Revolving Door Afterlife Mafia (Game Over)
+8
Brendothatsme
Darth Skywalkerbacca
Tim Tam
Walt the Alt
If I Could Rewind
Alex Steiner
The King of Eggs
Supreme Overlord
12 posters
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Re: Revolving Door Afterlife Mafia (Game Over)
Fuck it
Vote: Darth
Vote: Darth
The King of Eggs- Spammer
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Re: Revolving Door Afterlife Mafia (Game Over)
Final Vote Count of Day 5
Walt the Alt (1; L-3): Darth Skywalkerbacca
The King of Eggs (2; L-2): Reverse Simplicity, Walt the Alt
Darth Skywalkerbacca (4; LYNCH): Jayden1222, Alex Steiner, Sid_The_Kid, The King of Eggs
Not Voting (0):
Darth Skywalkerbacca, Upgrading Serial Killer 3, Lynched Day 5
Sid_The_Kid, Town 3 Bribery Cop, Ascended Victoriously Day 5
Reverse Simplicity, Town 3 Points Manipulator, Ascended Victoriously Day 5
Jayden1222, Town 3 Council Devotee, Ascended Victoriously Day 5
Alex Steiner, Town 3 Points Blocker, Ascended Victoriously Day 5
The King of Eggs, Jesterbomb, Lost at Endgame
Walt the Alt, Puppet Hitman, Lost at Endgame
Congratulations to Supreme Overlord, The King of Eggs, Alex Steiner (twice!), Tim Tam, Sid_The_Kid, Reverse Simplicity and Jayden1222 for fulfilling their victory conditions and winning Revolving Door Afterlife Mafia!
Please enjoy the postgame chat. Roles, actions etc coming shortly (for real).
Walt the Alt (1; L-3): Darth Skywalkerbacca
The King of Eggs (2; L-2): Reverse Simplicity, Walt the Alt
Darth Skywalkerbacca (4; LYNCH): Jayden1222, Alex Steiner, Sid_The_Kid, The King of Eggs
Not Voting (0):
Darth Skywalkerbacca, Upgrading Serial Killer 3, Lynched Day 5
Sid_The_Kid, Town 3 Bribery Cop, Ascended Victoriously Day 5
Reverse Simplicity, Town 3 Points Manipulator, Ascended Victoriously Day 5
Jayden1222, Town 3 Council Devotee, Ascended Victoriously Day 5
Alex Steiner, Town 3 Points Blocker, Ascended Victoriously Day 5
The King of Eggs, Jesterbomb, Lost at Endgame
Walt the Alt, Puppet Hitman, Lost at Endgame
Congratulations to Supreme Overlord, The King of Eggs, Alex Steiner (twice!), Tim Tam, Sid_The_Kid, Reverse Simplicity and Jayden1222 for fulfilling their victory conditions and winning Revolving Door Afterlife Mafia!
Please enjoy the postgame chat. Roles, actions etc coming shortly (for real).
Last edited by Supreme Overlord on Sat May 04, 2013 2:44 pm; edited 2 times in total
Supreme Overlord- Spammer
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Re: Revolving Door Afterlife Mafia (Game Over)
Fuck. My. Life.
The King of Eggs- Spammer
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Re: Revolving Door Afterlife Mafia (Game Over)
HAHAHA
Eggs hammered hoping we would kill him tomorrow.
And I knew I felt a vibe... Didn't realize you were doing it intentionally. LOL
Eggs hammered hoping we would kill him tomorrow.
And I knew I felt a vibe... Didn't realize you were doing it intentionally. LOL
Reverse Simplicity- Simply Paranoid
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Re: Revolving Door Afterlife Mafia (Game Over)
BAM.Supreme Overlord wrote:Please enjoy the postgame chat. Roles, actions etc coming shortly (for real).
- Darth Skywalkerbacca (Upgrading Serial Killer 3) Role PM:
- Welcome, Darth Skywalkerbacca, to Revolving Door Afterlife Mafia. This is your 3rd incarnation. You are an Upgrading Serial Killer 3.
You have the following special abilities:
Serial Killer – Each night, you may choose a player to kill. Your kill method is ‘strangled’.
Upgrade – Each night, you may buy as many of the following abilities as you wish, as many times as you like, so long as you have points to spend. You will lose the listed number of points.
