View Full Version : Large Mafia Game Pirate Ship Mafia II [Concluded]
Unvote: Vote: Buddahfish
I believe the correct tally is 8-8 now
Post your "correct tally" then. I admit, record-keeping is something I usually delegate. :laugh4:
It would have been 8-8 if it weren't for TinCow's edit.
8 Visorslash: God Emperor, Diana Abnoba, issaikhaan, Chaotix, El Barto, Double A, JoanK, NinjaCow64
7 Buddhafish: Visorslash, Captain Blackadder, Andres, Ishmael, BSmith, Ironside, edse
1 Diana Abnoba: Tincow
Abstain: johnhughtom
It would have been 8-8 if it weren't for TinCow's edit.
IIRC, the rule on editing posts with votes in them only applies to the actual vote itself rather than anything else in it. Still, I wouldn't want my OCD grammatical editing to be the cause of any confusion.
Unvote; Vote: Buddhafish
GeneralHankerchief
10-09-2012, 21:22
I do my own personal tally from scratch once I close voting, so it's not much of an issue. It's more of a "don't retroactively go back and edit your vote from 9 hours ago" thing.
It's more of a "don't retroactively go back and edit your vote from 9 hours ago" thing.
Is it allowed to edit somebody else's vote?
Just asking...
johnhughthom
10-09-2012, 22:09
Vote: Buddha
Is it allowed to edit somebody else's vote?
Just asking...
Zombie Pirate Decayed Finger replaced with a Hook of Suspicion: Andres
Is it allowed to edit somebody else's vote?
Just asking...
*looks back at own post*
Hey! I didn't vote for Buddhafish!
autolycus
10-09-2012, 23:17
vote:buddhafish
Diana Abnoba
10-09-2012, 23:59
Okay Captain, Unvote; Vote: Buddhafish
Scratch that. edse is a fine lynch.
Actual legitimate suspects:
autolycus
Double A
edse
JoanK
JHT
Jolt
Kagemusha
Kaiser Friedrich III
Lyra
Oooh, I'm... what's the word? Flattered, methinks. I'm flattered by your attentions.
But oh well, you wanna have me vote Buddha? Fine, here you have it: Unvote; Vote: Buddhafish Happy now?
Form a vig group to consistently kill people every night, and kill people on that list. That goes for everyone. Doing that is a great way to lift off suspicion.
a completely inoffensive name
10-10-2012, 00:16
Vote: Chaotix
Diana Abnoba
10-10-2012, 00:24
Needed: a few good men
I have cleaned house in my group and got rid of inactives and unreliable players. Inactivity costs us. But unfortunately my group now is down to 3, so if you aren't in a group and/or want to join mine, please PM me. Thanks. :bow:
Town lynch Visor, to have an unkillable investigator and attacker, would make you simply too strong and win the game: do not do it, it's too logical!!! XD
I loved TinCow's case:
This is the very same game, it's impossible for GH to change anything. Look the green sky is as blue as I remembered it! lol
Once again, quoted for truth. :laugh4:
Visor, I think I'm okay with you being my lapdog. For now.
Bark. Woof.
Buddhafish is not a good lynch.
He's inactive so yes he is a good lynch.
NinjaCow64
10-10-2012, 00:50
Arrrrrrrye, arrrrrye captarin! I'll varte fer Buddha tharn. ARRRRRRRRRRRRR!!!
Unvote; Vote: Buddhafish
Buddhafish
10-10-2012, 02:04
Well damn. That sucks. I was having fun.
Sorry about the inactivity. I've been following CFC pretty closely the past few days and I'm busy with school.
Speaking of CFC, all of you who have accounts (or are looking for an excuse to make an account there), I am hosing Halo Mafia, a large game, and it needs more people. I'll link it when I'm off my phone.
Thanks for the game GeneralHankerchief!
El Barto
10-10-2012, 02:46
Fellas... Fellas... Let the town lose in its hubris, giving a chance to the Spaniards to infiltrate, like a good town is supposed to! XD
Die.
Y'er not votin' fo' the gold?
Baint' he dead? How misseth ye this?
So, what's the deal with this failed group attack on Visor, did someone fail to get orders in on time, or does it look like someone was doing something else?
Pointless Vote: Visorslash, just for tha gold.
Scratch that. edse is a fine lynch.
Actual legitimate suspects:
autolycus
Double A
edse
JoanK
JHT
Jolt
Kagemusha
Kaiser Friedrich III
Lyra
Actually, since Buddhafish appears to be dying within a couple hours, I'd like to finger unvote; vote:Double A. That scurvy cur seeth fit to vote people and join bandwagons, but he curiously does na' ha' time for joining in night attacks against people ye captain suspects of Spanishness. Thus making said attacks fail.
Well damn. That sucks. I was having fun.
Sorry about the inactivity. I've been following CFC pretty closely the past few days and I'm busy with school.
Speaking of CFC, all of you who have accounts (or are looking for an excuse to make an account there), I am hosing Halo Mafia, a large game, and it needs more people. I'll link it when I'm off my phone.
Thanks for the game GeneralHankerchief!
If people here start joining that game, you're gonna need a bigger hose.
(P.S. OOC: I read school as alcohol. I might have been partying too much. Or maybe I'm too much into this roleplaying stuff.
johnhughthom
10-10-2012, 02:54
Poor Buddha, everywhere I look I see a bandwagon on him... Taking it like a real pirate though! :2thumbsup:
El Barto
10-10-2012, 03:08
You mean, as drunk as a skunk and then some? Yo-ho-ho and a bottle of rum!
Montmorency
10-10-2012, 03:13
He's taking it like a proper Seemann der Kriegsmarine.
Jawohl mein herr! Bis in den Tod!
:smitten:
seireikhaan
10-10-2012, 03:37
The Divine hath spoken:
Unvote: Visorslash
Vote: Buddafish
El Barto
10-10-2012, 03:39
The Divine hath spoken:
Unvote: Visorslash
Vote: Buddafish
Ye shouldn't confuse Zackbeard with, as the Spanish call Him, the Bearded One.
GeneralHankerchief
10-10-2012, 05:00
Voting closed.
GeneralHankerchief
10-10-2012, 05:41
Day 5
The voting began almost immediately with a damning accusation from Captain Zaccino himself.
"Visorslash be the cur who nearly killed me last night!" he shouted to the crew. "He's got a rapier as opposed to a proper cutlass! He murdered me first First Mate, Choxorn! He aims to take command of the Presence himself! He's - he's French!" he finally sputtered out, this last accusation levied upon Visorslash easily being the most serious one.
"We can't be havin' impeccable, cultured people on our ship!" one of the crewmen called out. "It be unseemly!" There was a shout of agreement and the votes started piling on. There were literally no other candidates. The corpse of Askthepizzaguy, still tied to the mast above them and now starting to rot in the sun served as a reminder to everyone what happened when you defied the will of the Captain.
About halfway through the voting, Visorslash, who had been trying utterly in vain to convince the crew to switch their votes elsewhere, tried a different tactic. Gulping, he made his way through the crew and stood before the Captain... and then knelt.
"Captain Zaccino," he said in a neutral tone of voice, "I may be many things, but what I am not is dishonorable. I have made a play for the Captaincy and failed. My consort and accomplice that I boarded this ship with is most likely shark food by now. I freely admit that I have been defeated on this voyage. You, sir, have bested me and I commend you for it."
Zaccino looked bemused. "Go on," he said.
"Like any sane individual aboard this ship, I value my life," Visor continued. "Right now, clearly, the best way to preserve that life is by siding with you against the Guardacosta agents that still plague the ship. I have a very particular set of skills; skills which I believe could be of use to you in this fight against King Philip's dogs. Spare me and I pledge to do my utmost to serve you."
After this speech, Zaccino beckoned his officers to retreat into his cabin to discuss this offer. The crew waited with baited breath. Some time later, the three men emerged. "Very well, Visorslash," Zaccino said, "I be sparin' you, for now. In return, I be makin' a list o' demands; I'll discuss these with you later in private." Visor nodded as Zaccino now addressed the crew. "Boys," he said, "Put yer votes elsewhere, it looks like Mr. Upper Crust Frenchman be swabbin' these here decks a little longer! Haw haw haw!"
Five seconds later, Buddhafish somehow got 14 votes put on him. Buddha, who had been enjoying a nice lie-in after he surmised that Visor would be the day's lynch, was quite taken aback when he was literally dragged above decks. "But... but..." was all he could manage, as he was still trying to wrap his head of a situation that had gone downhill all too quickly for him.
The English language failing him, Buddhafish resorted to grabbing out for whatever he could hold onto in an effort to stop from being thrown overboard. Right before the final heave, Buddha finally managed to latch onto something: Another sailor, Kagemusha. Before anyone could stop it, the two of them went over together.
"Man overboard!" the Captain yelled, trying to direct efforts to get Kage back. However, he quickly saw that this would be in vain, as the current was too strong and Kage was never that good of a swimmer. After about fifteen minutes of futility, Zaccino called it off, chalking up Kage's loss to "collateral damage".
"All right, mateys, now that we have the Frenchman good and culled and on our side, there be no hope for the Spanish now!" This got a hearty cheer from the crew and everyone went and prepared for the night.
Day 5 tally:
Buddhafish: 14 (Visor, Blackadder, Andres, Ishmael, BSmith, Ironside, TinCow, edse, JHT, auto, Diana, JoanK, NinjaCow, khaan) :skull:
Visorslash: 4 (God Emperor, El Barto, Chaotix, Double A)
Chaotix: 1 (ACIN)
Abstained: 2 (Zaccino, Buddhafish)
Didn't vote: 5 (Jolt, Kagemusha, Kaiser Friedrich III, Lyra, Tiaexz)
OOC: It is now Night 5! Please send in your orders. Night 5 will conclude Thursday, October 11th, at Noon US Eastern Time.
~~~~~~~~~~~~~~~
Attacked: TinCow (n1), Makrell (n2), issaikhaan (n2), Visorslash (n4, 2x), Lyra (n4), Zaccinio (n4)
Killed: Arjos (n2), Xenoneb (n2), Choxorn (n2), DaveShack (n3), Thermal (n4), Askthepizzaguy (n4)
Wrath of God: Kagemusha (d5)
Walked the plank: Montmorency (d2), Makrell (d3), Memnon (d4), Buddhafish (d5)
Souls aboard: 24
a completely inoffensive name
Andres
autolycus
BSmith
Captain Blackadder
Chaotix
Diana Abnoba
Double A
edse
El Barto
God Emperor
Ironside
Ishmael
issaikhaan
JoanK
johnhughthom
Jolt
Kaiser Friedrich III
Lyra
NinjaCow64
Tiaexz
TinCow
Visorslash
Zaccino
El Barto
10-10-2012, 17:32
Actually, since Buddhafish appears to be dying within a couple hours, I'd like to finger unvote; vote:Double A. That scurvy cur seeth fit to vote people and join bandwagons, but he curiously does na' ha' time for joining in night attacks against people ye captain suspects of Spanishness. Thus making said attacks fail.
Voting closed.
Visorslash: 4 (God Emperor, El Barto, Chaotix, Double A)
I be baffled by such a tally.
I be too. IIRC, El Barto finally voted for DoubleA.
El Barto
10-10-2012, 18:58
Aye. I do not want my accusations of that suspiciously conveniently inactive landlubbin' scumbag to die down.
El Barto
10-10-2012, 19:08
Where be everyone?
itd be night
only dead men walks at night
El Barto
10-10-2012, 19:22
Aye, but live men drink, and there be nobody else drinking here. :shrug:
GeneralHankerchief
10-10-2012, 19:59
I be baffled by such a tally.
Whoops, my mistake.
People are sleepin', methinks. Or killin' or stealin' or protectin' ther pile o' gold or ther mateys.
GeneralHankerchief
If there is a Presence victory, the game will end the first night there are no kill attempts after all outside threats have been eliminated.
Does this mean that the game will continue, even if only able seamen are left?
El Barto
10-11-2012, 00:25
I assume it stops only after the seamen agree to peacefully divide their spoils and stop trying to kill each other. Would be in character. Ish.
NinjaCow64
10-11-2012, 02:55
Arrrr, I bee drunking wid yarrrrrr laddy Barto bory. Irr 'magarn thart warr shard arlny starrp killin' wharrrn tit bee revarrrled thart arrl thar importaunt Sponish arrrrr did. We'rd prabably no frarrrrrrm thar sucidardal lards, thar tratarrrrrrs. They'd bee killarn tharmsarlvs. Ten warrrrrd starp thar kullun.
Montmorency
10-11-2012, 03:37
At some point, one has to admit that Ninjacow is pulling a Kagemusha...
NinjaCow64
10-11-2012, 03:53
At some point, one has to admit that Ninjacow is pulling a Kagemusha...
Arrrr whart? *hic*
El Barto
10-11-2012, 03:56
Mean ye the inactivity, Montmorency? Dead me bain't tell no tales.
GeneralHankerchief
10-11-2012, 05:27
Does this mean that the game will continue, even if only able seamen are left?
I dropped enough hints in certain posts that answer this. :yes:
Double A
10-11-2012, 05:35
Video games are hogging my terrible attention span. Can I be replaced?
El Barto
10-11-2012, 05:46
Video games are hogging my terrible attention span. Can I be replaced?
Stop lying, you don't have an attention span.
Double A
10-11-2012, 06:44
You've caught me re
GeneralHankerchief
10-11-2012, 17:00
Night 5 has ended, no more orders will be accepted.
GeneralHankerchief
10-11-2012, 19:04
Night 5
In the Officers' Cabin, Zaccino, BSmith, and TinCow were discussing strategy. There was the sense among all of them that the supreme moment - the previous night - had passed. Zaccino had survived the challenge to his Captaincy and curtailed the threat of the Frenchman. There was nothing left to do but to consolidate his hold on the Presence and eliminate the Guardacosta.
"Shhhhh!" the four people hissed at each other as they did their work. This was a rather difficult goal to accomplish, as they were wheeling a heavy cannon over hard, unpolished wood, but it was the thought that counted.
Their target was Double A, who, luckily for them, was staring out at the sea above deck. Were he back in his bunk, this would have been a far... messier... operation. Nobody wanted to blow a hole on the inside of a ship, after all.
*Clackclackclackclackclack* the cannon went as it rolled over the wood. Everybody groaned. There was just no muting this thing. By silent consent they stopped wheeling the cannon and engaged in a quick strategy discussion. "Okay," one of them said, "Anyone good at gunnery? Do we be havin' a realistic shot at taking him out from here?"
"It be hard to judge the distance or the trajectory in this night," another one whispered. "Give it a few more feet, beyond this bit o' rigging, before we give it a go. I want a clear field o' fire." They others agreed with this, and slowly, hesitantly, continued wheeling the cannon forward.
*CLACKCLACKCLACKCLACKCLACK*
"Enough," one of them finally said. "This be sufficient." He turned to the others. "Aim high, boys, I don't want the entire boat takin' on water just on account o' us. We miss, we charge in and corner him before he has the chance to realize what happened. Sound good?"
There were three soft "aye"s at this. And so, the sailors laboriously began the process of aiming the cannon and lighting the fuse. They had already prepared it to fire well in advance, before the process of wheeling it across half the ship. At last, it was ready to go. All there was hope for now was that Double A wouldn't spot what was happening until it was too late.
Double A, for his part, finally noticed the hissing noise, and turned around just as the loud *BANG* echoed across the ocean... just in time to see the cannonball headed straight for his face.
"Direct hit!" one of his attackers cheered, and indeed, the cannonball had taken Double A's head off completely, sending it on a ride to some other part of the Atlantic. Blood fountained from Double A's neck as his body lurched around for a few seconds before finally toppling overboard. Everybody cheered. This kill was so efficient there would be minimal amounts of swabbing required the next day to clean up after it.
The sound of the cannonfire had woken up almost everyone on board, which means that plans for any other subtle murders this night would be out. Tiaexz, once recovering from the shock, saw four men charging straight for him and bolted.
As he was running, Tiaexz was frantically patting all over his body, searching for his cutlass. Alas, he quickly realized that he left it back at his bunk, not thinking clearly enough to take it when he was running. This would require some improvisation.
