvote

I don't have any other suspects to go on at the moment so I won't vote, but Psymonkee and K1LLSW1TCH still need to stop lurking. K1LLSW1TCH I know you're nocturnal - look forward to hearing your opinions tonight.
 
Pookie ... niggle at me the most. I can't really put my finger on it yet but there's little things that make me doubt your town credentials.
There's a good reason for not being able to put your finger on it - it's because I have nothing to hide. I'd love to know what little things you're referring to, however.

Bottom line is my feelings haven't changed - iviv and chriscubed are still top of my ****list "acting in the best interests of the town" - although shorttricky obviously has issues :D
 
I don't have *too* much to go off so far in this thread, as others have said the majority of the content has been filler as in fairness most of us don't have much to go off. Iviv was jumped on for trying to start the ball rolling and I think that it made him a very easy target for Scum. Same with Chris, I'm not really convinced that he's anything other than Town, though the one thing which does admittedly seem a little bit out of the ordinary is the way he talks.

He's talking like he's a veteran of games like this, when it's apparently only his first game. It's not enough for me to base a vote on, but it's something for others to consider I think. I'd suggest others look at the players who were quick to jump onto Iviv at the beginning of the game too as it's possible they were trying to mould a situation to their advantage which doesn't really seem like a Town move.

Egon just flat out voted for Iviv which is slightly suspicious in my opinion. There was no desire to engage in a discussion, this could possibly be a retaliatory vote, Egon and Psymonkee *could* be in league with one another. Psymonkee also protested his innocence quite early which in my opinion a truly innocent person wouldn't do in such an early part of the game.

Cool, here's some content:

This post was actually hilarious. :D
 
There's a good reason for not being able to put your finger on it - it's because I have nothing to hide. I'd love to know what little things you're referring to, however.

Bottom line is my feelings haven't changed - iviv and chriscubed are still top of my ****list "acting in the best interests of the town" - although shorttricky obviously has issues :D

whats wrong with my town credentials? is it the fact their drawn in crayon :D:D

on a serious note, what is it about me that you can't put your finger on?

Well, for a start that's not the first time you two have posted in tandem...almost like you were already having a conversation somewhere else...:D

Honestly, I have nothing solid to go on. Leprechaun's vote for Chris was a little out of nowhere - Pookie, you've been quite back and forth on lynching. Vague things, I know. It just niggles...imagine you had a seed stuck in your teeth...that kind of niggle :D
 
I don't have *too* much to go off so far in this thread, as others have said the majority of the content has been filler as in fairness most of us don't have much to go off. Iviv was jumped on for trying to start the ball rolling and I think that it made him a very easy target for Scum. Same with Chris, I'm not really convinced that he's anything other than Town, though the one thing which does admittedly seem a little bit out of the ordinary is the way he talks.

He's talking like he's a veteran of games like this, when it's apparently only his first game. It's not enough for me to base a vote on, but it's something for others to consider I think. I'd suggest others look at the players who were quick to jump onto Iviv at the beginning of the game too as it's possible they were trying to mould a situation to their advantage which doesn't really seem like a Town move.

Egon just flat out voted for Iviv which is slightly suspicious in my opinion. There was no desire to engage in a discussion, this could possibly be a retaliatory vote, Egon and Psymonkee *could* be in league with one another. Psymonkee also protested his innocence quite early which in my opinion a truly innocent person wouldn't do in such an early part of the game.



This post was actually hilarious. :D

I reject that statement.... Iviv was rocking the boat and upsetting our lovely community :D

No, I've agreed with iviv's thinking all along, it makes sense to get people talking, it's what I was trying to do through all of the last game.

I've since changed my vote and given my reasons.
 
Well, for a start that's not the first time you two have posted in tandem...almost like you were already having a conversation somewhere else...:D

Just to play Devil's advocate many people decide to have email notifications sent to them when a reply is made in thread, this usually explains any posting patterns. :)
 
Well, for a start that's not the first time you two have posted in tandem...almost like you were already having a conversation somewhere else...:D
that is purely down to coincidence except for this time, i saw pookie asking for a reason, thought i would too

Honestly, I have nothing solid to go on. Leprechaun's vote for Chris was a little out of nowhere - Pookie, you've been quite back and forth on lynching. Vague things, I know. It just niggles...imagine you had a seed stuck in your teeth...that kind of niggle :D[/QUOTE]

Fair enough, I understand it is day one, everyone has the same niggles
 
Good post. I'm no seasoned-pro, I said that at the start and I have explained myself since. I'm not scatter-gunning though. First vote was a bandwagon to get things moving, which has worked IMO. Second vote was a prod to get some lurkers posting, which has also worked IMO. 2 votes in 2 real life days isn't that much when we have 13 people to get through. I realise it isn't the friendliest way to play, but it's nothing personal, I just want to find scum.