Kill Shield (50 points) – You become immune to one kill. You will be told when a Kill Shield is depleted.
Multivote (70X points) – Your vote becomes worth X votes, where X is the current number of votes your vote is worth. These extra votes will affect the number required to lynch.
Irresistible Kill (80 points) – Any kills you make the night you buy this ability cannot be roleblocked, redirected, or protected against.
Vengeful (150 points) – When you are killed, you may target another player with a kill.
Bonus Kill (250 points) – You will be able to make an additional kill the night you buy this ability.
You have 100 points.
You are not marked.
You have the following active win conditions:
Town 2 Factional Win Condition: You win when all other Generation 2 factions have left the game. This win condition expires when all Town 2 players have left the game.
Serial Killer 3 Factional Win Condition: You win when all other Generation 3 factions have left the game. This win condition expires when you leave the game, after any Vengeful kills have resolved.
- Sid_The_Kid (Town 3 Bribery Cop) Role PM:
- Welcome, Sid_The_Kid, to Revolving Door Afterlife Mafia. This is your 2nd incarnation. You are a Town 3 Bribery Cop.
You have the following special abilities:
Bribe – Each night, you may target another player with one of the following abilities. You will lose the listed number of points, and your target will receive those points. Alternatively, you may choose an ability and a number of points to spend. You will lose those points, but the price of the ability will be permanently reduced by that amount.
Check Marking (10 points) – You will learn whether the target is Marked or not.
Age Check (30 points) – You will learn the target’s generation (‘no result’ if they are neutral).
Role Name Check (50 points) – You will learn the target’s role name (not their faction).
Investigate (70 points) – You will learn the target’s win condition.
Rolecop (100 points) – You will learn the target’s full role name.
Background Check (150 points) – You will receive a copy of the target’s role PM (names and quicktopic links will be redacted).
You have 100 points.
You are Marked.
You have the following active win conditions:
Town 2 Factional Win Condition: You win when all other Generation 2 factions have left the game. This win condition expires when all Town 2 players have left the game.
Town 3 Factional Win Condition: You win when all other Generation 3 factions have left the game. This win condition expires when all Town 3 players have left the game.
- Reverse Simplicity (Town 3 Points Manipulator) Role PM:
- Welcome, Reverse Simplicity, to Revolving Door Afterlife Mafia. This is your 2nd incarnation. You are a Town 3 Points Manipulator.
You have the following special abilities:
Steal – Each night, you may target another player. You will steal a number of points equal to half your points or half their points, whichever is lower.
Gift – Each night, you may target another player and nominate a number of points. You will lose that number of points, and your target will gain those points.
You have 100 points.
You are not marked.
You have the following active win conditions:
Town 3 Factional Win Condition: You win when all other Generation 3 factions have left the game. This win condition expires when all Town 3 players have left the game.
- Jayden1222 (Town 3 Council Devotee) Role PM:
- Welcome, Jayden1222, to Revolving Door Afterlife Mafia. This is your 3rd incarnation. You are a Town 3 Council Devotee.
You have the following special abilities:
Infiltrate – Each night, you may target another player. If that player is a member of the Council, you will join the Council.
Inside Information – You know that no Marked players are currently anti-town.
You have 100 points.
You are Marked.
You have the following active win conditions:
Town 3 Factional Win Condition: You win when all other Generation 3 factions have left the game. This win condition expires when all Town 3 players have left the game.
- Alex Steiner (Town 3 Points Blocker) Role PM:
- Welcome, Alex Steiner, to Revolving Door Afterlife Mafia. This is your 3rd incarnation. You are a Town 3 Points Blocker.
You have the following special abilities:
Negate Transaction – Each night, you may target another player. That player will have the same number of points at the end of that night as they did at the beginning. All other effects go through as normal.
You have 100 points.
You are Marked.
You have the following active win conditions:
Town 3 Factional Win Condition: You win when all other Generation 3 factions have left the game. This win condition expires when all Town 3 players have left the game.
- The King of Eggs (Jesterbomb) Role PM:
- Welcome, The King of Eggs, to Revolving Door Afterlife Mafia. This is your 3rd incarnation. You are a Jesterbomb.