He could head for the powder magazine, as Visorslash had done the previous night, in hopes of creating a New Spanish sendoff, but had absolutely nothing to burn anything with. He could head for the Officers' quarters, but ever since the attack on the Captain last night, Zaccino had everything triple-locked and most of the windows boarded. There would be no getting in that way.
One thing that Tiaexz was good at, though, was climbing. He could try to ascend the riggings, but all this would do was buy him time. Furthermore, they might just cut the riggings down with their cutlasses while he was trying to scale them, and then he'd truly be in a pickle. No, something more unorthodox was required.
Then he realized it. He'd climb the side of the ship itself! This would be quite simple. He'd make his attackers think like he was jumping overboard, prepared to test the great unknown against the certainty of dying on board the Presence, while in reality he'd simply cling to the side. Once the attackers got back below deck he'd climb back up and resume his sleep, safe and secure. This wasn't the best strategy ever, but it was better than anything else he had available to him. It would have to work.
Tiaexz ran straight for the side of the boat, jumped... and was swallowed whole by a great white shark which had also jumped in midair, clearly attracted to the boat in the first place by Double A's blood leaking into the water from earlier.
Jolt felt something drop right beside him, hitting a couple of inches to the right of where he was standing. He looked up to see where the source was, and then gasped in shock. Somebody had ascended to the crow's nest, somebody who had access to quite a lot of debris. He was now purposely bombing Jolt with it, trying to knock him out or even kill him!
Well, this was easy enough to avoid. He'd simply run back below decks. He immediately started doing so, but stopped when he saw a sailor brandish a cutlass at him. Quickly changing direction, Jolt stopped again when another sailor had this exit covered, and stopped a third time when this path too was blocked. Well then. They had trapped Jolt, but oddly enough they weren't moving in for the kill. All Jolt could hope for was to outlast this aerial assault... and then he'd see what happened next.
The bombings were easy enough to avoid. The man in the crow's nest telegraphed his attacks and Jolt was far enough down to be able to judge trajectory and get out of the way before he was hit. He danced for about fifteen minutes before the attacks finally stopped. The man in the crow's nest had at last run out of ammo.
Now, Jolt figured, taking his eyes away from the crow's nest, the hard part. He would have to get by these three sailors, who were still unmov-
CRUNCH.
Evidently the man in the crow's nest was not entirely out of ammo, having used *himself* as one final bomb. As to be expected when jumping from a significant height, he moaned in pain afterwards, but aside from a few bruises was not harmed. Jolt, being dead, made no such noises.
The other three sailors walked up to their companion, all of them shaking their heads. "I told you this was a stupid idea," one of them said, "Frankly, I be surprised that you didn't end up like Jolt here."
"Nay," said the jumper, who was just getting up and brushing some dust off. "I be studyin' me Newton, see. Landings be a lot easier when the body ye be landin' on has a lot o' give, like say, a huge pillow as opposed to rock. Looks like Jolt here had a lot o' give." The four sailors laughed and went back below deck.
The next morning, Captain Zaccino addressed the crewmen once again. "All right, mateys, as ye can see we be havin' three more added to the butcher's bill after last night-"
*Snap* *Snap*
"Er..." Everybody turned, and saw the bodies of Chaotix and Diana Abnoba dangling six feet above the ground, their faces an expression of pure misery. Evidently they were hanging themselves.
"Everybody cut them down!" Zaccino screamed, but it was too late. Chaotix and Diana were goners.
"Uh, as I was sayin', five more have been added to the butcher's bill last night. However, I be havin' some good news. Some more names came back, and it turns out that Makrell was a dirty bleedin' Spaniard! DaveShack was a loyal crewman, but still. It's official that we got at least one! Keep on, boys, there be daylight ahead!"
OOC: Rule Change: Voting "No Lynch" is now allowed.
It is now Day 6! Voting will last until Friday, October 12th, at 23:59 US Eastern Time.
Feedback PMs impending.
~~~~~~~~~~~~~~~~
Attacked: TinCow (n1), Makrell (n2), issaikhaan (n2), Visorslash (n4, 2x), Lyra (n4), Zaccinio (n4)
Killed: Arjos (n2), Xenoneb (n2), Choxorn (n2), DaveShack (n3), Thermal (n4), Askthepizzaguy (n4), Double A (n5), Tiaexz (n5), Jolt (n5)
Wrath of God: Kagemusha (d5)
Committed suicide: Chaotix (n5), Diana Abnoba (n5)
Walked the plank: Montmorency (d2), Makrell (d3), Memnon (d4), Buddhafish (d5)
Souls aboard: 19
a completely inoffensive name
Andres
autolycus
BSmith
Captain Blackadder
edse
El Barto
God Emperor
Ironside
Ishmael
issaikhaan
JoanK
johnhughthom
Kaiser Friedrich III
Lyra
NinjaCow64
TinCow
Visorslash
Zaccino
Montmorency
10-11-2012, 19:15
Chaotix and Diana - suicide, or a pretense by a Captain who ordered his personal hitmen to take them out?
Three vig groups; the scum are hiding. They're frightened - very much so.
\
Can we get some clarification on those suicides? Were those withdrawals from the game or an in-game mechanic?
For the information of everyone else, the kills on Double A and Jolt were known to us in advance and were expected. The same can't be said for Tiaexz, but I suspect that was the Four Horsemen. It would be nice if they could confirm. If it was the Four Horsemen and the suicides were due to withdrawals, then we had no mafia attacks last night.
[edit] Er... I suppose the suicides could be two Spanish converts killing themselves after the original three had died. That would mean we've been superbly successful.
Chaotix and Diana - suicide, or a pretense by a Captain who ordered his personal hitmen to take them out?
Three vig groups; the scum are hiding. They're frightened - very much so.
They were both the leaders of their respective vig groups. I'm confused about the method of their deaths.
And yes, at this point everyone is either an officer, in a vig group, or cannon fodder.
The same can't be said for Tiaexz, but I suspect that was the Four Horsemen. It would be nice if they could confirm. If it was the Four Horsemen and the suicides were due to withdrawals, then we had no mafia attacks last night.
I can confirm Tiaexz was killed by the Four Horsemen. By the time I heard of it, it was unfortunately too late for them to change orders.
They were both the leaders of their respective vig groups. I'm confused about the method of their deaths.
Both would have been good targets for conversion for exactly that reason.
GeneralHankerchief
10-11-2012, 19:24
They were not withdrawals.
Chaotix and Diana were Spanish converts. They killed themselves after all original Spaniards were eliminated.
Vote for no lynch.
Relevant sections of the rules:
should all three original agents be killed, all Guardacosta Converts will immediately commit suicide out of shame for abandoning their original comrades.
[edit] Er... I suppose the suicides could be two Spanish converts killing themselves after the original three had died. That would mean we've been superbly successful.
They were both the leaders of their respective vig groups. I'm confused about the method of their deaths.
:laugh4: The Spaniards had control over two of the vig groups
Vote: No Lynch
I have difficulty believing it's possible for me to be on a town team that's been this successful, but it's hard to argue with random suicides by two very active players.
Vote: No Lynch
Chaotix and Diana were Spanish converts. They killed themselves after all original Spaniards were eliminated.
Vote for no lynch.
Which one of Jolt and Double A did the group that wasn't Diana's kill?
Which one of Jolt and Double A did the group that wasn't Diana's kill?
Double A
:laugh4: The Spaniards had control over two of the vig groups
Vote: No Lynch
To be fair, Diana consistently asked me for orders.
To be fair, Diana consistently asked me for orders.
If it was Double A, it'll be amusing. Diana's own comments about his activity in previous rounds was a large reason of why we targeted him.
Montmorency
10-11-2012, 19:43
Wow, I forgot that mechanic.
GG, and cheers to a most excellent captaincy. :laugh4:
I'll reveal my results in the QT. Vote: No Lynch
Well, if thry're dead, I suppose I have to ask you Zaccino, will you step down, so I can win as well? Consider all my gold yours if necessary.
autolycus
10-11-2012, 19:48
Well, that wraps that up. Vote: No lynch
We could lynch Visorslash today and spend the nights robbing and killing inactives... not that I'm greedy but I am
edit: Asch, I thought the game would be over if there were no lynch, seems like we have a whole night of looting ahead of us anyway.
GeneralHankerchief
10-11-2012, 19:51
All feedback PMs have been sent out. I have a few gold transfer issues still to deal with, I'll get to those shortly.
We could lynch Visorslash today and spend the night robbing and killing inactives... not that I'm greedy but I am
If we've won, we need to actively not kill anyone tonight, otherwise the game won't end:
If there is a Presence victory, the game will end the first night there are no kill attempts after all outside threats have been eliminated.
If we've won, we need to actively not kill anyone tonight, otherwise the game won't end:
It was meant to be nights, kill one inactive each night while we rob the rest of them.
It was meant to be nights, kill one inactive each night while we rob the rest of them.
But the very act of killing someone would keep the game going even if we've won. We need to abstain from killing anyone tonight. If the game is still going after that, then we know we're not finished.
God Emperor
10-11-2012, 20:29
Vote: No lynch .. seems a bit pointless that we need to vote no lynch though (from a game-mechanic perspective)
Ironside
10-11-2012, 21:00
Vote: No Lynch
Well, uh....that was rather anticlimatic.
vote: No lynch
El Barto
10-11-2012, 23:16
Scurvy Spaniards be dead! Long live Captain Zack!
Which one of Jolt and Double A did the group that wasn't Diana's kill?
JoanK, El Barto, Diana Abnoba, Tiaexz, Captain Blackadder, and NinjaCow attacked Jolt, if that's of any use.
To be fair, Diana consistently asked me for orders.
She did, she was converted along the way and had to keep the pretense.
If it was Double A, it'll be amusing. Diana's own comments about his activity in previous rounds was a large reason of why we targeted him.
It… was. Double A screwed with our Lyra nightkill attempt, and Diana was very peeved at this. Killing non-Spaniards would've been a pretty good cover, eh? Ye captain later came saying that it would be provable that this Lyra not be Spaniard, and Diana didn't press the kill on yon battery-named fellow.
But the very act of killing someone would keep the game going even if we've won. We need to abstain from killing anyone tonight. If the game is still going after that, then we know we're not finished.
The GM did mention possible secret roles, and methinks this GM is interested in placing wine in front of people.
El Barto
10-11-2012, 23:17
Oh and, vote: No Lynch.
The GM did mention possible secret roles, and methinks this GM is interested in placing wine in front of people.
I know of at least three players who are neither vanilla townie nor Spanish, and potentially five. Two, and potentially three are still alive; however, none of them should hinder the game from ending.
Wow, that was... unexpected. Clearly, I was the one on the nest. ~:cool:
Vote: No Lynch
El Barto
10-11-2012, 23:37
I know of at least three players who are neither vanilla townie nor Spanish, and potentially five. Two, and potentially three are still alive; however, none of them should hinder the game from ending.
Let's hope that this be true, captain.
a completely inoffensive name
10-12-2012, 00:32
Lol, 4 horsemen win the game for everyone.
Lol, 4 horsemen win the game for everyone.
Actually, I don't think you guys killed anyone except townies, and your leader was Spanish. So not really.
El Barto
10-12-2012, 00:41
http://tff.blogg.se/images/2006/70show_michaelkelso_1160844806_12136815.jpg
Actually, I don't think you guys killed anyone except townies, and your leader was Spanish. So not really.
Explains everything, Chaotix was scum again and worried I would catch him out, so he night killed me.
Nah. You just seemed like a safe kill, what with all the praise you got from ATPG despite never working with him directly. I figured you were in with him and Visorslash on the mutiny plan. Also Visorslash was likely protected, so couldn't kill him.
I did notice the meta-aspect of it after the fact though.
In the end it must be said: Tiaexz and ATPG are my mortal and eternal enemies. Even if I wanted to work with them, the winds of fate always drive us to opposite sides.
El Barto
10-12-2012, 02:07
In the end it must be said: Tiaexz and ATPG are my mortal and eternal enemies. Even if I wanted to work with them, the winds of fate always drive us to opposite sides.
We need dramatic music for this.
Double A
10-12-2012, 02:36
If it was Double A, it'll be amusing. Diana's own comments about his activity in previous rounds was a large reason of why we targeted him.
I was playing video games.
El Barto
10-12-2012, 02:53
Have ye the attention span required to play through all that time?
NinjaCow64
10-12-2012, 03:02
Ack! Gard game eddery 'un! Lit harp thart id all thar 'panidards arrrrrrrr dard!
Vote: No Lynch
Double A
10-12-2012, 04:11
Have ye the attention span required to play through all that time?
I only lose interest with strategy games, and only in the late game where I can kill anyone within five minutes. Empire building is easy, but holding it together while I conquer the other half of the world is just a pain in the ass.
Anyway, I was playing Cave Story.
El Barto
10-12-2012, 04:34
Cave Story.
What be this?
Captain Blackadder
10-12-2012, 04:49
Why are we voting no lynch?
If the game is still going on shouldn't we lynch Visorslash in case he is lying about his VC? Or will we do that tomorrow if the game still continues?
Vote: No lynch
GeneralHankerchief
10-12-2012, 04:50
ANNOUNCEMENT:
I know I've said things that conflict this both in the rules and in private to people, but the sentiment seems to be that things are winding down, and I don't want the game to drag out unnecessarily. Therefore, after this phase ends, there will be one final night phase, at which point I will officially conclude the game regardless at what happens. Want that one last shot at increasing your gold total? Enact revenge on somebody? Just hold onto what you've got? You have one more night to do it.
Following this, I will do my usual epilogue/final gold tally/role disclosure, at which point I want to open things up to a general discussion of mechanics and possible improvements for Pirate Ship Mafia III.
GeneralHankerchief
10-12-2012, 05:34
Btw, if you haven't done so already, sign up for issaikhaan's game The House of Origin (https://forums.totalwar.org/vb/showthread.php?142389-The-House-of-Origin-SIGN-UPS)! khaan is a devious host and it's bound to be a fun experience. He only needs two more spots to get things started, so what are you waiting for?
Why are we voting no lynch?
If the game is still going on shouldn't we lynch Visorslash in case he is lying about his VC? Or will we do that tomorrow if the game still continues?
Vote: No lynch
:inquisitive:
Besides the fact that it's mod confirmed that I am not mafia and NOT lying about my VC... why do we even have third party roles that aren't serial killers?
Double A
10-12-2012, 08:10
I certainly hope so.
This game was far too short, but that's partially my fault for having no attention span and absolutely terrible memory and partially Zack's fault for being devious.
What be this?
Incredible sidescroller platformer shooter with an endearing story, nifty easter eggs, and a jetpack.
Captain Blackadder
10-12-2012, 13:17
:inquisitive:
Besides the fact that it's mod confirmed that I am not mafia and NOT lying about my VC... why do we even have third party roles that aren't serial killers?
I did post that before GH's post. However I am always suspicious of third party who can kill you are either a vig and thus completely town aligned or are a variation of a sk. Simply my thoughts from the games I designed if I gave a third party a nightkill it was because they needed to kill someone.
i admit it, i am the only spaniard who ever tried to kill anyone in role, + for anyone knowing whom i nearkilled
i admit it, i am the only spaniard who ever tried to kill anyone in role, + for anyone knowing whom i nearkilled
Must have been me. The only solo attacks prior to your death were on me and 'khaan and, IIRC, someone already fessed up to 'khaan.
El Barto
10-12-2012, 18:34
ANNOUNCEMENT:
I know I've said things that conflict this both in the rules and in private to people, but the sentiment seems to be that things are winding down, and I don't want the game to drag out unnecessarily. Therefore, after this phase ends, there will be one final night phase, at which point I will officially conclude the game regardless at what happens. Want that one last shot at increasing your gold total? Enact revenge on somebody? Just hold onto what you've got? You have one more night to do it.
Following this, I will do my usual epilogue/final gold tally/role disclosure, at which point I want to open things up to a general discussion of mechanics and possible improvements for Pirate Ship Mafia III.
Improvements: a start rightaway in November, with all present (living ~:cool:) players already signed up?
I certainly hope so.
This game was far too short, but that's partially my fault for having no attention span and absolutely terrible memory and partially Zack's fault for being devious.