Since you're no longer lurking Shorttricky and you don't seem scummy to me, I'll withdraw my vote.

##unvote

I don't have any other suspects to go on at the moment so I won't vote, but Psymonkee and K1LLSW1TCH still need to stop lurking. K1LLSW1TCH I know you're nocturnal - look forward to hearing your opinions tonight.

Don't worry about me lurking - I simply to struggle to post at sensible times of the day since my till doesn't allow forum access, utterly disgraceful! :D

I like what I'm reading from Iviv because getting a discussion started is essential and has been sadly missing from the earlier games (at least on day 1!) and led to the town falling behind and getting trampled by the mafia!

Does this make him scum trying to defend himself early? Yes but for now I'm going to trust him.

That said your insistence that it's your first game followed by your seemingly 'know it all from a quick skim read of a wiki' just screams out that something isn't right. It's not a fair way to judge someone but we have little else to go on so far!

I have little else in the way of suspects so not sure where to go from here...
 
I hope iviv isn't NK'd just for an easy win and that we see a proper game unfold with active players. Last game the Town took out Jedi (townie) after he coached town and called his own death. Vocal isn't necessarily bad for town even if they are scum.

I don't see how removing iviv makes for an easy win.

Jedit did not defend himself too well last game, but you are basically suggesting that people were wrong with about him and therefore iviv must be town.

You have provoke the scum into not killing iviv so they can win on hard mode but this could easily be a defence for your mafia brother.
 
That said your insistence that it's your first game followed by your seemingly 'know it all from a quick skim read of a wiki' just screams out that something isn't right. It's not a fair way to judge someone but we have little else to go on so far!

Ok, I play different to you all. I have a different experience to you - I observed while you guys played. I don't claim to know it all, I know as much as anyone would if they skim read the wiki. I've explained it a few times now and people still seem nervous of it - but what's the alternative? I'm a secret mafia ringer who's played several games elsewhere? I'm putting up a front because I'm a terrible newb scum who can't keep his mouth shut? If you have a better explanation go ahead, call it out.

In other news, that's all 4 lurkers that I called out now posted with content. I'm happy with that, we can move on.
 
I don't see how removing iviv makes for an easy win.

Jedit did not defend himself too well last game, but you are basically suggesting that people were wrong with about him and therefore iviv must be town.

You have provoke the scum into not killing iviv so they can win on hard mode but this could easily be a defence for your mafia brother.

Jedit and iviv are more likely to be strong players due to their experience. iviv is not definitely town, but he is acting pro-town by scumhunting and coaching strategy. Neither of which he would need to do if he was mafia.

Look back at last game. The mafia did not associate with each other. I don't need to defend iviv, he has no current votes against him.
 
Look back at last game. The mafia did not associate with each other. I don't need to defend iviv, he has no current votes against him.

You could be defending him against being alive in day 2. Look back at the last game, this was a large part of what was Jedit's downfall.

He basically said the scum should want him dead, so when he wasn't it all looked suspect.

By saying that you think it would be easy for the scum to kill iviv you are giving him a defence when he is alive in day 2, for example - "They must have wanted a challenge."

Please note that this is just one possible scenario and I am in no way stating it as fact.

You are not defending iviv but your post suggest that you believe he is town or want people to believe he is town when you have very little to go on at the moment.

As a side, 4 people, including myself have not voted yet at all and those 4 have also not yet been voted for, so in order to mix things up a bit:

##Vote Pookie Bear

Just an experiment really...
 
So, here's a quick rundown of the possible characters that could be in the game, in alphabetical order:

Backup - As the name suggests, they are a backup to replace a townie role that dies. For instance if the cop dies, the backup cop will become the cop. It's up to the GM if the backup gains the knowledge that the person they are replacing knew (investigation results, for example).
Not useful until the role they are backup to dies, but good to ensure that if the role gets lynched or killed in the first day/night the townies don't have a massive disadvantage.

Bodyguard - Can target a player at night to protect them. If they would have been killed, the bodyguard dies instead. The only real use for this is if the cop reveals themselves and knows there is a bodyguard, which allows them to reveal their investigations and the bodyguard can let them get one more investigation off. A worse version of the doctor (see below). As a bodyguard you still want to protect someone every night even if you don't know who the cop is, simply because you will stop someone potentially more important than you from dying. Of course you don't know what role they are for sure, but there's a chance you'll save someone who can gather information, so you should always block.

Bulletproof - There isn't too much to go on with this. Being bulletproof means you can't be killed at night, and as such is very powerful. Sometimes this is simply limited to a one use protection, so once you get night targeted once, the second time will kill you.
If you're a townie, then you want to do things to draw scum suspicion towards you since then their attempt at killing you will fail and that's one night wasted for them, while any townie people can investigate freely.