You have the following special abilities:
Bomb – If you are hammered (not deadline-lynched), you will kill the player who hammered you. The kill method will be ‘exploded’.
You have 100 points.
You are Marked.
You have the following active win conditions:
Jester Win Condition: You win when you are lynched. This win condition expires after you leave the game.
- Walt the Alt (Puppet Hitman) Role PM:
- Welcome, Walt the Alt, to Revolving Door Afterlife Mafia. This is your 2nd incarnation. You are a Puppet Hitman.
You have the following special abilities:
Puppet – You are controlled by Reverse Simplicity.
Check Marking – Each night, you may target another player. You will learn whether you target is Marked or not.
Assassinate – Once in the game, at night, you may choose a player to kill. Your kill method is ‘assassinated’.
You have 100 points.
You are not marked.
You have the following active win conditions:
Hitman Win Condition: You win if you have a hand in the deaths of four Marked players. If a Marked player is a member of the Council, they count for two. This win condition expires when you leave the game. You have the hand in the death of a player if you are voting for them when they are lynched, or if you kill them directly with Assassinate.
Council QTs, for those interested:
1 & 4 (Sid): http://www.quicktopic.com/50/H/qmn88Kes9GCGJ
2 (Darth): http://www.quicktopic.com/50/H/n2sVsEP6ZDvP
3 (Overlord & Eggs): http://www.quicktopic.com/50/H/NNBMZNnFSBE
Last edited by Supreme Overlord on Sat May 04, 2013 3:06 pm; edited 1 time in total
Supreme Overlord- Spammer
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Re: Revolving Door Afterlife Mafia (Game Over)
Actions, actions:
I won't list out points; ask me if you really want to know. Walt clearly got to 200 Day 3. The latest Walt needed 2 more Marked players to win, after lynching Jayden and killing Alex.
- Night 1:
- Alex (Mafia 1) kills Rewind
Brendo (SK 1) kills Jayden
Walt robs Alex (20 points - the recruit)
Sid recruits Alex (fails)
Sid (Council) checks Walt (not marked)
- Night 2:
- Alex (Mafia 1) kills Sid (blocked)
Brendo (SK 1) kills Darth
Jayden (Mafia 2) kills Sid
Rewind jailkeeps Alex (prevents a kill)
Walt robs Darth (20 points - the kill)
Sid recruits Eggs (fails)
Sid (Council) checks Tim (not marked)
- Night 3:
- Alex (Mafia 1) kills Brendo
Jayden (Mafia 2) kills Darth
Overlord gets commissioned by Eggs to recruit Eggs (disregarding marking; success)
Sid investigates Eggs (Town 2)
Darth recruits Overlord (success)
Darth (Council) checks Eggs (not marked)
- Night 4:
- Darth (SK 3) kills Reverse
Overlord (SK 3) kills Eggs
Overlord gets commissioned by Alex to kill/scan/rolecop/steal 25% points from Overlord (doesn't get results since Alex died)
Alex scans Reverse (doesn't get results since Alex and Reverse died)
Sid rolecops Alex (doesn't get results since Alex died)
Walt checks Eggs (not marked)
Walt kills Alex (depletes kill)
Overlord recruits Sid (success)
Eggs (Council) protects Sid
I won't list out points; ask me if you really want to know. Walt clearly got to 200 Day 3. The latest Walt needed 2 more Marked players to win, after lynching Jayden and killing Alex.
Last edited by Supreme Overlord on Mon May 06, 2013 2:41 am; edited 1 time in total
Supreme Overlord- Spammer
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Re: Revolving Door Afterlife Mafia (Game Over)
btw SO you got me and RS roles mixxed in the end game post
Mod Note: So I did. That's what I get for using 'Sid_The_Kid' for a template for everything.
Mod Note: So I did. That's what I get for using 'Sid_The_Kid' for a template for everything.
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Re: Revolving Door Afterlife Mafia (Game Over)
Mod notes. These aren't in any kind of order, so wade through at your leisure. I am very interested in feedback on the game, so please speak up!
Overall, I think the respawning mechanic worked well for what it was meant to do: have a big, continually-running game. The main drawback that I could see was that both Days 3 and 5 ran slow because attention had been focussed mainly on the older generations, so that left little information when the never ones gained majorities. Other than that, I think the multiple generations/win cons worked out quite well.