Blame not the Captain for kicking arse, blame yerself for inexcusable inactivity.
Incredible sidescroller platformer shooter with an endearing story, nifty easter eggs, and a jetpack.
A link be required.
Must have been me. The only solo attacks prior to your death were on me and 'khaan and, IIRC, someone already fessed up to 'khaan.
You mean besides issaikhaan's vig kill Zack requested? I missed that.
You mean besides issaikhaan's vig kill Zack requested? I missed that.
I'm too lazy to go back and look it up now, but I vaguely recall someone somewhere (here or on a QT) saying something to the gist that someone on that vig kill request submitted orders even though the deal was never finalized and the group as a whole didn't submit orders.
Askthepizzaguy
10-12-2012, 20:29
In the end it must be said: Tiaexz and ATPG are my mortal and eternal enemies. Even if I wanted to work with them, the winds of fate always drive us to opposite sides.
Oh don't be so melodramatic. I will work with anyone and everyone. My only turn-offs are:
1) I am playing for/against Pizza, rather than playing whatever game this is.
2) "I was playing video games."
3) "I signed up and for some reason forgot I was playing."
If you can handle those conditions, I will work with you.
El Barto
10-12-2012, 21:23
Then we have a deal.
Buddhafish
10-12-2012, 21:43
Wow, I didn't expect it to be over that quick. If you're looking for another large game to play, Halo Mafia (http://forums.civfanatics.com/showthread.php?t=477336&page=1) still needs people over at CFC.
Again, thanks for the game General Hankerchief!
Can we end day early, by any chance? I don't think the result is changing.
GeneralHankerchief
10-12-2012, 22:41
Can we end day early, by any chance? I don't think the result is changing.
I'm on call right now, so I'd rather just let the next few hours play out and end the round when I have a 0% chance of getting interrupted.
GeneralHankerchief
10-13-2012, 05:00
Voting closed.
You may begin sending in night orders now, if you wish.
GeneralHankerchief
10-13-2012, 05:49
Day 6
Sunset.
For once, there was a calm atmosphere aboard the Presence. There was the sense that permeated around that the danger had passed. Perhaps realizing this (and also perhaps because he knew more than the rest of the crew), Captain Zaccino allowed No Lynch as a voting option for the first time. He offered no other endorsement beyond that.
Putting two and two together, the crew figured out that this might, in fact, be the end of it, and they quickly followed the Captain's implied lead. There would be no more bloodshed today, no more wearing out the plank. No actual individual received a single vote.
"All right, mateys," the Captain said as the voting drew to a close. "It be lookin' like the threat be truly well and passed us!" Everybody cheered. "Now, I estimate that this boat only be a day or so out o' Nassau, so I want ye to spend the night tidyin' up and gatherin' what's yours! There'll be plenty o' time to act like the savages ye all are once we touch dry land!"
There was another cheer from the crew at this. However, as they made their preparations, some of them knew the night wouldn't be entirely about uneventful organization. After all, they were still pirates, and pirates did what they wanted.
Day 6 tally:
No Lynch: 13 (edse, TinCow, Visor, BSmith, God Emperor, autolycus, Andres, Ironside, Ishmael, El Barto, JoanK, NinjaCow, Blackadder)
Abstained: 2 (Zaccino, ACIN)
Didn't vote: 4 (khaan, JHT, Kaiser Friedrich III, Lyra)
OOC: It is now Night 6! Please send in your orders. Night 6 (and the game) will conclude Sunday, October 14th, at Noon US Eastern Time.
REMINDER: This will be the final night phase of the game!
~~~~~~~~~~~~~~~
Attacked: TinCow (n1), Makrell (n2), issaikhaan (n2), Visorslash (n4, 2x), Lyra (n4), Zaccinio (n4)
Killed: Arjos (n2), Xenoneb (n2), Choxorn (n2), DaveShack (n3), Thermal (n4), Askthepizzaguy (n4), Double A (n5), Tiaexz (n5), Jolt (n5)
Wrath of God: Kagemusha (d5)
Committed suicide: Chaotix (n5), Diana Abnoba (n5)
Walked the plank: Montmorency (d2), Makrell (d3), Memnon (d4), Buddhafish (d5)
Souls aboard: 19
a completely inoffensive name
Andres
autolycus
BSmith
Captain Blackadder
edse
El Barto
God Emperor
Ironside
Ishmael
issaikhaan
JoanK
johnhughthom
Kaiser Friedrich III
Lyra
NinjaCow64
TinCow
Visorslash
Zaccino
Double A
10-13-2012, 07:41
A link be required.
http://store.steampowered.com/app/200900/
Oh don't be so melodramatic. I will work with anyone and everyone. My only turn-offs are:
1) I am playing for/against Pizza, rather than playing whatever game this is.
2) "I was playing video games."
3) "I signed up and for some reason forgot I was playing."
If you can handle those conditions, I will work with you.
This was a major slap to my face. Gonna be more serious about mafia from now on.
Still gonna annoy the hell out of john and Tak, but it's going to only be a third of the reason why I play in stead of three fourths.
Askthepizzaguy
10-13-2012, 08:57
This was a major slap to my face. Gonna be more serious about mafia from now on.
Nothin' personal matey.
You know I loves you to death, and beyond, as this is mafia. But when you're given the most important role in the game, "I was playing video games" will never fly with your fellow players. You're awesome when you do play. You're considerably less so when you don't participate or forget to. The two will never even be a comparison. This is the subtractive property of mafia attendance. Double A, present and engaged in the game, will always > Double A not present or not engaged. That much is a mathematical certainty. And since this is not the first time I've seen you handed a cult leader role that you then requested replacement for, I really had to say something. Because I likes you, you blaggard. Even if you look funny with them two eyepatches on.
Drink some ale, and wash the briny smell of this defeat off of you. All I really ask is when you sign up for a game, any game, you are prepared for the GM sending you the ultimate role of ultimate awesomeness, and you try to play that role no matter how difficult, like Monsieur Visorslash did this game. If you can't, at least request the GM not give you anything too heavy, in the pre-game.
Don't take the uber role of ultimate awesomeness and then forget your teammates. We all love video games, it's a video game forum.
But here, when we sign up, we play MAFIARRRRRRR!!!!
Also this game rocks because we had a thin excuse to talk like pirates.
Kaiser Friedrich III
10-13-2012, 18:36
woops. Sorry for being inactive, I've been pretty busy atm. Hopefully I can be more active.
Must have been me. The only solo attacks prior to your death were on me and 'khaan and, IIRC, someone already fessed up to 'khaan.
https://www.youtube.com/watch?v=wRnSnfiUI54
El Barto
10-14-2012, 00:38
Still gonna annoy the hell out of john and Tak, but it's going to only be a third of the reason why I play in stead of three fourths.
So thsi means your presence will continue?
http://store.steampowered.com/app/200900/
This was a major slap to my face. Gonna be more serious about mafia from now on.Nothin' personal matey.
You know I loves you to death, and beyond, as this is mafia. But when you're given the most important role in the game, "I was playing video games" will never fly with your fellow players. You're awesome when you do play. You're considerably less so when you don't participate or forget to. The two will never even be a comparison. This is the subtractive property of mafia attendance. Double A, present and engaged in the game, will always > Double A not present or not engaged. That much is a mathematical certainty. And since this is not the first time I've seen you handed a cult leader role that you then requested replacement for, I really had to say something. Because I likes you, you blaggard. Even if you look funny with them two eyepatches on.
Drink some ale, and wash the briny smell of this defeat off of you. All I really ask is when you sign up for a game, any game, you are prepared for the GM sending you the ultimate role of ultimate awesomeness, and you try to play that role no matter how difficult, like Monsieur Visorslash did this game. If you can't, at least request the GM not give you anything too heavy, in the pre-game.
Don't take the uber role of ultimate awesomeness and then forget your teammates. We all love video games, it's a video game forum.
But here, when we sign up, we play MAFIARRRRRRR!!!!
This+5. Post thanked for.
Also this game rocks because we had a thin excuse to talk like pirates.
What mean ye, thin? It be a good excuse, young Pizzaguy.
Double A
10-14-2012, 13:51
Nothin' personal matey.
You know I loves you to death, and beyond, as this is mafia. But when you're given the most important role in the game, "I was playing video games" will never fly with your fellow players. You're awesome when you do play. You're considerably less so when you don't participate or forget to. The two will never even be a comparison. This is the subtractive property of mafia attendance. Double A, present and engaged in the game, will always > Double A not present or not engaged. That much is a mathematical certainty. And since this is not the first time I've seen you handed a cult leader role that you then requested replacement for, I really had to say something. Because I likes you, you blaggard. Even if you look funny with them two eyepatches on.
Drink some ale, and wash the briny smell of this defeat off of you. All I really ask is when you sign up for a game, any game, you are prepared for the GM sending you the ultimate role of ultimate awesomeness, and you try to play that role no matter how difficult, like Monsieur Visorslash did this game. If you can't, at least request the GM not give you anything too heavy, in the pre-game.
Don't take the uber role of ultimate awesomeness and then forget your teammates. We all love video games, it's a video game forum.
But here, when we sign up, we play MAFIARRRRRRR!!!!
Also this game rocks because we had a thin excuse to talk like pirates.
:sweetheart:
Well, in the LoZ game, I was just being a buttface. In this one, I actually didn't want this to happen at all. If I could change things, I wouldn't've signed up for that game, but this one, I wouldn't've played Cave Story until after this was over. I'm just glad I didn't muck up the game where I got to be Bowser. Not gonna let myself do this again, though, or I will eat a thing that isn't made of food.
Can you make the smilies all one list? The multiple ones are starting to get annoying.
GeneralHankerchief
10-14-2012, 17:01
Night has ended, no more orders will be accepted.
In the interests of getting to the epilogue faster, I won't be sending out feedback PMs this phase.
GeneralHankerchief
10-14-2012, 17:27
First of all, you guys are as boring as hell. :laugh4:
Night 6
Day breaks over the Presence. All is quiet.
Despite Visorslash's loud protests, Quartermaster TinCow had thrown him in the brig the entire night as a way of deterring any last-minute bids for the Captaincy. Naturally, this worked, and the only thing Visorslash was left to do was engage TinCow in a long conversation about his personal history, what he had given up on in France to come here, and why the Presence was so important to him. He talked about his now-departed Consort, Arjos.
TinCow listened to all of it, perhaps more understanding than most men, almost as if he had gone through the same thing three years before. There was clearly sympathy in his eyes, but it didn't change the fact that he was keeping Visor in the brig all night no matter what.
Lyra heard rummaging noises in his bunk twice overnight, but was in too deep of a sleep to think much upon it - instead simply incorporating the noises into his dream that involved five women, two men, fourteen cases of rum, a hat, and one muddy pig.
Naturally, when Lyra awoke out of this fantastical dreamland, he screamed in horror: his bag of treasure was significantly lighter than it had been the previous night!
Lyra marched straight up to the Officers' Cabin to lodge an official complaint with Captain Zaccino and had gotten through his opening monologue when everyone was interrupted by a voice shouting down from the crow's nest.
"LAND HO!!!"
Nassau was in sight.
OOC: And that's all, folks! Thanks for playing, I hope you guys had as much fun as I did. :yes: Epilogue/other postgame stuff is forthcoming, I hope to get to it all by today.
~~~~~~~~~~~~~~~~~
Attacked: TinCow (n1), Makrell (n2), issaikhaan (n2), Visorslash (n4, 2x), Lyra (n4), Zaccinio (n4)
Killed: Arjos (The Frenchman's Consort) (n2), Xenoneb (n2), Choxorn (n2), DaveShack (n3), Thermal (n4), Askthepizzaguy (n4), Double A (Spanish Special Officer) (n5), Tiaexz (n5), Jolt (Guardacosta Lieutenant) (n5)
Wrath of God: Kagemusha (d5)
Committed suicide: Chaotix (n5), Diana Abnoba (n5) (Guardacosta Converts)
Walked the plank: Montmorency (d2), Makrell (Guardacosta Lieutenant) (d3), Memnon (d4), Buddhafish (d5)
Survived: 19
a completely inoffensive name
Andres
autolycus
BSmith
Captain Blackadder
edse - Drunken pirate
El Barto
God Emperor
Ironside
Ishmael
issaikhaan
JoanK
johnhughthom
Kaiser Friedrich III
Lyra
NinjaCow64
TinCow
Visorslash - The Frenchman
Zaccino
Double A
10-14-2012, 17:32
Have some QTs!
filthy Spaniards (http://www.quicktopic.com/48/H/kqi7awbfPDKg)
Four Horsemen (http://www.quicktopic.com/48/H/DtT4zJV7PFxP)
Diana's group's original thing (http://www.quicktopic.com/48/H/4mQmEWYbfWERh)
Heh, I had a sneaking suspicion that ATPG really was just a townie all along. That said, I still have no regrets over killing him. :laugh4:
Ahahahahahahah the conversation in the brig XD
Triumvirate of Booty (http://www.quicktopic.com/48/H/abRWvynj2UXQ)
Triumvirate of Booty 2.0 (http://www.quicktopic.com/48/H/NgAT7f98BcvTg)
Triumvirate of Booty 3.0 (http://www.quicktopic.com/48/H/vxgB3xCibNaEn)
https://i.imgur.com/pufbW.png
I will post an AAR later sometime, probably.
Kaiser Friedrich III
10-14-2012, 19:01
wait... it's over? wow.
You haven't online much lately, have you?
Also, here the post-Pizzabust Diana's QT. (http://www.quicktopic.com/48/H/sbrKvec45nC4K)
NinjaCow64
10-14-2012, 21:18
Diana...why on Earth did you lead an attack against Jolt? It no make sensey.
Anyway, gg everyone.
Askthepizzaguy
10-14-2012, 21:29
Heh, I had a sneaking suspicion that ATPG really was just a townie all along.
Duh.
And a really effective one too.
1) I came up with the treasure-steal / protect gold plan, and insisted it be used by only the men the Captain personally trusted. That soft-cleared a lot of folks.
2) I told the Captain that Double A was suspicious for joining my group late, and that I expected one of the folks in my group to have been converted. Right on both counts.
3) I came up with the mercenary idea to sell our services knowing that folks who do not have a gold win condition would eventually hire us. Visorslash did. And I mentioned he was probably Spanish or something in my QTs.
So, in spite of my VERY VERY greedy play, I was also playing townie to the best of my abilities.
I also stuck to my personal goals:
1) A member of the Three Musketeers surviving the game (check)
2) Contacting only one person the entire game for recruitment purposes (DaveShack, check)
3) Not organizing any groups / networking other than working with the group that hired me (Diana's was the only group that attempted to use me)
I proved to myself I don't have to lead or organize in these types of games.
I also demonstrated a lot of cojones taunting Andres and never asking for protection once all game.
The sole mistake I made really was attempting to work with Tincow, who I mistook for someone who wanted to be Captain. :stare: But I would have betrayed him mercilessly anyway.
Also, Zack- If BSmith had been on board, you'd definitely have been dead. I only betrayed Visorslash when it was clear he was never going to become Captain or kill you via any means.
Even if the very next move would have been my death, I still would have tried to make Visorslash's goals come true. Because it's fun, not because I expected to survive this game.
PS- I love goooooold.
I feel kind of guilty for moving the game towards "everyone reveals their night actions to me and participates in a vig group or they're killed/lynched," because as effective as it is, I feel like it might have sucked out the fun for a lot of people. Not to mention ended the game pretty abruptly.
I'm also shocked that even though I clearly had much more gold than anyone else the entire duration of the game, a mutiny never came even close to fruition (in the thread, that is). I also survived as long as I did due to a lot of dumb luck (such as TinCow trying to steal from me, inadvertently revealing me as town).
Askthepizzaguy
10-14-2012, 21:38
If more people cared about the gold win condition (which is weighted equally with a town win, in the rules) I can't imagine you'd have survived.
If folks had been playing for wealth like me... well.
Let's put it like this, some of the most fun I had this game was scheming up ways to be greedy and steal everyone's gold.
I was going to roleblock someone with the QM position and have the entire Merry Men steal from them.