Bus Driver - The bus driver picks two players at night, any person targeting player A instead targets player B, and vice versa. This will alter things like night kills, investigations, everything. If a cop investigates, they generally won't be told that they ended up investigating someone else.
This obviously creates a lot of chaos. While it could mean that you can redirect mafia kills onto other people, potentially other mafia members, you can also screw up your cop investigations, assuming there is a cop. A dangerous role.

Commuter - Has the ability to leave town completely. This is another one that depends on the GM, they can either do it every night, every other night, or only a certain number of times, with the Commuter deciding when to use the power. A very powerful role since obviously it means you are immune on whichever nights you are commuting. This is similar to bulletproof, but with subtle interaction differences. Bulletproof is simply immune from night kills, the commuter isn't affected by anything. No investigations, no nothing. They aren't there!

Cop - Come on, you should know this by now!

Deflector - Similar to a bus driver, except instead of swapping the actions between the two players, you direct actions from player A to player B. Player B thus becomes the target of everything targeted at bother player A and B. If there is a deflector and a cop, the deflector can render the cop invulnerable by targeting them every night. Then the only way to kill the cop would be to kill the deflector first.

Deputy - The same as a Backup Cop. If the cop dies, the deputy becomes the cop.

Doctor - Kinda redundant given the theme of the game.

Doctor - Targets a player each night and gives them protection from a single kill that night. Obviously very powerful, and as with the deflector you can keep a cop alive for a long time.

Fisherman - A weird random luck role. You are given a list of items and a percentage chance of catching each one. At night you select a certain item and will fish for it, having that percentage chance of finding it. Each item is one use, can only be fished up once, and can be used any time. Items can let you: Investigate, kill a player, be a one shot doctor, tracker or watcher.
Incredibly luck based, may not even fish a single item up. What you should go for depends on the percentages and game situation. Good luck!

Flavour Cop - Rather than being told if someone is townie or mafia, they get a clue towards their actual role. For instance, they could be told someone is medical, indicating they are the doctor, or a similar class. The way this is reported depends on the GM, some simply give clues towards the flavour, others state it outright.
This can in some ways be more important than a regular cop, since if you're a cop and seeing that there is a townie being lynched, you don't know if they are worth saving. Howeve if you investigated them as the flavour cop and discovered they were a really useful role, you may do something more drastic to save such an important role.

Follower - You follow a certain player and discover what (if any) action they did that night, though it doesn't say who on. For instance, you could see if they investigated someone, tried to protect them, kill them, etc). Pretty similar to the flavour cop.

Friendly Neighbour - You tell another player at night that you are a townie. Pretty useful because knowing people who are innocent for certain gives you higher odds of lynching scum. You don't want to tell a scum player who you are though, since someone who is a guaranteed townie is bad for them for the above reason.

Godfather - The first one so far that's a scum role. When investigated by a regular cop, the Godfather shows up as being a townie. He works as scum in every other way.

Innocent Child - Not in this game. Would be announced as a townie at the very beginning of the game.

Inventor - A variation on the fisherman, except the inventor starts with lots of inventions and may give them out to other players. Some variations, such as the abilities the give out being randomly decided by the GM.

Jailkeeper - Locks a player up overnight. The target is basically put in jail overnight. They can't be killed, but they can't carry out any actions either. Kind of useful, but because you stop a target carrying out their actions, you don't really want to use it on a cop unless you know they will be targeted that night. Potentially lets you stop the mafia killing someone by jailing the one who would carry out the kill.


(Ok, this is taking longer than I thought)

Janitor - Janitors are part of the scum team, and usually have a limited number of uses. When the janitor uses their power, the player killed by the scum that night only has their allignment revealed, rather than an actual role. This of course assumes that the GM is revealing roles on death. If not then this won't be present.

Lightning Rod - They just attract so much bad stuff! Either permanent or limited number of uses, the lightning rod attracts all night actions. Good and bad. This will generally mean nothing happens assuming that there is one night kill and one person who can protect/save. Except investigators will also investigate the lightning rod rather than their target, without knowing.

Lynchproof - The clue's in the name. If they get lynched, they survive, though it's generally one shot, and often combined with a second power. Good for whoever is it.

Mason - No idea if these are in the game as Jedit also said they were too complicated. There are lots of variations, but generally masons are a group of townies who know who each other are, and are allowed to communicate privately in the same way the scum do. This may be limited to purely day or night though. Probably not in the game though.

Neighbour - Neighbours are similar to masons, except not necessarily all town. There is usually one scum and 2-3 townies, but not always. Could be decided randomly or could be set up to be a certain ratio, up to the GM.