I was somewhat surprised that people expected there to be a mafia team for Gen 3 with a claimed serial killer; I thought it was fairly obvious that too many kills destroyed Towns 1 and 2, so I pared it right back. They didn’t know there was a somewhat anti-town jester and Hitman, though. I was pretty happy that anyone who lost post-Day 5 (with the possible exception of Walt) brought it upon themselves - Darth for claiming SK, Eggs for not getting himself lynched (still lost to a hammer, which is poetic); and if Town had lost by not lynching an SK, well ...
Gen 1’s theme was vanilla (disregarding Walt and Mod), specifically so I could work from the basics with the respawns. I drastically underestimated how easily the town would get torn apart by two kills; I expected respawned Gen 2 to lend a much bigger hand there.
Gen 2 was when the Marked mechanic was introduced – it was essentially the Council (and the Hitman, the Council’s enemy). The Council never really got off the ground (when we had two members, I was forced to kill the other – although Eggs should have tried to get the Protect directed to himself). If I use the Council mechanic again, I’d either start it off full-fledged or have its powers based on total members, not current.
Gen 3 was points (Walt had it early just so someone was using it); my favourite role here was the Upgrading SK, although I like the Cop idea too. The other town roles were fairly weak since they only had the one enemy (although the Jester should have helped out the SK). I’d like to try a game based fully around the points mechanic sometime.
Activity fluctuated a lot. I need to rework my prodding rules – suggestions are welcome. I’m considering dynamic deadlines as well; high activity = later deadline. I’m torn between classifying activity as a mod or player problem – obviously it’s their own fault and the problem would be solved if the players posted more, but I have a vested interest in wanting them to post. To keep up interest throughout the (sometimes long) Days, I’m considering some kind of Rapid Action mechanic – probably not instantaneous with my limited access, but maybe resolving once every couple of days.
I think neutrals distracted the towns, particularly since enemies kept spawning. I don’t know if the benefits of having two extra players outweighed the downsides of having and alt and mod players. Ideally Walt would have had some agenda separate to the player’s, and acted more as an agent in his own right. I didn’t really want to put a jester (and particularly a bomb) into endgame, but hey; Eggs won fair and square. Opinions are welcome here.
I was disappointed in the lack of QT usage; I'm a big fan of the Mafia 'team' aspect, and allowed Daytalk to facilitate that. Although I suppose without many abilities for the Mafia/neighbours to coordinate, there wasn't so much to talk about.
I don’t think anyone in particular played outstandingly, although the Mafia 1 did well to keep under the radar until it was too late. There was some particularly bad choices made with post-Gen 1 kills – namely, doing them. No one ever seemed to cotton on that it might be a good idea to hold fire, what with poorly-aimed kills taking out friendly townies, and Mafia/SKs revealing their presence before the entire generation had spawned.
Checking the list of the dead (in the first post and helpfully reproduced here - I love this list):
That's all I've got for now; I'm happy to answer any particular questions anybody has, and I may yet post specifics on how and why I used certain roles.
Overall, I think the respawning mechanic worked well for what it was meant to do: have a big, continually-running game. The main drawback that I could see was that both Days 3 and 5 ran slow because attention had been focussed mainly on the older generations, so that left little information when the never ones gained majorities. Other than that, I think the multiple generations/win cons worked out quite well.
I was somewhat surprised that people expected there to be a mafia team for Gen 3 with a claimed serial killer; I thought it was fairly obvious that too many kills destroyed Towns 1 and 2, so I pared it right back. They didn’t know there was a somewhat anti-town jester and Hitman, though. I was pretty happy that anyone who lost post-Day 5 (with the possible exception of Walt) brought it upon themselves - Darth for claiming SK, Eggs for not getting himself lynched (still lost to a hammer, which is poetic); and if Town had lost by not lynching an SK, well ...
Gen 1’s theme was vanilla (disregarding Walt and Mod), specifically so I could work from the basics with the respawns. I drastically underestimated how easily the town would get torn apart by two kills; I expected respawned Gen 2 to lend a much bigger hand there.
Gen 2 was when the Marked mechanic was introduced – it was essentially the Council (and the Hitman, the Council’s enemy). The Council never really got off the ground (when we had two members, I was forced to kill the other – although Eggs should have tried to get the Protect directed to himself). If I use the Council mechanic again, I’d either start it off full-fledged or have its powers based on total members, not current.