My last words when this tactic inevitably blows up in my face would have been "I still stole your gold, suckers!" :laugh4:
GeneralHankerchief
10-14-2012, 21:41
I'm also shocked that even though I clearly had much more gold than anyone else the entire duration of the game, a mutiny never came even close to fruition (in the thread, that is). I also survived as long as I did due to a lot of dumb luck (such as TinCow trying to steal from me, inadvertently revealing me as town).
I had an event that was due to kick in this day phase that was going to list the exact gold amounts for the top 10 players, which probably would have set one off. Sadly, the game ended earlier than I expected so it was all for naught.
3) I came up with the mercenary idea to sell our services knowing that folks who do not have a gold win condition would eventually hire us. Visorslash did. And I mentioned he was probably Spanish or something in my QTs.
Funnily enough, if me and Visor ever got 400 gold in total, he would've automatically gained the captaincy. With my death, I guess he went for "buying" co-op :P
I had an event that was due to kick in this day phase that was going to list the exact gold amounts for the top 10 players, which probably would have set one off. Sadly, the game ended earlier than I expected so it was all for naught.
I should note that if the threat of a mutiny arose in the thread, with a substantial number of votes in favor, I had plans to fight off such an uprising:
Threaten to reveal all of my info, which was substantial, to the mafia.
If I played the above right, I could gain info about the mafia and then use that as leverage not to mutiny, or I would never reveal it.
In addition, promise anyone who didn't vote to mutiny ten gold apiece.
Of course, if that enabled me to survive through the day, I would immediately resign, fail to follow through on any of those promises, reveal all my info to the mafia anyways, then abandon ship. Hey, I value my personal victory as much as the next guy. :laugh4:
Double A
10-14-2012, 22:22
I feel kind of guilty for moving the game towards "everyone reveals their night actions to me and participates in a vig group or they're killed/lynched," because as effective as it is, I feel like it might have sucked out the fun for a lot of people. Not to mention ended the game pretty abruptly.
I'm also shocked that even though I clearly had much more gold than anyone else the entire duration of the game, a mutiny never came even close to fruition (in the thread, that is). I also survived as long as I did due to a lot of dumb luck (such as TinCow trying to steal from me, inadvertently revealing me as town).
Like Pizza says every other serious post, I vastly prefer games where you're matching wits, not spreadsheets. It sucks the fun out of a game when you just look at hard data and little else, especially in a themed game where balance is less of a thing. If someone is playing to win, then the gameroom is not the right forum for them.
If someone is playing to win, then the gameroom is not the right forum for them.
That's a ridiculous thing to say.
That's a ridiculous thing to say.
You know what he means, (I highly doubt you don't).
Personally I agree with him, I'm not a big fan of spreadsheeting myself.
Thanks for the game GH, I enjoyed my role, though it seems everything was doomed to fail by the start. :laugh4:
Montmorency
10-14-2012, 22:52
Personally I agree with him, I'm not a big fan of spreadsheeting myself.
He's right. The best way to massively network is by winging it. If you forget to assign orders one night, well, that just adds to the excitement.
He's right. The best way to massively network is by winging it. If you forget to assign orders one night, well, that just adds to the excitement.
I was annoyed that you died, as I was hoping you would be of service in helping me. Also your lynch was crap, which I did say earlier.
El Barto
10-15-2012, 00:40
Jolt (Guardacosta Lieutenant) (n5)
Indeed, Diana was in on that one and actually set it up. But I'm not sure she knew of the identities of all the Spanish people.
Duh.
And a really effective one too.
1) I came up with the treasure-steal / protect gold plan, and insisted it be used by only the men the Captain personally trusted. That soft-cleared a lot of folks.
2) I told the Captain that Double A was suspicious for joining my group late, and that I expected one of the folks in my group to have been converted. Right on both counts.
3) I came up with the mercenary idea to sell our services knowing that folks who do not have a gold win condition would eventually hire us. Visorslash did. And I mentioned he was probably Spanish or something in my QTs.
So, in spite of my VERY VERY greedy play, I was also playing townie to the best of my abilities.
I also stuck to my personal goals:
1) A member of the Three Musketeers surviving the game (check)
2) Contacting only one person the entire game for recruitment purposes (DaveShack, check)
3) Not organizing any groups / networking other than working with the group that hired me (Diana's was the only group that attempted to use me)
And you were actually rather loyal to us, Zack came to me saying that you had sold us off in exchange for being Quartermaster… which you'd already told us in a separate QT to which he never got access.
Of course, I engaged in Agent Mulder mode from the beginning up, never trusted Double A or the other Merry Men (and I was right!), and expected you, Diana or me to be converted before the end of the game (I was right as well).
I also took advantage of the chance to engage in Talk like a Pirate mode and do goofy antics -like Agent Mulder!
I proved to myself I don't have to lead or organize in these types of games.
Yes you did.
I also demonstrated a lot of cojones taunting Andres and never asking for protection once all game.
That, too.
The sole mistake I made really was attempting to work with Tincow, who I mistook for someone who wanted to be Captain. :stare: But I would have betrayed him mercilessly anyway.
Of course you would. Who wouldn't've?
He's right. The best way to massively network is by winging it. If you forget to assign orders one night, well, that just adds to the excitement.
Or, it tips you off as being a mafiascum like Double A. Well, we had a double error in type, but yay!
El Barto
10-15-2012, 00:41
Shameless ad: does anyone wanna join Buddhafish's Halo Mafia (http://forums.civfanatics.com/showthread.php?t=477336)?
Like Pizza says every other serious post, I vastly prefer games where you're matching wits, not spreadsheets. It sucks the fun out of a game when you just look at hard data and little else, especially in a themed game where balance is less of a thing. If someone is playing to win, then the gameroom is not the right forum for them.
You know what he means, (I highly doubt you don't).
Personally I agree with him, I'm not a big fan of spreadsheeting myself.
Thanks for the game GH, I enjoyed my role, though it seems everything was doomed to fail by the start. :laugh4:
To be fair, Double A and Jolt were going to be killed regardless of any spreadsheet. They weren't exactly Mr. and Mrs. Townie.
GeneralHankerchief
10-15-2012, 05:23
Okay, in case you haven't guessed it yet I won't be able to finish things today. :laugh4: Postgame stuff should be up tomorrow.
seireikhaan
10-15-2012, 05:58
And I never got to my big fake reveal. :'(
Not sure why I ended up rp'ing the way I did, just sorta happened. Was going to do something bizarre and dumb fairly soon to try and get TC captain. Then was going to mutiny against him so I could slay god. Or try, anyways.
Diana Abnoba
10-15-2012, 08:26
Diana...why on Earth did you lead an attack against Jolt? It no make sensey.
Anyway, gg everyone.
There was no other choice, I knew that Zack and my "townie" group wanted him dead that night, along with Double A. Then I found out that at least 1 other vig group was going after Double A, so I figured that Zack would have another group do Jolt, at least with my group doing it I could change my orders and try and make it fail. I thought that Zack would have a back up plan, but this was all I could do to try and spoil his plans. A hail Mary so to speak. If it worked I would figure out who to blame, that didn't put their orders in the next day if I could (to keep my townie appearance). If that didn't work, I would have been outed as mafia convert, and hopefully take the spotlight off Jolt. *See mafia QT*
http://www.quicktopic.com/48/H/kqi7awbfPDKg
I believe the 2 merry men QT's are already in thread now, these were my "townie" groups QT's, one before Pizza's death and one after (and Zack was given it by Pizza)
But here was our 3 Musketeers real QT between Pizza, El Barto and myself. http://www.quicktopic.com/48/H/dFc3B4ihM4AXG This is the second one, can El Barto or Pizza please post the first one (can't find it now). Thanks. These 2 QT never went to ANYONE else. I never gave it to the mafia, and Pizza never gave it to Zack. That why we had 2 QT's with my townie group.
Read the QT it may answer many of everyone's questions. I was kinda boned when I got converted, my group thought that Double A and Jolt were questionable, and I help start the bandwagon on Makrell and got him lynched. THEN I get converted and find that now I needed to try and protect these guys. :wall: Couldn't make a complete 180 over night. Well you'll see in the QTs, what I tried to do, I just didn't have enough time.
Askthepizzaguy
10-15-2012, 08:43
http://www.quicktopic.com/48/H/8ChxndZ2xCPpN
The genuine Three Musketeers QT-
I don't sell out my actually secret quicktopics. The one I gave Zack was the dummy one.
Here we plotted to ruin others and steal from them, like bastardly pirates. Which is what I thought the point of the game was.
There will soon come a game where there will be three quicktopics, each one more secret than the last. And none of them will contain any of my actual plans.
Our plans came to an abrupt halt by the all-powerful Zackbeard, but nonetheless, our quicktopic is still cooler than yours.
Diana Abnoba
10-15-2012, 08:46
Found it http://www.quicktopic.com/48/H/8ChxndZ2xCPpN
Oh never mind, thanks Pizza.
Askthepizzaguy
10-15-2012, 08:48
-Insert "pizza being too quick on the draw" joke here.-
Double A
10-15-2012, 08:53
That's a ridiculous thing to say.
Yes it is. It was the sleepiness talking. Of course, I'm sure you know I mean that the Gameroom isn't about winning and only winning. Fun is definitely a thing here, which is more than I can say about mafiascum. Forum's full of jerkpants.
To be fair, Double A and Jolt were going to be killed regardless of any spreadsheet. They weren't exactly Mr. and Mrs. Townie.
Yay I feel better now.
Though to be fair, I tend to not give a crap about groups when I have alternatives. I can't believe you haven't been paying attention to me! ~:mecry:
Was gonna ask Mr. El Barto which was that other QT that ATPG had kept secret. And now I see these. I feel manipulated.:stare:
Askthepizzaguy
10-15-2012, 11:00
Was gonna ask Mr. El Barto which was that other QT that ATPG had kept secret. And now I see these. I feel manipulated.:stare:
And yet, you're still here and I'm missing half my face and rotting all over the deck.
Sometimes bad things happen to bad people.
And yet, you're still here and I'm missing half my face and rotting all over the deck.
Sometimes bad things happen to bad people.
I'm assuming bad things = JoanK being alive, and bad people = JoanK. :tongue:
Askthepizzaguy
10-15-2012, 11:28
I'm assuming bad things = JoanK being alive, and bad people = JoanK. :tongue:
Bad things = blunderbuss at point blank range and bad people = Pizza, on a good day.
Bad things = blunderbuss at point blank range and bad people = Pizza, on a good day.
Just what I thought. :laugh4:
Double A
10-15-2012, 12:36
Bad things = blunderbuss at point blank range and bad people = Pizza, on a good day.
Roll to dodge!
12!
Visor does a barrel roll and Pizza's blunderbuss only rips up his shirt. Visor gains +3 sexyness.
This game didn't have to end after catching all the Spaniards. I'll always wonder what would've happened if we continued play: mutiny after mutiny and excessive killing and stealing at night, tearing each other apart until only one pirate with a ship full of gold would've remained?
Anyway, well played everybody.
And thanks for hosting, GH :2thumbsup:
Killed: Askthepizzaguy (n4) (Spanish Spaniard who was also a Spaniard, but secretly. In fact, he was so secretly Spanish, not even the host was aware of his Spanishness, luckily for all of you, Andres discovered this vile Spaniard, winning this game singelhandedly).
Ha! I knew it!
:creep:
Thanks for the game, GH! It's a great setup, and I think luck was more involved in the quick end than anything else. I think the exact same setup could produce a Mafia victory without too much difficulty, though the stealing mechanic might need some tweaking.
The sole mistake I made really was attempting to work with Tincow, who I mistook for someone who wanted to be Captain. :stare: But I would have betrayed him mercilessly anyway.
Meh, I wanted to win; always do. When I couldn't trust anyone, Captain was a desirable place for me to be. After N3, I was able to trust a few people and I didn't feel like I needed the position anymore. Gold is useless if you're dead, so for me it took a back seat to survival and victory. In any case, I can't remember the last time we ever trusted each other in a game so I'm not sure why you thought I'd put my fate in your hands this time. You're well known for being duplicitous even when you're a townie, so you're not exactly at the top of my ally list.
That was ATPG stealing from me?
I should have killed you first!
Anyway, good game. Zaccino played his cards very well.
El Barto
10-15-2012, 19:00
I feel manipulated.:stare:
Well, we were a secret covenant of two manipulative bastards and a manipulative bitch.
Diana, don't be offended at beign called a manipulative bastard, it's a unisex trope from TVTropes.
This game didn't have to end after catching all the Spaniards. I'll always wonder what would've happened if we continued play: mutiny after mutiny and excessive killing and stealing at night, tearing each other apart until only one pirate with a ship full of gold would've remained?
Hmmm, no, methinks it'd be four people, those four are the minimum required to mount a kill attack.
Thanks for the game, GH! It's a great setup, and I think luck was more involved in the quick end than anything else. I think the exact same setup could produce a Mafia victory without too much difficulty, though the stealing mechanic might need some tweaking.
I don't think a Mafia victory could've been as fast, but two conversions per night by now would've given them nearly half the playerbase.
Meh, I wanted to win; always do. When I couldn't trust anyone, Captain was a desirable place for me to be. After N3, I was able to trust a few people and I didn't feel like I needed the position anymore. Gold is useless if you're dead, so for me it took a back seat to survival and victory. In any case, I can't remember the last time we ever trusted each other in a game so I'm not sure why you thought I'd put my fate in your hands this time. You're well known for being duplicitous even when you're a townie, so you're not exactly at the top of my ally list.
The best way to ensure survival is by proving you're doing useful stuff at night (which gives you gold), and not hiding or lurking but voting (for which you get gold and, hey, you don't get WoG'd), even if you just follow the captain blindly on the vote, which I did, even when prodding others.
That was ATPG stealing from me?
I should have killed you first!
When in doubt, silence/roleblock/kill/protect/busdrive Askthepizzaguy.
When in doubt, suspect Askthepizzaguy.
When in doubt, question Askthepizzaguy.
When in doubt, evade Askthepizzaguy.
When in doubt, avoid Askthepizzaguy.
When in doubt, lynch Askthepizzaguy.
Anyway, good game. Zaccino played his cards very well.
There was a bit of meta and Zaccino was a bit unduly aggresive at points, but he did kick ass…
Zaccino played his cards very well.
I still maintain that my best move of the game was killing Pizza, even though he was a townie. It got the "don't you effing dare mutiny or mess with me" vibe across pretty clearly.
I have to say, being the focus of so many QuickTopics is surreal.
Also, I hope I never become the leader of a town network ever again. :laugh4:
El Barto
10-15-2012, 19:32
When in doubt, silence/roleblock/kill/protect/busdrive Askthepizzaguy.
I still maintain that my best move of the game was killing Pizza, even though he was a townie. It got the "don't you effing dare mutiny or mess with me" vibe across pretty clearly.
Clearly, we are in agreement.
GeneralHankerchief
10-15-2012, 19:53
Epilogue
Another Fine Morning in Nassau
The Presence made port at around eleven that morning, which was good news for Nassau's various tavernkeepers as it meant that there would be a full day of debauchery ahead of them. Nineteen sailors came off the ship that day, having to disembark one at a time due to the staggering amounts of treasure each one was carrying. All but one of them looked absolutely ecstatic to be in such a lawless place with so much booty to spend (and so much of a different type of booty available to be spent on). The merriment began immediately and lasted well into the night.
Wanting to experience a little bit of everything, most of the crewmen went straight to the main bar, drank their share and whored, then moved onto the next bar, repeating this process multiple times throughout the day until they had hit the main tavern on at least three separate occasions. Kaiser Friedrich III, however, was simply content at staying at the main bar and quietly enjoying his favorite brand of rum. His sack of treasure was slightly smaller than most, at a mere 108, however, he was still alive. The people that made big plays for their treasure and didn't make it off the ship wouldn't be able to spend it, and what was the sense in that? Yes, Friedrich figured, he had the system gamed.
edse, the Drunken pirate, and his partner Lyra, were at a different section of the main tavern, with edse currently being the source of much of the shenanigans that were going on. edse had acquired a good amount of gold for himself, 213 in all, and it looked as if he was spending every cent of it on liquor, as was his custom. When asked about this, he slurred something so thickly that nobody was able to understand what he said, save for Lyra.