Ninja - Another scum role, and similar to the Godfather. Except instead of appearing as a townie, if one of the searching roles lookes at them (like tracker or watcher) rather than being shown as having targeted someone, they look like they did nothing.

Oracle - The oracle is able to ask the GM about the game set up. For instance asking the number of scum players at the start, if there is a certain role. You can't ask who, the information is limited purely to roles present at the start of the game. Pretty useful, though given the number of possible roles, odds are you won't get much useful info. Number of starting scum players is about the most useful thing you can get.

Priest - The priest can't cast the final vote which will lead to someone being killed. Not much use for the town, will just be a distraction since they will never land the last vote, which can possibly be seen as scummy.

Redirector - Similar to the deflector, however rather than bouncing everything off a single player, you pick someone and any action they perform that night targets a player of your choice instead. Again, this can screw up investigations, but you could also make a night kill target a scum player instead.

Reporter - Investigates another players house to see if they are at home that night or not. This doesn't actually reveal this much since being targeted by someone and targeting someone both take you out of your house, and with lots of different roles, this probably won't reveal anything of value.

Role Cop - This will reveal the role of the player in the theme. In your initial role email it will contain your role. I can't go into much detail on this since I don't know how all the emails look. But it will give you a rough idea of the sort of role the target has, without actually saying what the role or alignment is.

Roleblocker - You target someone, and that night thye can't perform any action. This is usually a scum role since you can stop a doctor or cop from protecting or investigating.

Rolestopper - Like an upgraded jailkeeper. You protect someone from all night actions hitting them, but they can still carry out their night action. Sometimes these can't protect against nightkills, making the role a bad one since you stop the cops finding out that you're good.

Strongman - Often one or limited uses, when the strongman tries to nightkill someone, it happens. Jailkeepers, doctors, none of these can stop it. A powerful scum role, though being limited uses means they can't just steamroll through everyone.

Survivor - One of the few third parts roles, the survivor is neither town or scum, they simply win if they are alive at the end. No other abilities to help them, not that useful to the town either.

Switch - A weird role, a switch can enable or disable certain roles (Commonly used on vigilantes). Switching them off prevents that action from being used at night, switching on allows it. Possibly useful if there's a bus driver who would cause confusion, but not much help really.

Tracker - You follow a player at night and learn who they targeted, if anyone. With a lot of possible night actions, this can be somewhat limiting, but generally if you track someone and they target the person who died, there's a good chance they are mafia. Or they could be an unlucky cop who targeted the same person.

Traitor - A scum player, though the exact rules vary with the GM. He is always unable to talk with the other mafia, and can't carry out the night kill. May or may not know all of the scum players, usually have one of the other abilities that helps the scum out to keep them useful.

Tree Stump - Another very weird role. When a player becomes a tree stump, they can still post in the thread, but do nothing else. No abilities, no voting, no dying. They are essentially dead, just able to keep posting. It's up to the GM how a player becomes a stump. Sometimes they have a role which just lets them become a stump at night, others may have it happen if they die.

Universal Backup - Similar to the backup right up there at the top of this post, except rather than being a backup for a specific role, the universal backup will replace the first townie role that dies.

Vigilante - Extremely powerful, though usually with a limited number of uses, the vigilante is a townie who can kill at night. These kills appear the same as scum kills, but obviously are done by a townie player aiming to kill a scum player. Sometimes they can kill during the day or night. Either way, you want to save your shots until you are pretty certain that a player is scum, otherwise you are bringing them closer to victory.

Visitor - Yet another weird one, Visitors just get in the way. They can target another player at night, but they don't actually do anything. They don't discover anything, and just get in the way of investigations.

Voteless - Self explanatory. You can't vote, which makes you extremely useless since voting is the key way to kill scum. There's a chance scum will claim to be voteless as a reason for them not voting.

Voyeur - Not as fun as it sounds, the voyeur watches a player at night and discovers what happened to them (Investigated, protected, etc), but not who did that action. Generally pretty useless, about the only thing to look out for as this is if you happen to see someone being investigated. You can then watch how players react to that person the next day and potentially figure out who the cop is.

Watcher - Final one! Watchers watch someone, and they can see who targeted that player that night. If you're the watcher you should watch who you think the scum are most likely to target. If they die, you know that one of the people (Assuming other roles were targeted at them for the same reason) is scum.
 
I so regret offering to do that now D:

Most of the abilities are slightly pro-town, along with a couple of scummy ones. I would say we are probably dealing with three scum and a traitor with a scum ability to make up for all the good roles we have. Unless there is also a bus driver, as they would screw up the town pretty bad. It all depends on if the people investigating are informed that they had their targets switched or not. Some GMs tell, some don't.

Off to read the thread and do some scumhunting now! Then sleep...
 
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