Gen 3 was points (Walt had it early just so someone was using it); my favourite role here was the Upgrading SK, although I like the Cop idea too. The other town roles were fairly weak since they only had the one enemy (although the Jester should have helped out the SK). I’d like to try a game based fully around the points mechanic sometime.
Activity fluctuated a lot. I need to rework my prodding rules – suggestions are welcome. I’m considering dynamic deadlines as well; high activity = later deadline. I’m torn between classifying activity as a mod or player problem – obviously it’s their own fault and the problem would be solved if the players posted more, but I have a vested interest in wanting them to post. To keep up interest throughout the (sometimes long) Days, I’m considering some kind of Rapid Action mechanic – probably not instantaneous with my limited access, but maybe resolving once every couple of days.
I think neutrals distracted the towns, particularly since enemies kept spawning. I don’t know if the benefits of having two extra players outweighed the downsides of having and alt and mod players. Ideally Walt would have had some agenda separate to the player’s, and acted more as an agent in his own right. I didn’t really want to put a jester (and particularly a bomb) into endgame, but hey; Eggs won fair and square. Opinions are welcome here.
I was disappointed in the lack of QT usage; I'm a big fan of the Mafia 'team' aspect, and allowed Daytalk to facilitate that. Although I suppose without many abilities for the Mafia/neighbours to coordinate, there wasn't so much to talk about.
I don’t think anyone in particular played outstandingly, although the Mafia 1 did well to keep under the radar until it was too late. There was some particularly bad choices made with post-Gen 1 kills – namely, doing them. No one ever seemed to cotton on that it might be a good idea to hold fire, what with poorly-aimed kills taking out friendly townies, and Mafia/SKs revealing their presence before the entire generation had spawned.
Checking the list of the dead (in the first post and helpfully reproduced here - I love this list):
- Roll Call of the Lost:
- GH912KPNO, Vanilla 1 Townie, Modkilled Day 1
The King of Eggs, Town 1 Replicator, Lynched Day 1
If I Could Rewind, Vanilla 1 Townie, Shot Night 1
Jayden1222, Vanilla 1 Townie, Poisoned Night 1
Supreme Overlord, Mod Jester, Lynched Day 2
Darth Skywalkerbacca, Vanilla 1 Townie, Poisoned Night 2
Sid_The_Kid, Town 2 Council Founder, Stabbed Night 2
If I Could Rewind, Mafia 2 Jailkeeper, Lynched Day 3
Walt the Alt, Greedy Clone, Ascended Victoriously Day 3
Brendothatsme, Serial Killer 1, Shot Night 3
Darth Skywalkerbacca, Town 2 Council Founder, Stabbed Night 3
Alex Steiner, Mafia 1 Goon, Ascended Victoriously Night 3
Tim Tam, Mafia 1 Goon, Ascended Victoriously Night 3
Jayden1222, Mafia 2 Neighbour, Lynched Day 4
Supreme Overlord, Mod Mercenary Serial Killer 2, Sabotaged Night 4
Alex Steiner, Town 2 State Checker, Assassinated Night 4
Reverse Simplicity, Town 2 Puppetmaster, Strangled Night 4
The King of Eggs, Town 2 Neighbour, Betrayed Night 4
Darth Skywalkerbacca, Upgrading Serial Killer 3, Lynched Day 5
Sid_The_Kid, Town 3 Bribery Cop, Ascended Victoriously Day 5
Reverse Simplicity, Town 3 Points Manipulator, Ascended Victoriously Day 5
Jayden1222, Town 3 Council Devotee, Ascended Victoriously Day 5
Alex Steiner, Town 3 Points Blocker, Ascended Victoriously Day 5
The King of Eggs, Jesterbomb, Lost at Endgame
Walt the Alt, Puppet Hitman, Lost at Endgame
That's all I've got for now; I'm happy to answer any particular questions anybody has, and I may yet post specifics on how and why I used certain roles.
Supreme Overlord- Spammer
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Re: Revolving Door Afterlife Mafia (Game Over)
ha ok I didn't see that coming
Darth Skywalkerbacca- Spammer
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