"He says he needs the liquor to replenish his bloodstream," Lyra shouted, nursing his own smaller stack of treasure. The two separate thieveries the previous night had really cut into his stash. "Otherwise he goes through withdrawal symptoms!" He laughed and edse continued his raucousness, reaching record-setting levels of drunkenness. Somehow, he only blacked out well after midnight, about 16 full-sized bottles of rum in.
All throughout the taverns, that cliques that stuck together on the Presence mostly drank together in Nassau. Andres, Ironside, johnhughthom, and issaikhaan, who had killed together and at times had stolen from each other, shared a table, reminiscing and laughing about their adventures and exactly why khaan put on his strange "acolyte" persona aboard the ship, to which khaan simply laughed and took another sip of his ale.
The same thing was happening at a different table, where JoanK, NinjaCow64, and Captain Blackadder - who had done quite well for himself in the treasure count despite being mistaken for someone who wasn't even on board the first half of the trip - were discussing to themselves about the raid on the Marquesa and the other ships in the Spanish Treasure Fleet and how they could have potentially picked off a few more ships. It seemed as if some pirates could never entirely be satisfied.
The three remaining members of the New Four Horsemen, a completely inoffensive name, autolycus, and God Emperor toasted their fallen comrade Chaotix and then drank, mostly in silence. They had lived, yes. They had killed, yes. However, had they caused chaos by killing randomly and turned out to be the deadliest and most effective force aboard? Not quite, not this time. Perhaps, they ruminated, if there was to be a next time, the next time they could reexamine their options and go back to basics if the names of a completely inoffensive name, miotas, A Very Super Market, and Subotan were to live on in glory.
Still, though, they had lived, and that particular night, there was nothing wrong with that. 172 gold, which both God Emperor and ACIN ended up with, could provide a lot of pleasure, and autolycus's 167 was right behind.
There had been one super-dedicated thief aboard the Presence: Ishmael, who had opted to steal treasure almost every night before he decided to do his duty assigned to him before the raid and take inventory of everyone's gold. This pursuit of treasure had turned out quite successful for Ishmael, who had 201 gold to his name when he stepped off the boat.
Now, the question was, what was Ishmael going to do with all of this treasure? He certainly had a lot and could spend it on a truly epic night. However, taking inventory had also keenly attuned him to the fact that quite a lot of other people were filthy rich right now. After all, why be satisfied with 201 gold when you could have 401 gold? 1000 gold? Ishmael grinned. Everybody was already drunk. This would be like stealing candy from a baby.
El Barto, the last Musketeer, pondered to himself. He had most definitely enjoyed himself earlier in the night, but now was the time for some reflection on his part. His original group, consisting of himself, Diana Abnoba, and Askthepizzaguy, had made a vow to be absolutely merciless in the pursuit of gold. In the end, it had gotten ATPG killed and Diana most likely targeted for conversion to the Spanish, but it had certainly worked out for him. His count of 226 treasure was second-most on the entire ship, behind only Captain Zaccino's.
Were there any regrets? Probably - it would have been really nice had any of the other Musketeers survived, and there was most likely some actions he or they could have changed in order to reach this goal, but in the end his main goal had been accomplished. El Barto was rich. Now, the only question that remained was what to do with this money? Certainly everyone was currently having a great time - it sounded like edse was gunning for some sort of record - but that was the thing, they'd only be able to have this great time once. El Barto, see, was more of a long-term thinker. El Barto was thinking ahead to the means where he could enjoy nights like this on a regular basis.
He decided that he was going to start up a bank.
The Officer's Club was the swankiest, most exclusive tavern in Nassau, a place to go for the folks who had embraced the life of piracy but still weren't ready to cut all ties to the Old World notions of station being important. Hence, it wasn't much of a surprise to see TinCow, BSmith, and Captain Zaccino inside, enjoying a finer quality of brandy and smoking some of the best tobacco from the colonies. Between the three of them they had racked up 634 treasure, including a mammoth 260 for Zaccino. Not bad for the self-described "Triumvirate of Booty".
All had good reason to sit back and enjoy the finer things in life. TinCow had been denied the Captaincy, but he was still able to work his way into Zaccino's good graces and prove a useful asset to the Captain whilst still being able to acquire treasure for himself. BSmith was in a position of strength from the start, eventually rising to Zaccino's unquestioned right-hand-man and probably being able to decide the very fate of the Captaincy itself by choosing to support Zaccino over Visorslash in the Frenchman's coup attempt on the fourth night. Finally, Zaccino acquired the most treasure on the ship and had successfully defended his Captaincy from all pretenders, taking out the entire Guardacosta force along the way.
Yes, life was good for these three officers. The ship had survived, and while piracy was unquestionably on the downswing throughout the world, the Presence, at least, still struck fear in the hearts of civilized folk everywhere. That was the way it should be.
"Say," said the Captain at some point during the night, "either of you happen to see where that Frenchman went after we got off the ship? I still be a bit uneasy over him."
TinCow and BSmith looked at each other and shook their heads. "I wouldn't worry about it," said the Pirate Lawyer. "He be defeated, and in mourning to boot. He'll be lickin' his wounds for a while."
"I suppose you're right," Zaccino said, and the three continued drinking.
Meanwhile, at midnight, two figures met on a small hilltop that marked the highest point on the island. A rough wooden cross, about a foot high, was stuck into the ground.
"It's been a while," said the first figure, moving to shake the second figure's hand. "How be life treatin' ye?"
"They killed my consort," the second figure, Visorslash, said, motioning to the cross on the ground. "Right near the start. We didn't have enough time to do anything. I loved her, I truly did."
"Ah, I be sorry about that, matey."
"I'm sure it will pass," the Frenchman said. "Maybe you'll have to tell me one of your stories to cheer me up, but some other time. How about you? How fares business?"
The first figure sighed. "Business be tough. We mortal folk can't just go raidin' some Treasure Fleet every time we feel like it. The navies be crackin' down everywhere, you know that."
"So then, you should be happy that I have a contract for you, yes?" The Frenchman leaned in closer. "This wouldn't be an attack against any colonial power, so there will be little risk of a ship of the line coming in and leveling its guns at your boat. What do you say, are the men of the Maven up for it?"
The Captain of the Maven paused. "What be the target?"
"I'm done playing around," the Frenchman said. "I want the Presence."
~~~~~~~~~~~~~~~
Please note: The order listed below is the order of finish. All Presence crewmen fulfilled at least one victory condition.
The victorious crewmen:
Zaccino - 260 (first place)
El Barto - 226
BSmith - 216
edse (Drunken pirate) - 213
Ishmael - 201
Andres - 179
a completely inoffensive name - 172
God Emperor - 172
autolycus - 167
JoanK - 165
johnhughthom - 160
TinCow - 158
Ironside - 154
NinjaCow64 - 151
Captain Blackadder - 138
Askthepizzaguy - 133
issaikhaan - 126
Lyra - 118
Kaiser Friedrich III - 108
Choxorn - 84
Tiaexz - 81
Buddhafish - 80
Memnon - 74
Montmorency - 69
Xenoneb - 58
Kagemusha - 50
Thermal - 43
DaveShack - 27
The defeated Spanish:
Diana Abnoba (Convert) - 161
Jolt (Lieutenant) - 125
Chaotix (Convert) - 74
Double A (Special Officer) - 70
Makrell (Lieutenant) - 61
The mourning Frenchman and his departed Consort:
Visorslash - 131
Arjos - 80
GeneralHankerchief
10-15-2012, 19:55
Thanks to one and all for a great game! :medievalcheers: I'd now officially like to open this up towards a postgame discussion. I'll be revealing the roles and their mechanics a little later, as well as a general essay about the game, but for now:
What worked well? What didn't? What needs some improvement?
Let me hear what you have to say so that, if and when Pirate Ship Mafia III ever happens, how can it be even better?
Montmorency
10-15-2012, 20:12
Never forget, edse! :laugh4:
Problem: I think trying to make townies choose between gold and killing scums will almost always result in the townie choosing eliminating the scums. Unless you explicitly say, "your sole victory condition is the accumulation of wealth," townies will always view acquiring wealth as a relatively minor secondary goal.
Solution: There was a mafia-esque game on CFC a few years back called "Snakes & Foxes (http://forums.civfanatics.com/showthread.php?t=319765)." The game was split between the Snakes, Foxes, and the Town, but there was only one winner of the game - whoever had the most gold on the winning team was declared the sole victor. This leads to the possibility of members of the town deliberately delaying eliminating the opposing factions, because they automatically lose if someone else on their team has more gold than them. This game also awarded gold for being the first or second to vote for the player who ended up being lynched.
Another possibility is decreasing gold rewards for vigilantism/protections to the point where you have to choose between whether you want to be wealthy, or you want to eliminate scumbags.
There's also the option of having a duel system for two pirates to duke it out each day (like Midgard), and for players to bet on the outcome.
Problem: Eliminating the Spanish was too easy.
Solution: Extreme ambiguity in night feedback and updates. We only see dead bodies in the updates. You don't receive any feedback for the actions you took at night - draw your own conclusions. Stuff like that.
Another thing to consider is requiring the town to eliminate converts as well, but this is questionable. It doesn't make much sense story-wise, and it means the mafia aren't mafia at all, but a cult (and all of the connotations that comes with).
Consider enabling the Spanish to have a strong alibi for doing townie things, while secretly doing Spanish things.
Maybe even allow the officers/Captain to be recruited if they started out the game as corruptible. This would avoid a situation like in this game, with an unstoppable townie triumvirate of booty.
What worked well? What didn't? What needs some improvement?
I think you've got most of it down just fine. The loss of Arjos was just bad luck, and Spaniards had a combination of bad luck and some errors. I don't really think the mechanics themselves contributed too greatly to the scum defeats. The stealing/guarding mechanic was broken in hindsight, though I don't think it occurred to most of us to try and exploit it. I certainly didn't even think about it until you had posted your warning about not doing it. While me getting caught on N3 was instrumental in uniting Zacc and I, it was totally unintentional. I believe the same was true for 'khaan that night. That said, it needs to be changed to prevent the proposed tactic from being used in the future, as it's public knowledge now. One option is to simply ditch the steal/guard mechanic, but it's a fun one and would be a shame to lose it. Another option is to give the mafia the ability to guard/steal as a free second nightly action on any night when they are not in a vig/prot group. That would prevent guard/steal from being used as a clearing mechanism. It would also potentially give the mafia access to more gold, which they might find useful for bribing people. As this would likely result in more gold for the mafia, you could perhaps make conversion cost a bit of gold to accomplish as well as the letter of marque thing. This would result in greater loss of gold for the mafia, which might make the gold-revealing aspect of the QM block more useful. As it stands now, that information is only useful in a very rare set of circumstances, none of which have occurred yet in either game.
Another option would be to give a more tangible reward for gold, namely buying items that give you useful but minor and balances abilities in-game. For example, for 25 gold maybe I could buy a pistol that would let me do a single solo kill with a 50% chance of success (pistol breaks afterwards or something). Or maybe for 50 gold I can buy a metal cuirass that would give me a 50% chance of surviving a single attack when unprotected. Or maybe for 15 gold I can buy a cask of ale which I can use to get another pirate so drunk they can't do anything at night (block). Items could be traded and willed between players, just like gold currently. Maybe integrate this into the QM system somehow, so that the QM is the one who sells everything and the Officers get a cut of the profits and know who bought what. You could then add on some kind of hidden black market Scrounger role as a more private source for goods (maybe different goods, better or worse), but one that's harder to find and perhaps charges more.
I really don't think you need to change anything about the Captain situation though. There are plenty of ways to unseat the Captain right now, so I don't think you need more. If you do want to weaken the role a bit further, I'd say make an attempt be possible on the Captain's life even if only one of the Officers is in on the job. Maybe make it so the attempt is possible, but at a 50% chance of success. Or perhaps allow the QM to solo remove all protection for a single night by roleblocking the FM, and vice-versa by having the FM kill the QM. Both would probably need to result in a reveal of the FM/QM's action in the write-up though.
At the same time, I'm not sure I like the Frenchman's ability to win with the town. If you're going to make a win with the town possible, then you should also make a win with the mafia possible. A town-win Frenchman essentially becomes a pro-town power role, and the role is intended to be a true third party. Having the Frenchman be able to bargain and play sides is great, but he can't play sides if there's only one side he can join.
GeneralHankerchief
10-15-2012, 20:32
Good stuff so far, I'll wait until there's more before making a long response, but for now just a quick bit:
At the same time, I'm not sure I like the Frenchman's ability to win with the town. If you're going to make a win with the town possible, then you should also make a win with the mafia possible. A town-win Frenchman essentially becomes a pro-town power role, and the role is intended to be a true third party. Having the Frenchman be able to bargain and play sides is great, but he can't play sides if there's only one side he can join.
The only person that the Frenchman couldn't win with was the Spanish Special Officer. The two Guardacosta Lieutenants had a bit of red text in their role PMs that said that if the Special Officer died, they were allowed to go the gold-pursuing route as well as the usual mafia route, which would have allowed them to work with the Frenchman. Obviously, Double A died the same night as the last original Guardacosta so this mechanic never kicked in, but I did have this in mind when balancing things.
To expand on TinCow's suggestion, recruitment by outright bribery might be an interesting mechanic. For example, instead of scanning for susceptibility or handing out Letters of Marque, the mafia could (by a specific night action) bring a player to a "recruitment" QT, where the mafia can anonymously haggle with the townie for the price of conversion. Ultimately, the townie can choose to either decline the offer, or accept. Thus, conversion is done by bribery, instead of by a forced conversion. Mafia might need to spend a night or two stealing so they can re-acquire enough gold for more recruitment, and so on.
EDIT: Perhaps you could even allow the Captain into the dealing, and allow him to try and bribe the townie to stay with the town. Or something like that.
El Barto
10-15-2012, 20:40
How about allowing people to guard another player's stash?
El Barto, the last Musketeer, pondered to himself. He had most definitely enjoyed himself earlier in the night, but now was the time for some reflection on his part. His original group, consisting of himself, Diana Abnoba, and Askthepizzaguy, had made a vow to be absolutely merciless in the pursuit of gold. In the end, it had gotten ATPG killed and Diana most likely targeted for conversion to the Spanish, but it had certainly worked out for him. His count of 226 treasure was second-most on the entire ship, behind only Captain Zaccino's.
Were there any regrets? Probably - it would have been really nice had any of the other Musketeers survived, and there was most likely some actions he or they could have changed in order to reach this goal, but in the end his main goal had been accomplished. El Barto was rich. Now, the only question that remained was what to do with this money? Certainly everyone was currently having a great time - it sounded like edse was gunning for some sort of record - but that was the thing, they'd only be able to have this great time once. El Barto, see, was more of a long-term thinker. El Barto was thinking ahead to the means where he could enjoy nights like this on a regular basis.
He decided that he was going to start up a bank.
Everybody in the house do the Bartman! I am most thankful to my kindly fellow Musketeers, who had it in them to cooperate and actually sign over their wills in such a way that Diana inherited from Pizza and me from her, and thus I was only outdone by the captain who had a higher salary and the starting bonus.
IC: Aye, I be startin' a bank, and I be lending plate and minted silver to anyone who be a-comin' and willin' to take the risk!
Wanna start a new game?
Never forget, edse! :laugh4:
Yes, what was this 'drunken pirate' thing?
To expand on TinCow's suggestion, recruitment by outright bribery might be an interesting mechanic. For example, instead of scanning for susceptibility or handing out Letters of Marque, the mafia could (by a specific night action) bring a player to a "recruitment" QT, where the mafia can anonymously haggle with the townie for the price of conversion. Ultimately, the townie can choose to either decline the offer, or accept. Thus, conversion is done by bribery, instead of by a forced conversion. Mafia might need to spend a night or two stealing so they can re-acquire enough gold for more recruitment, and so on.
That might be interesting. It would also raise suspicion on everyone who steals, which would make for some interesting day phases. In this game, stealing wasn't seen as scummy or even really something bad at all. If stealing is something mafia would be expected to do, that would change things a bit more and also give the mafia more cover during the day.
thus I was only outdone by the captain who had a higher salary and the starting bonus.
