| ~Beyond the Border~ > Mystia's Stored Games |
| Super Touhou RPG ~ Abandoned due to mod (Pesco's) screwups |
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| Nietz:
Oh damn, it's over? Too bad, I genuinely thought the game had it's interesting moments. Problem is, all actions being resolved at the end of the day created an, at least for me, a lull when I was just waiting for the actions to resolve before going forward. For instance, I had little interest in rereading and analyzing other players before seeing UK's flip. Also about the setup, scum was indeed underpowered for both conditions, Rika was overpowered compared to the other characters, and overall there seemed to be a lack of coordination from the mods. As for scum, well, I had UK and Edible as the top contenders, though I was getting dubious about UK at the end, but still determined that she'd better die. Ramus was the runner-up, which leads to: --- Quote from: Ramus on October 21, 2009, 07:43:45 PM ---I don't regret being a jerk in this one. It made people annoyed with me, just enough to be anti-town and therefore not the person to shoot, but also townie enough to not be lynched. --- End quote --- There is a reason why scum wouldn't shoot anti-town players, an that's because they are anti-town. While that strategy is a good one when you're a power role in regular Mafia, it's definitely a negative sum if you are just keeping yourself alive at town's expense and don't have anything to make up for it. Scum thrives in confusion and annoyance amongst the players. (Unless you are a SK or something, then it's still a dangerous play, but still valid.) And considering my initial HP and self-healing conditions, I think it should be obvious why I wanted to heal at least once before attacking. I still was hoping to do it before that phase change too. |
| WHMZakeri:
I'm sort of glad the game is over. Edible was practically caught since he was confirmed for lying near the end there, and I don't think I really had it in me to carry on the rest of the way. Although, considering how often my mafia game fluctuates, if I wasn't kill in a few days, I probably would have come back as SK and messed everything up. yes, I complained a bit about the Rage system, but to be honest there are nightless games in which the mafia doesn't get anything to replace the nightkill, so I should have been somewhat thankful. Still, I think one point every day per mafioso would have been better. Especially since the damage shows up to town anyway. I figured the intended use was to wait at the end of the day and count up how much damage townies have had on them and then fill in the points to finish them off. |
| Sodium:
What the fuck guys, no one died? I am disappointed. Oh, but there weren't any replacements! Whoo! |
| Serp:
I'm tempted to call the balance in town's favor, too, but keep in mind that there were no investigation roles, and with sufficient charging, scum could wipe out any slightly damaged player, without warning and without a chance for him to be healed or use his own spellcard. Even so, I've found that a good general rule for game balance, power roles aside, is for scum to require as many mislynches as there are scum players. Also keep in mind that if Edible was actually supposed to be able to target his spellcard on the day it was used, and was aware of this, then scum probably could've piled on their damage on top of that and killed me even before UK got mislynched. Edible probably would've followed, but not necessarily - Drake probably would've gotten accused of piggybacking on the opportunity to get me into kill range, and paranoia about Rou wielding the golden gun tank might've been sufficient to get him lynched, too. And while all this was happening, scum would be charging another shot. As to how the game was run, 24 hour days seem too short to me, with players in different timezones having to consider their actions in completely different ways, and the nightless setup meant that not even scum were exempt from this in their actions. There were just too many things different about this game compared to the standard ones run here, so that everyone ended up flailing around confused. That's probably one of the big reasons that folks were complaining about not having fun. I'd probably have set it up with three "day" phases followed by a "night" phase, and work the spellcard rules into that somehow... Though then again, that's even weirder in a way. In any case, I like the idea of playing more Hurt and Heal games here, even if this one was somewhat of a clusterfuck even without modding errors. As far as player analysis goes, there's not a whole lot that needs to be said that hasn't been already. I should probably mention that Drake's logic wasn't the worst of the lot, especially as far as newbies go, and I wouldn't mind seeing him in future games. Zakeri didn't have too hard a job of playing scum, what with the townies tearing each other apart. I probably would've placed Drake along with UK ahead of Edible in my lynch order, so my picking of scum wasn't stellar, but I did feel like the only sane man when I came time to talk about how to adapt standard mafia strategies into Hurt and Heal games. Also: We have a new tagline for Touhou. Touhou: Hey, at least it's less frustrating than Mafia! Cut by Sodium: Did I mention that being replaced by Sodium is a scumtell? |
| UncertainJakutten:
--- Quote ---UK...overreacted. A lot. Yes, 3 HP was a lot of damage, but that's what healing is for. You weren't in any danger of death until your overreaction and OMGUS landed you in hot water. --- End quote --- I agree. I played badly this game. I still argue you were too damn cavalier with it, but my reaction was really not good, and it took me far too long to calm down and get my act together. At least I started to pick up Zak scum near the end, but got too distracted by Rou. --- Quote ---As for scum, well, I had UK and Edible as the top contenders, though I was getting dubious about UK at the end, but still determined that she'd better die. --- End quote --- At least I was starting to show pro town colors near the end, but as Rou said, too little, too late |
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