And received no wills (that's what, 100 gold right there?), and didn't go out stealing each night (that's 5-20 gold each night), so I'm not sure what your point is there. :laugh4:
El Barto
10-15-2012, 20:45
And received no wills (that's what, 100 gold right there?), and didn't go out stealing each night (that's 5-20 gold each night), so I'm not sure what your point is there. :laugh4:
I only stole once, and established DaveShack's absence while at it.
I actually had to work to get my money, Zaccino, you worked handing it out. I wonder what would have happened if everyone started asking you for gold instead of engaging in regular 'eliminate scum - ignore everything else' mafia mode.
GeneralHankerchief
10-15-2012, 20:46
In this game, stealing wasn't seen as scummy or even really something bad at all.
This was a major miscalculation on my part. I thought anyone caught stealing was going to be in serious lynch danger at the very least. Instead, like you said, all it did was exonerate a person and got them the Quartermaster position. :laugh4:
I only stole once, and established DaveShack's absence while at it.
I actually had to work to get my money, Zaccino, you worked handing it out. I wonder what would have happened if everyone started asking you for gold instead of engaging in regular 'eliminate scum - ignore everything else' mafia mode.
I did hand out quite a bit of gold.
And I worked to recruit people, which got me 60 gold, significantly less than two wills. And, of course, no one payed me to protect them at night.
Not saying you didn't work hard, just pointing out that my advantages aren't as great as they might seem.
El Barto
10-15-2012, 20:50
This was a major miscalculation on my part. I thought anyone caught stealing was going to be in serious lynch danger at the very least. Instead, like you said, all it did was exonerate a person and got them the Quartermaster position. :laugh4:
And this is bad because…? There was no rolling of cannonballs, or of heads?
I did hand out quite a bit of gold.
And I worked to recruit people, which got me 60 gold, significantly less than two wills. And, of course, no one payed me to protect them at night.
*paid
We were a consortium, Zaccino. In that same spirit, me bank be willing to lend ye money for yer next expedition, being as it may, that by chance ye might find it in ye to travel to the Japans and Cathay, and not get marooned there.
Diana Abnoba
10-15-2012, 20:51
Anyone that died only got 50 gold from their wills. Not 100 if both their partners died. So Zack your 60 gold in recruits was more then I sent El Barto from my will.
Anyone that died only got 50 gold from their wills. Not 100 if both their partners died. So Zack your 60 gold in recruits was more then I sent El Barto from my will.
2 wills
50 + 50 = 100
100 > 60
Diana Abnoba
10-15-2012, 20:53
Yes, I got 50 from Pizza when he died and El Barto got 50 when I died. (not 100, not both wills)
p.s. and if El Barto died before Pizza, Pizza would have gotten 50 from El Barto.
I thought anyone caught stealing was going to be in serious lynch danger at the very least.
I cannot conceive of a game in which the town will vote to lynch someone for anything other than being scum. Regardless of whatever other motivations there are out there, it's still a mafia game and that means the town lynches scum to win. Intentionally lynching someone for something that has nothing to do with scum would require that other thing being more of a threat to the town than the scum, which just isn't going to happen with this gold mechanic (at least, not without making unbalancing changes to the game). So, if you want to have people get lynched for stealing (or any other activity), make sure that activity is something that is perceived as FoS-worthy.
I think the guarding gold issue could be solved by simply not revealing the thief.
Yes, I got 50 from Pizza when he died and El Barto got 50 when I died, not 100.
If that was the case, Tak worded it confusingly and/or I misinterpreted it. My bad.
Montmorency
10-15-2012, 20:56
Intentionally lynching someone for something that has nothing to do with scum would require that other thing being more of a threat to the town than the scum, which just isn't going to happen with this gold mechanic
Heh. :grin:
i just realised my recruiter to this game was my superior officer :P
El Barto
10-15-2012, 21:12
I think the guarding gold issue could be solved by simply not revealing the thief.
As my dad's emplyoer would say… 'Excellent!'
Diana inherited from Pizza and me from her, and thus I was only outdone by the captain who had a higher salary and the starting bonus.
If that was the case, Tak worded it confusingly and/or I misinterpreted it. My bad.
Some gold our way might alleviate our hurt, our moral hurt at such an offense to me good name.
i just realised my recruiter to this game was my superior officer :P
Irony much? Zack made Domination3000 a Communist in the latest issue of Zack Mafia.
I think the guarding gold issue could be solved by simply not revealing the thief.
I don't think so, because even successful stealing can be used to clear someone. You were able to clear Andres because I told you two people had stolen from me on N3 even though I didnt know who they were, and then Andres told you that he had stolen from me on N3. Unless GH gives no information whatsoever on whether someone was stolen from (which might be hard, particularly when it's successful), that action can be used to clear people.
El Barto
10-15-2012, 21:25
I don't think so, because even successful stealing can be used to clear someone. You were able to clear Andres because I told you two people had stolen from me on N3 even though I didnt know who they were, and then Andres told you that he had stolen from me on N3. Unless GH gives no information whatsoever on whether someone was stolen from (which might be hard, particularly when it's successful), that action can be used to clear people.
Maybe make people have to check for their gold totals? In the recent KotOR game at CFC I used to send PM results like this: 'You had 25 credits at the beginning of the game, you have received a payment of 3, so now you have 22 credits…' and most people never realised they had six credits missing. It was hilarious to GM that.
Maybe make people have to check for their gold totals? In the recent KotOR game at CFC I used to send PM results like this: 'You had 25 credits at the beginning of the game, you have received a payment of 3, so now you have 22 credits…' and most people never realised they had six credits missing. It was hilarious to GM that.
Nope, that won't work. The only people who wouldn't notice if they'd lost gold would be those who really weren't paying much attention to the game. Anyone who's actively trying to match up night orders/results to clear specific people from specific actions will be paying enough attention to know if they've lost gold.
El Barto
10-15-2012, 21:36
But they wouldn't know how (or when) they lost it.
How about my proposal for people to guard others' stashes?
TinCow -- I meant strictly in the sense of preventing having two people cleared publicly in such a manner. And at your other point, if the mafia have incentive to acquire wealth and thus to steal, that also eliminates stealing being a clearly "town" thing to do.
How about my proposal for people to guard others' stashes?
I don't like it. What kind of pirate guards someone else's gold? What would be the point?
Montmorency
10-15-2012, 21:45
And at your other point, if the mafia have incentive to acquire wealth and thus to steal, that also eliminates stealing being a clearly "town" thing to do.
Which is why the reveal should be retained.
El Barto
10-15-2012, 21:47
I don't like it. What kind of pirate guards someone else's gold? What would be the point?
You promise to guard someone else's stash. You don't have to actually do it. On the other hand, it might be good for teamwork.
Also, thinking out loud, if the mafia are forced to get gold, then maybe one of them is a perennial stash-guarder. Why would someone do so if they could be doing other stuff?
I'd also suggest not revealing in public when the mafia recruit. That caught me off guard (seeing it in the update).
But they wouldn't know how (or when) they lost it.
Unless you introduce a way to lose money other than through stealing, they'll sure know how it was lost. They'll also know when it was lost by using math. The night when their previous total plus their new income from their action does not equal the result that's reported in the PM is the night they were stolen from. The people who will put in the effort to figure this stuff out are people like Zacc, ATPG, and I. If there's a way to deduce the information, it'll get out. You'll just make it harder and more obscure for everyone else to figure out, which will only focus the networks even more around those who are willing to do the deduction work.
And at your other point, if the mafia have incentive to acquire wealth and thus to steal, that also eliminates stealing being a clearly "town" thing to do.
Ah, I read it as an alternative, not an addition. Non-public reveals on stealing failure would be good. The same on solo vig attempts too (see Xeno). If there's to be a penalty for a failed anything, make it loss of gold or even a risk of death, ala Capo, rather than making it demonstrate night actions. And make the risk publicly known, ala Capo. I wouldn't have accused Makrell if I had known that solo vig attempts had a risk of a reveal of the attacker.
El Barto
10-15-2012, 21:50
Unless you introduce a way to lose money other than through stealing, they'll sure know how it was lost. They'll also know when it was lost by using math. The night when their previous total plus their new income from their action does not equal the result that's reported in the PM is the night they were stolen from. The people who will put in the effort to figure this stuff out are people like Zacc, ATPG, and I. If there's a way to deduce the information, it'll get out. You'll just make it harder and more obscure for everyone else to figure out, which will only focus the networks even more around those who are willing to do the deduction work.
Taxation, or delayed payments when someone says he'll pay but withdraws it or just can't afford to…
NinjaCow64
10-15-2012, 23:00
Roll to dodge!
12!
Visor does a barrel roll and Pizza's blunderbuss only rips up his shirt. Visor gains +3 sexyness.
-9001 I'm the host here! HAX DAMAGE!!!
TROLL TO DODGE (FAIL) MAXIMUM HAX DAMAGE!!! BLURRRG!!!
Pizza turns into a cat.
Visor loses 3 sexiness.
Sorry, where was I? Ah, that's right. Could the Spainish participate in vig groups? Because I'm not sure if they could or if they couldn't. If they couldn't, then they really should be able to in Pirate Mafia III.
The leaders of two vig groups were Spanish converts.
El Barto
10-15-2012, 23:21
And they still were in on hits on the Spanish scumbags.
GeneralHankerchief
10-15-2012, 23:22
And now, the roles!
I determined these the same way as I determined the roles in Pirate Ship Mafia I: I had written up all of the role PMs beforehand, and set them in a certain order. The secret roles came first, followed by the Guardacosta. The normal Able Seamen came next, followed by those with minor special abilities. All that remained was to put names to the roles. Gathering all the names from the sign-up sheet, I first alphabetized them. Going to random.org’s List Randomizer, I clicked the button three times to ensure true randomness. This is what came back to me:
Visorslash
Arjos
Edse
Double A
Jolt
Makrell
johnhughthom
BSmith
Lyra
TinCow
Zaccino
Montmorency
Diana Abnoba
a completely inoffensive name
Tiaexz
DaveShack
Ironside
Chaotix
NinjaCow64
Kagemusha
Xenoneb
autolycus
Kaiser Friedrich III
Askthepizzaguy
El Barto
Thermal
JoanK
Choxorn
issaikhaan
Buddhafish
topsecret (later replaced by Captain Blackadder)
Memnon
God Emperor
Ishmael
What now follows is a list of every role PM in the game, along with some brief commentary.
~~~~~~~~~~~~
The Frenchman
Sent to Visorslash
Your role is:
The Frenchman
“La mer a bercé mon cœur pour la vie.”
~ Charles Trenet
Back home, you lived the high life. You were educated in the finest schools and knew nothing but the best of everything. Visits to the great new palace of Versailles under the reign of Louis XIV were not uncommon. But five years ago, the Sun King died, and life under his two-year-old great-grandson (and his regent) wasn’t the same. So you set off for the New World, seeking continued adventure. You acquired a sleek new ship, the Presence, to take you there and beyond. Once you got there, though, you lost your ship to an enterprising pirate captain in a bout of trickery. You have been trying to get it back ever since.
Three years ago, in the confusion after the sack of Charleston, you made an attempt to get it back, but failed. The attempt was not a complete waste though; aboard the ship, you met a woman posing as a man and the two of you fell in love. You were both able to get off the ship before you were killed or made to walk the plank, and together the two of you have been making plans for revenge ever since.
Finally, the time was ready to strike. Using your Old World contacts, you and your consort were able to acquire passage on the Spanish Treasure Fleet headed for home. You were able to leak information about just how juicy of a target this Fleet was to Nassau, confident that the Presence wouldn’t be able to pass up such an opportunity. You were correct. As the men of the Presence boarded and fought for the treasure on the fleet, you and your consort were able to steal aboard, ready to make another attempt at getting your ship back. This time, you’re confident that you will not fail.
Your goal: To survive, and to be in command of the Presence at game’s end. You may tell the other sailors whatever you wish to accomplish this mission, for this is the only way you can personally obtain a victory.
You will obtain a higher level of victory if your consort manages to survive along with you, however, it will not be gamebreaking if she dies.
Your consort is PLAYER.
Powers: A dashing swashbuckler in the prime of your life, you have several skill sets that will serve your well during your time aboard:
- You may kill one person a night without the help of a partner or group. As always, your trusty rapier, a gift from the Count of Toulouse himself, is with you.
- You may team up with your consort to kill one target per night that blasts through protection, though you will have some difficulties if the target has strong protection (multiple/larger than minimum groups).
- You may investigate one person a night. Results may vary.
- You may participate in town group activities.
- If at any point during the game you and your consort have at least 400 gold between you, you can pool your gold and outright bribe the Captain at night for his position. The Captain will be so overwhelmed by this offer that he will automatically accept.
- Keeping in line with your adventurous personality, you may not perform the same action more than three phases in a row.
Finally, as a result of your skill with a rapier and overall flamboyance, you will probably survive the first kill attempt somebody makes on you without protection. Good luck!
After the original Frenchman was played so brilliantly by TinCow in the first Pirate Ship Mafia, I had to bring him back for an encore. However, I made several adjustments. While in the first game the Frenchman was an interesting wrinkle, TinCow never really had a chance at achieving his goal. In this game, I aimed to upgrade him into a legitimate threat to the Captaincy.
This happened in several ways. First of all, I paired him with a partner from the beginning – Arjos, in the consort role. Together, the two of them would be able to blast through protection and (ideally) work in unison to get a good handle of what was going on in the ship – basically, the Frenchman had a ready-made ally. Furthermore, I added a wrinkle where instead of taking a bunch of risks and trying to take out officers, the Frenchman and his Consort could acquire the Captaincy through collecting a lump sum of gold, at which point a mechanic would trigger that the Captain would be automatically bribed. Alas, Arjos died early on so this was never a realistic option for Visor.
Finally, I altered the Frenchman’s victory conditions. In Pirate Ship I, if the game ended with the Frenchman as Captain, everybody but him lost, including the town. In this iteration, the town still would have won had he become Captain. In fact, there was literally only one person with whom Visor’s victory conditions conflicted with at the start of the game: the Spanish Special Officer (see the Guardacosta Lieutenant role PM for more details).
How did all of this work out? Obviously, Visor lost. However, he had a far greater shot at the Captaincy at one point than TinCow ever did. BSmith’s decision to remain loyal to Zaccino rather than chasing gold on N4 was the only reason that Visor was denied his prize.
Overall, the Frenchman role is designed to create a stir, play both sides, and take big risks when necessary, and Visorslash did all of this. I’m glad the role once again made a big impact on the game and I’m very happy that the role will once again live on.
The Frenchman’s Consort
Sent to Arjos
Your role is:
The Frenchman’s Consort
“Somewhere beyond the sea/Somewhere, waiting for me/My lover stands on golden sands.”
~ Bobby Darin
Three years ago, you joined the crew of the Presence in disguise, seeking adventure. Instead, you found love. On a return home to Nassau as the crew was finishing up dealing with British agents and saboteurs from another pirate ship who wanted treasure for themselves, you met up with a dashing Frenchman and instantly fell for him. The attraction was mutual.
The two of you managed to get off the ship safely, and ever since, you have been plotting to get your lover’s ship back (it was originally his to begin with). Additionally, he has been teaching you important skills that will help you get along in this rough-and-tumble world of pirates; unlike three years ago, you will actually be able to fend for yourself.
Finally, the time is ready to strike. In the confusion of the battle with the Spanish Treasure Fleet, you and your love have managed to slip aboard the Presence and reclaim it for yourselves. This time, you are prepared. This time, you will not fail.
Your goal: To survive, and to see your love hold the position of Captain at game’s end. You will meet a lesser victory condition if you both survive but the Frenchman fails to become Captain. Should the Frenchman die, you will receive a new set of goals, but no matter what, your final outcome will be lower than what it would have been had he remained alive.
The Frenchman is PLAYER.
Powers: Your womanly charms that you had three years ago are still available to you, newly-augmented with additional abilities picked up from three years of training with the Frenchman.
- Every night, you may seduce and “occupy” one person for the night, which also serves as making them unable to perform any action that night as well. While they’re not looking, you will steal some of their treasure, which will be a random number anywhere from 5-20. In addition, you will also see how much treasure they have left.
- You may team up with the Frenchman to kill one target per night that blasts through protection, though you will have some difficulties if the target has strong protection (multiple/larger than minimum groups).
- You are listed as susceptible to Letters of Marque, which means there is a possibility that the Spanish Guardacosta may come calling. No matter what, your affiliation will not change.
- You may participate in town group activities.
- If at any point during the game you and the Frenchman have at least 400 gold between you, you can pool your gold and outright bribe the Captain at night for his position. The Captain will be so overwhelmed by this offer that he will automatically accept.
Finally… good luck!
In-universe, this is the same person as “The Woman” from the first game. While in Pirate Ship Mafia I, this role was strictly a thief/roleblocker, I upgraded her powers in this one so that she could kill and do townie things as well.
Furthermore, there was a mechanic that if the Frenchman died while his Consort was still alive, she would become a serial killer and have a new goal of killing a set amount of people on board before she either went down with the ship or abandoned ship and tried to start a new life. Alas, Arjos died very early on and all of it was for naught. This is easily my biggest disappointment of the game.
I was planning for a while on having the role survive for the epilogue (notice in the writeup about how Arjos was just tossed overboard without any real fatal wounds), but ultimately decided against it.
Drunken Pirate
Sent to edse
Your role is:
Drunken Pirate
“There’s naught, no doubt, so much the spirit calms as rum and true religion.”
~ Lord Byron
It’s well-known that every self-respecting pirate loves his rum. However, some take to it more than others, taking to the stuff like bees take to nectar. There’s usually one person on every ship who feeds off the stuff. On the Presence, that person is you.
You’re a good and loyal sailor, but your dependency on rum for your survival has produced some rather unpredictable quirks. Some of these are no doubt beneficial to you and the crew, but some others are… not quite as beneficial.
Your goal: Your goals generally line up with the townie goals, which is the acquisition of the most gold as possible, as well as a Presence victory.
Powers: Fueled by the rum, there is nothing you can’t accomplish.
- You may participate in the usual townie groups for treasure. However…
- You are worth two normal Able Seamen in group actions. This means that you only need one other person to take part in a protection group, and two other people to take part in a vigilante group.
- If at any point your treasure is stolen at night, you may spend one night generally investigating the ship. At the end of the night phase you will find out who took your gold and you will be able to solo-kill them the following night. In a drunken rage, you will take all 50 gold from the target, thus overriding any will they may have made.
- Due to your free-spirited personality, you don’t take to authority very well. Therefore, you are not allowed to take part in actions ordered or sanctioned from the ship’s officers.
- Rum does not last forever. If you wish to retain these powers, you must spend one night out of every four doing nothing but drinking, otherwise you will revert to normal townie powers (albeit you’re still not allowed to take orders from the officers). The first night you must drink in order to retain your powers is Night 4, though you may do so earlier if you wish. You will regain your powers if you ever lose them at any time by simply drinking at night.
- The first night *after* you drink, you will be partially immune to kill attempts.
Finally, you are able to Abandon Ship should you so desire to, but you had better time your escape exactly right, otherwise you will quickly run out of rum. Good luck!
edse’s Drunken Pirate replaced the completely unnecessary anti-mutiny Fanatical Loyalist role from the first game. In its place seemed a haphazard collection of powers, but they were important ones to me for balancing purposes.
My tweaks for this game led me to worry about a couple of things: the power of the networks as well as an overabundance of stealing. The Drunken Pirate role was designed to address both, being specifically barred from taking part in officer-sanctioned actions and being able to seek out and destroy anyone who stole from his personal stash.
All in all, I’m not entirely sure this role met its goals. A few people stole every night, but edse was never targeted, meaning I would never be able to make a kill entry in a writeup that screamed “THIS IS THE CONSEQUENCE OF STEALING FROM OTHER PIRATES”, and Zaccino’s network simply let edse be without any consequence for either side.
All of that said, edse certainly did well for himself, accomplishing the role’s goals and racking up a cool 213 gold, good enough for fourth place overall.
Spanish Special Officer
Sent to Double A
Your role is:
Spanish Special Officer
“Those who’ll play with cats must expect to be scratched.”
~ Miguel de Cervantes
For over a century, Spain’s empire in the New World has been preyed on by the other European colonial powers and the scum of the earth men they hired to carry out their work for them. In a word, they were successful at this. As Spain faced problems at home, New Spain rotted from the inside. Things have changed in the last several decades, though. With peace finally achieved in Europe, government-sanctioned privateers became a thing of the past, leaving the only real threat in the Caribbean being the pirates.
In response, the Guardacosta was formed, proving to be a far more effective method of combatting piracy than anything the Spanish had tried before. You, a proud man of Spain willing to do anything to serve his country, have risen through the ranks and now command two men designed for more… undercover operations.
The three of you were stationed on the Treasure Fleet to make sure that everything in the process went smoothly. Things were going fine until the Presence struck. In the confusion of the boarding, you and your lieutenants managed to slip aboard. Your goal now is to eliminate every last one of these miserable scumbags and return the treasure to its rightful owner: His Majesty King Philip V of Spain.
Your goal: You are an incorruptible man of Spain (more than can be said for many in the Guardacosta) and thus treasure is not a motivational factor for you at all. Your singular mission is to eliminate or subordinate every single non-Spanish affiliated person aboard the ship. You must survive with one original Guardacosta agent.
Your Lieutenants in helping you accomplish this task are PLAYER and PLAYER.
Powers: Every night, you may accomplish one of the following tasks:
- Investigate two persons a night to determine susceptibility to Letters of Marque. This is a unique power available only to you.
- Team up with a fellow Guardacosta agent to kill one person a night. However, if you are the only agent left, you may kill solo.
- Go out individually and offer a Letter of Marque to one person. If your target is susceptible to Letters of Marque, they will join your team and become a Guardacosta Convert. If your target is NOT susceptible, then you stand a chance of being discovered.
- Participate in town group activities (including protection).
You may NOT Abandon Ship under any circumstances. To do so is unthinkable to an honorable man of Spain such as yourself.
Additionally, your officer training has served you well. The first time you are attacked in the first three nights, you will (probably) fend your attackers off regardless of numbers. However, sea life eventually takes its toll, and starting the fourth night you will lose this ability.
Lastly, before you took this mission, your superior officer mentioned that a particular Frenchman of some nobility was aboard the Treasure Fleet, apparently heading home. You lost track of him in the confusion but will still keep your eye out for him. You do not mention this to your Lieutenants as they as this information is below their pay grade and frankly, you don’t entirely trust them. Good luck!
As previously mentioned, this was the only role in the game that would be unable to win with the Frenchman at the start of the game, hence the warning about him in the final paragraph of the role PM. Double A had two absolutely beautiful conversions early on, getting access to both the Four Horsemen and the mercenary group, but then his activity fizzled much to Diana’s and Chaotix’s exasperation.
This role was left essentially unchanged from its counterpart in Pirate Ship I, the British Special Officer, and both roles shared the same fate of an eventual vigilante kill in N5. A sample size of 2 isn’t much bigger than one of 1, but I still believe that the mafia’s bad luck in both games comes down to that of luck. However, I’m less confident about this than I was at the start of the game.
Guardacosta Lieutenant
Sent to Jolt, Makrell
Your role is:
Guardacosta Lieutenant
“We Spaniards know a sickness of the heart that only gold can cure.”
~ Hernando Cortez
The Spanish Guardacosta (Coast Guard) was created for situations exactly like this: hunting down and destroying the pirate scum that continues to plague New Spain. Under the command of your Special Officer, you are one of two lieutenants who snuck aboard the Presence in the confusion of their boarding action against the Treasure Fleet. Some of the pirates aboard may still be redeemed with the right motivation, but you know that in order to be successful you are going to have to spill a lot of blood.
Your goal: Your singular mission is to eliminate or subordinate every single non-Spanish affiliated person aboard the ship. You must survive with one original Guardacosta agent.
Your fellow Lieutenant is PLAYER. Your Special Officer is PLAYER.
Powers: Every night, you may accomplish one of the following tasks:
- Team up with a fellow Guardacosta agent to kill one person a night. However, if you are the only agent left, you may kill solo.
- Go out individually and offer a Letter of Marque to one person. If your target is susceptible to Letters of Marque (as determined by the Special Officer, or just as a blind risk), they will join your team and become a Guardacosta Convert. If your target is NOT susceptible, then you stand a chance of being discovered.
- Participate in town group activities (including protection).
The following information is not to be shared with your Special Officer under any circumstances:
You and your fellow Lieutenant are not so morally inflexible as your Special Officer. An alternative victory condition for the two of you is, like the pirates, the acquisition of as much gold as possible. If it does not look like the mission is going well, or if your Special Officer is dead, you and your partner may go rogue and either directly compete for treasure with the rest of the crew or Abandon Ship and cast your fates to the winds. Beware, for should you choose this route and fail to acquire enough gold, or if you are discovered, you will have a worse ending than if you had remained with your original team. This victory condition cannot be pursued with the Special Officer still alive.
Lastly… good luck!
The first game had two mafia factions: one where gold was no factor at all, and one where gold was a very large factor in recruitment. I combined the two to some extent into the Guardacosta. The red text was there in case Double A - the only person who could scan for susceptibility to Letters of Marque – went down, so the Lieutenants would have an alternate victory condition. This would also allow them to pair up with the Frenchman in order to cause havoc.
There’s already been some discussion in the postgame about allowing the mafia to steal gold when doing non-group activities at night in addition to their actual activity, which sounds logical and, if I had to host Pirate Ship III tomorrow, I’d probably put in.
Guardacosta Convert
Sent to Chaotix, Diana Abnoba
Your new role is:
Guardacosta Convert
“Our sands be all but run. Where’s the harm in joining the winning sides?”
~ Hector Barbossa
Last night, you were visited by a member of the Guardacosta, saying that he was offering a chance to spare you in exchange for joining up with him and his men and assisting in returning the Presence’s treasure haul to Mother Spain. The man was… persuasive. Quickly realizing a good deal when you saw one, you signed up and received a shiny new Letter of Marque in return. You are now an official member of the Guardacosta, and boy does it feel good to have the law on your side for once.
Your goal: Your singular mission is to eliminate or subordinate every single non-Spanish affiliated person aboard the ship. Should all of the original Guardacosta agents die, you will commit suicide out of shame for having so readily abandoned your original comrades.
The agent who recruited you is PLAYER.
Powers: Every night, you may accomplish one of the following tasks:
- Team up with a fellow Guardacosta agent to kill one person a night. However, if you are the only agent left, you may kill solo.
- Go out individually and offer a Letter of Marque to one person. If your target is susceptible to Letters of Marque (as determined by the Special Officer, or just as a blind risk), they will join your team and become a Guardacosta Convert. If your target is NOT susceptible, then you stand a chance of being discovered.
- Participate in town group activities (including protection).
Lastly… good luck!
I debated on whether or not to make conversions public in the writeups. One or two of you have said not to do it, what do the rest of you guys think?
Able Seaman (basic)
Sent to johnhughthom, BSmith, Lyra, TinCow, Zaccino, Montmorency, Andres, Diana Abnoba, a completely inoffensive name, Tiaexz, DaveShack, Ironside, Chaotix, NinjaCow64, Kagemusha, Xenoneb, autolycus, Kaiser Friedrich III, Askthepizzaguy
Your role is:
Able Seaman (townie)
“A merry life and a short one shall be my motto.”
~ Bart Roberts
Welcome aboard! You signed onto the crew of the Presence seeking treasure and adventure, and boy, are you getting both. You fought well in the boarding action against the Spanish Treasure Fleet and now possess a king’s ransom of treasure just waiting to be spent in Nassau… provided you get back alive, for it is apparent that the dreaded Guardacosta has snuck agents aboard. It is going to take some work if you ever want to see dry land again, but you’re confident in your abilities. Besides, history is on your side. The last time the Presence was in such danger, it was ordinary crewmen such as yourselves – not the officers - that was the biggest factor in the ship making it home, taking down four enemies in random vigilante hits. Not bad for the unwashed masses, eh?
Your goals: You have two main goals, each of which is equally important.
First of all, you want to eliminate every last threat on board the Presence. Naturally, this threat comes mainly in the shape of the Guardacosta but there could be other enemies looming…
Secondly, you want to acquire as much gold for yourself as possible. While there will most likely be a winning faction on Pirate Ship Mafia, in essence there can only be one *true* winner, and that’s whoever has the most gold. However, you will also score well if you survive and stay on board period, accumulate a lot of treasure before dying, or abandon ship with a lot of treasure and the Presence crew ends up losing.
You will not score so well if you die early on, abandon ship with little treasure, or abandon ship and later witness the Presence crew win.
If there is a Presence victory, the game will end the first night there are no kill attempts after all outside threats have been eliminated.
Powers: Each night, you may perform one of the following actions:
- Sleep. This means you will do nothing for the night. However, still sending in the order will net you a small gain in treasure.
- Protect a target with a group of at least three people, including yourself. The chances for a successful protection increase with numbers. All orders must match for a successful protection. You will be awarded the full amount of treasure if the target is still alive at the end of the night, even if he is not attacked.
- Kill a target with a group of at least four people, including yourself. The chances for a successful kill increase with numbers. All orders must match for a successful kill.
- Individually steal gold from a target of your choice. You will receive anywhere from 5-20 gold, unless your target is guarding his gold.
- Choose to guard your stash of gold. Should anyone try to steal from gold the nights you are guarding, they will be unsuccessful and their identity will publicly be revealed.
- If offered an event by me, you may choose to take part in that event as opposed to your normal night actions. Further details will follow in my “event” PM.
- Abandon Ship: Leave the Presence with all of your treasure. Abandoning ship means you depart the game permanently, so choose wisely when you do this.
In addition, you may perform the following actions during the day:
- Vote to determine who will walk the plank.
- Vote for a new Captain on Day 1 and whenever else it is necessary.
- In addition to this, you may also try to remove the Captain by voting for a mutiny. The proper way to do this in the thread is Vote: Mutiny. If 50% or more of living players vote for a mutiny, the Captain is removed from his position and executed along with whoever has the most votes. You automatically gain 10 treasure for a successful mutiny, plus the Captain’s entire stash of gold is evenly divided up among mutineers. In addition, only those who mutinied will be eligible to select the next Captain.
At any time, you may privately send me a Will detailing who your treasure goes to in the event of your death. You will automatically lose 50 treasure upon dying, but you can dictate who that treasure goes to, if anybody. Wills will only be considered valid if they are sent to me/updated at least three hours prior to your death.
Furthermore, you are allowed to transfer small amounts of treasure between crew members. The caveats to this are that is a maximum 10 treasure per person per day, the transfer must be for services rendered, and the services must be publicly available (in other words, no breaking the game by pooling all of your gold into one source).
Lastly… good luck!
The main difference between the Able Seaman’s powers from game to game was the addition of the steal/guard mechanic which, while fun, could use some work for future games. I wanted to make the pursuit of treasure more important for this game, but I don’t think I quite got there.
Susceptibility was determined by a further randomization of names once all the roles were set. Of all 29 Able Seamen, 10 could be converted. These were johnhughthom, Lyra, TinCow, Diana Abnoba, Tiaexz, Chaotix, Thermal, JoanK, Memnon, and Ishmael.
Able Seaman (with “strong” bonus)
Sent to El Barto, Thermal, JoanK, Choxorn, issaikhaan
Your role is:
Able Seaman (townie)
“Do what you want ‘cause a pirate is free/You are a pirate!”
~ Lazy Town
Welcome aboard! You signed onto the crew of the Presence seeking treasure and adventure, and boy, are you getting both. You fought well in the boarding action against the Spanish Treasure Fleet and now possess a king’s ransom of treasure just waiting to be spent in Nassau… provided you get back alive, for it is apparent that the dreaded Guardacosta has snuck agents aboard. It is going to take some work if you ever want to see dry land again, but you’re confident in your abilities. Besides, history is on your side. The last time the Presence was in such danger, it was ordinary crewmen such as yourselves – not the officers - that was the biggest factor in the ship making it home, taking down four enemies in random vigilante hits. Not bad for the unwashed masses, eh?
Your goals: You have two main goals, each of which is equally important.
First of all, you want to eliminate every last threat on board the Presence. Naturally, this threat comes mainly in the shape of the Guardacosta but there could be other enemies looming…
Secondly, you want to acquire as much gold for yourself as possible. While there will most likely be a winning faction on Pirate Ship Mafia, in essence there can only be one *true* winner, and that’s whoever has the most gold. However, you will also score well if you survive and stay on board period, accumulate a lot of treasure before dying, or abandon ship with a lot of treasure and the Presence crew ends up losing.
You will not score so well if you die early on, abandon ship with little treasure, or abandon ship and later witness the Presence crew win.
If there is a Presence victory, the game will end the first night there are no kill attempts after all outside threats have been eliminated.
Powers: Each night, you may perform one of the following actions:
- Sleep. This means you will do nothing for the night. However, still sending in the order will net you a small gain in treasure.
- Protect a target with a group of at least three people, including yourself. The chances for a successful protection increase with numbers. All orders must match for a successful protection. You will be awarded the full amount of treasure if the target is still alive at the end of the night, even if he is not attacked.
- Kill a target with a group of at least four people, including yourself. The chances for a successful kill increase with numbers. All orders must match for a successful kill.
- Individually steal gold from a target of your choice. You will receive anywhere from 5-20 gold, unless your target is guarding his gold.
- Choose to guard your stash of gold. Should anyone try to steal from gold the nights you are guarding, they will be unsuccessful and their identity will publicly be revealed.
- If offered an event by me, you may choose to take part in that event as opposed to your normal night actions. Further details will follow in my “event” PM.
- Abandon Ship: Leave the Presence with all of your treasure. Abandoning ship means you depart the game permanently, so choose wisely when you do this.
In addition, you may perform the following actions during the day:
- Vote to determine who will walk the plank.
- Vote for a new Captain on Day 1 and whenever else it is necessary.
- In addition to this, you may also try to remove the Captain by voting for a mutiny. The proper way to do this in the thread is Vote: Mutiny. If 50% or more of living players vote for a mutiny, the Captain is removed from his position and executed along with whoever has the most votes. You automatically gain 10 treasure for a successful mutiny, plus the Captain’s entire stash of gold is evenly divided up among mutineers. In addition, only those who mutinied will be eligible to select the next Captain.
At any time, you may privately send me a Will detailing who your treasure goes to in the event of your death. You will automatically lose 50 treasure upon dying, but you can dictate who that treasure goes to, if anybody. Wills will only be considered valid if they are sent to me/updated at least three hours prior to your death.
Furthermore, you are allowed to transfer small amounts of treasure between crew members. The caveats to this are that is a maximum 10 treasure per person per day, the transfer must be for services rendered, and the services must be publicly available (in other words, no breaking the game by pooling all of your gold into one source).
Lastly, you are stronger than many men on board and thus you can defend yourself better than a lot of these scurvy landlubbers. Any time a minimum group of players attacks you, you stand a 50% chance of survival. This ability does not expire. Good luck!
The random gods were not kind to those who received this 50% survival bonus, as it failed literally every single time it was called into use. Most interestingly was the case of Choxorn, whose “strong” bonus stacked with his 50% officer’s survival bonus, leaving him a 75% chance of surviving an attack at night as First Mate. He was still dispatched by Visorslash, attacking solo, on N2.
Able Seaman (with “food” bonus)
Sent to Buddhafish, topsecret (later Captain Blackadder), Memnon, God Emperor, Ishmael
Your role is:
Able Seaman (townie)
“Over the seas, we shall ride/Searching for treasure into the night.”
~ Alestorm
Welcome aboard! You signed onto the crew of the Presence seeking treasure and adventure, and boy, are you getting both. You fought well in the boarding action against the Spanish Treasure Fleet and now possess a king’s ransom of treasure just waiting to be spent in Nassau… provided you get back alive, for it is apparent that the dreaded Guardacosta has snuck agents aboard. It is going to take some work if you ever want to see dry land again, but you’re confident in your abilities. Besides, history is on your side. The last time the Presence was in such danger, it was ordinary crewmen such as yourselves – not the officers - that was the biggest factor in the ship making it home, taking down four enemies in random vigilante hits. Not bad for the unwashed masses, eh?
Your goals: You have two main goals, each of which is equally important.
First of all, you want to eliminate every last threat on board the Presence. Naturally, this threat comes mainly in the shape of the Guardacosta but there could be other enemies looming…
Secondly, you want to acquire as much gold for yourself as possible. While there will most likely be a winning faction on Pirate Ship Mafia, in essence there can only be one *true* winner, and that’s whoever has the most gold. However, you will also score well if you survive and stay on board period, accumulate a lot of treasure before dying, or abandon ship with a lot of treasure and the Presence crew ends up losing.
You will not score so well if you die early on, abandon ship with little treasure, or abandon ship and later witness the Presence crew win.
If there is a Presence victory, the game will end the first night there are no kill attempts after all outside threats have been eliminated.
Powers: Each night, you may perform one of the following actions:
- Sleep. This means you will do nothing for the night. However, still sending in the order will net you a small gain in treasure.
- Protect a target with a group of at least three people, including yourself. The chances for a successful protection increase with numbers. All orders must match for a successful protection. You will be awarded the full amount of treasure if the target is still alive at the end of the night, even if he is not attacked.
- Kill a target with a group of at least four people, including yourself. The chances for a successful kill increase with numbers. All orders must match for a successful kill.
- Individually steal gold from a target of your choice. You will receive anywhere from 5-20 gold, unless your target is guarding his gold.
- Choose to guard your stash of gold. Should anyone try to steal from gold the nights you are guarding, they will be unsuccessful and their identity will publicly be revealed.
- If offered an event by me, you may choose to take part in that event as opposed to your normal night actions. Further details will follow in my “event” PM.
- Abandon Ship: Leave the Presence with all of your treasure. Abandoning ship means you depart the game permanently, so choose wisely when you do this.
In addition, you may perform the following actions during the day:
- Vote to determine who will walk the plank.
- Vote for a new Captain on Day 1 and whenever else it is necessary.
- In addition to this, you may also try to remove the Captain by voting for a mutiny. The proper way to do this in the thread is Vote: Mutiny. If 50% or more of living players vote for a mutiny, the Captain is removed from his position and executed along with whoever has the most votes. You automatically gain 10 treasure for a successful mutiny, plus the Captain’s entire stash of gold is evenly divided up among mutineers. In addition, only those who mutinied will be eligible to select the next Captain.
At any time, you may privately send me a Will detailing who your treasure goes to in the event of your death. You will automatically lose 50 treasure upon dying, but you can dictate who that treasure goes to, if anybody. Wills will only be considered valid if they are sent to me/updated at least three hours prior to your death.
Furthermore, you are allowed to transfer small amounts of treasure between crew members. The caveats to this are that is a maximum 10 treasure per person per day, the transfer must be for services rendered, and the services must be publicly available (in other words, no breaking the game by pooling all of your gold into one source).
Lastly, you have been secretly stealing rations for a while now and as a result are better fed than most of the sailors. This doesn’t really have an effect on you from the outset, but as time wears on and life as you know it starts breaking down, you will be in a better position to deal with it than most of the crew. As a result, if you are attacked anytime from Nights 5-8, you stand a 50% chance of survival. Good luck!
The players with the “food” bonus also got first crack at the “opportunities” I had drawn up, as I would going from the bottom up on the player list while handing them out. First in line was Ishmael, who actually got the “Census Taker” opportunity that you’ll see a little bit below this.
Captain
You have been elected to:
Captain
“It was better being a Commander than a common Man.”
~ Charles Johnson
The Presence has seen many captains over the years, and you are now the latest to hold that position. Congratulations! However, you have your work cut out for you. There are agents of the dreaded Guardacosta aboard determined to kill everyone on board and reclaim your hard-won treasure for Mother Spain. In addition, nobody ever said that shepherding a crew of drunken, rowdy pirates was going to be easy. However, with the office comes some powers that make your life somewhat better.
Your goals: Your goals remain the same as they were before you took office. You will not be able to be converted while in office, even if you are susceptible to Letters of Marque.
Powers: As Captain, your main powers are of delegation and placing your trust in the right people. However, you do have a couple of your own abilities to be used when they’re really needed.
- If you have not done so already, you must make your choice of who is to be your First Mate and Quartermaster. Your First Mate can kill one person or investigate two persons per night, and the Quartermaster can individually protect or roleblock one person per night. You may replace these two officers at will.
- You personally cannot be killed at night. The only way you can die is if your crew mutinies against you, or if you resign the Captaincy for some reason and get killed the normal way.
- You may still take part in night actions as usual. However, your treasure count for performing any such activities will be wiped away.
- Instead, your salary as Captain is 15 pieces of treasure a night (plus 2 for submitting a night order).
- Naturally, for the duration of your Captaincy, you cannot Abandon Ship. Doing so would violate every code of honor you have ever heard of, pirate or not.
- You have no vote, however you will still gain the 3 pieces of treasure for making a post in the day phase. Should there be a tie, it will be up to you and your officers to break the tie. Each of you has one equal vote in this. Should you and your Officers be deadlocked, you have the final tiebreaking vote.
Lastly, you have a one-time power in the Captain’s Prerogative ability. Once in the game, you may go out at night and personally kill one target of your choice. This is the only guaranteed kill in the entire game and will override any and all forms of protection the target may have. In addition, you will be publicly announced as the killer in the writeup. This ability will not be recycled should a new Captain be elected, so make it count. Good luck!
To be honest, Zaccino was never supposed to survive this game. The bonus for mutinies was hugely increased, the Frenchman became more powerful, the one event I had down the pipeline at game’s end was designed to cause dissention, and there was (what I thought) a larger emphasis placed on gold acquisition. However, Zaccino played N4, the time where he was most in danger, brilliantly, either neutralizing or gaining control of multiple factions at once. The short game benefitted him overall.
Also interesting to note, the one-off Captain’s Prerogative has now been used on ATPG for both games. :laugh4:
First Mate
You have been appointed to:
First Mate
“Heaven, you fool? Did you ever hear of any pirates going thither?”
~ Thomas Sutton, shortly before his execution
Congratulations on your promotion! As long as you hold this position, you’re trading in a life of drunken debauchery for one of trying to keep order and making sure that the ship does not completely fall into the hands of the Guardacosta or other enemies. You think you prefer the debauchery, though you can’t complain about the pay rate.
Your goals: Your goals remain the same as they were before you took office. You will not be able to be converted while in office, even if you are susceptible to Letters of Marque.
Powers: Your nighttime abilities as First Mate override those you had previously. Upon your removal from office, you will get your original powers back.
- If you are attacked at night, you stand a 50% chance of dying before factoring in protections, larger-than-usual kill groups, and the like. This immunity may be reduced or eliminated in the endgame at my discretion.
- You may kill one person per night on your own.
- Alternatively, you may investigate two people per night to determine their actions and other information. The first investigation will reveal the target’s actions that night. The second will reveal their susceptibility to Letters of Marque. The third will reveal their true affiliation as well as provide a list of activities they have been up to through the current night.
- If you wish, you may choose to only investigate one person per night to immediately jump to Tier 2 results on the target.
- Your salary as First Mate is 12 treasure per night. This overrides any treasure you would have ordinarily received for night actions, however, you still get the 2 per night you get for submitting an order.
- Unlike the Captain, you have a vote in the daily proceedings. If there is a tie vote, you, the Captain, and the Quartermaster will vote to break the tie. If the three of you cannot break that tie (say, each of you votes to execute a different person), then the Captain has the final say.
- So long as you hold this office, you cannot Abandon Ship.
Lastly, in addition to your orders, you have the option to leave the Captain vulnerable at night. This is not the default option – i.e. you must specifically let me know that you are doing this. If both you and the Quartermaster choose to leave the Captain vulnerable for a night, then the protection his office provides is removed and he is liable to be murdered at night. However, you cannot be the one to deliver the killing blow – the Captain must be murdered by an outside source. The Captain does not know about this ability. Good luck!
In the first game, Captain Crazed Rabbit had his trusted right-hand-man in Louis VI the Fat, who was ultimately CR’s greatest ally in ridding the ship of both mafia threats. Here, after a couple of false starts, Zaccino found his Louis in BSmith, who played an even more critical role. In the important N4, Visorslash had a coup all set to go, and Quartermaster ATPG was on board if BSmith was. Ultimately, BSmith sided with loyalty over treasure, the coup failed, ATPG died, and Zaccino all but won the game right there.
Interestingly, BSmith – the only pro-town investigator in the game – never even bothered to scan his Captain once. A risky move, but it turned out well for everyone this time.
Quartermaster
You have been appointed to:
Quartermaster
“I hear a word out of any of you that you ain’t helping me out or taking your leave, I will shoot you down. Get to work!”
~ Malcolm Reynolds
The Quartermaster is generally in charge of keeping order and instilling discipline on a ship, and the Presence is no exception. Discipline on a pirate ship, you say? Fine, we’ll see how long *you* last without discipline when the Guardacosta are out for blood. In the face of adversity, your position is more important than ever and it could very well be that timely execution of your powers could swing the game in your team’s favor.
Your goals: Your goals remain the same as they were before you took office. You will not be able to be converted while in office, even if you are susceptible to Letters of Marque.
Powers: Your nighttime abilities as Quartermaster override those you had previously. Upon your removal from office, you will get your original powers back.
- If you are attacked at night, you stand a 50% chance of dying before factoring in protections, larger-than-usual kill groups, and the like. This immunity may be reduced or eliminated in the endgame at my discretion.
- You may protect one person per night on your own.
- Alternatively, you may throw one person into the brig (prevent them from doing anything at night) per night. As a by-product of throwing them into the brig, you will also gain an accurate report of that person’s treasure count.
- Your salary as Quartermaster is 12 treasure per night. This overrides any treasure you would have ordinarily received for night actions, however, you still get the 2 per night you get for submitting an order.
- Unlike the Captain, you have a vote in the daily proceedings. If there is a tie vote, you, the Captain, and the First Mate will vote to break the tie. If the three of you cannot break that tie (say, each of you votes to execute a different person), then the Captain has the final say.
- So long as you hold this office, you cannot Abandon Ship.
Lastly, in addition to your orders, you have the option to leave the Captain vulnerable at night. This is not the default option – i.e. you must specifically let me know that you are doing this. If both you and the First Mate choose to leave the Captain vulnerable for a night, then the protection his office provides is removed and he is liable to be murdered at night. However, you cannot be the one to deliver the killing blow – the Captain must be murdered by an outside source. The Captain does not know about this ability. Good luck!
This was more of a “you’re in the Captain’s confidence” position than one of actual power in this game. Ishmael looked to be in hot water early on when he was roleblocked and there was a solo-kill that failed on the same night, but the two were entirely unrelated. I’m sure that BSmith, ATPG, and TinCow appreciated the salary though.
The only event PM that ended up getting sent
Sent to Ishmael
The following PM is a special in-game opportunity and its contents are not to be mentioned to anyone during the course of play aside from the fact that it is an in-game opportunity.
As the Presence sails closer to home, you are reminded of a duty that the previous (now deceased) Captain tasked you with before he died in the raid on the Spanish Treasure fleet.
Nobody enjoys taking inventory, especially not pirates, but it is a necessary evil. Before the raid, you were the unlucky sailor charged with taking the inventory of the treasure brought in from the raid. Five days in, with all of the rampant chaos and intrigue that has gone on, it seems that most people have forgotten about it. But not you. You see, the previous Captain promised you an extra share for your work: 30 treasure's worth. You figure that, even with the post-regime change, it would be easy to get your hands on that gold with your new duties.
If you choose to accept this opportunity, you will spend your next two night actions "taking inventory" at the expense of doing anything else. After the second night, you will be paid 30 treasure for your work and the entire crew of the Presence will see the exact treasure amount of the top 10 richest crewmen to that point in the voyage. After all, increased transparency can only be a good thing for everyone, right?
This was a two-night action. I sent it on D5, meaning that Ishmael would spend N5 and N6 taking inventory. The game ended on N6. Ideally, the plan was to post the list of treasure, see how far out in front the Captain was, and get the greedy players to push for a mutiny. Alas, it came one round too late. I still gave Ishmael the 30 gold for his efforts.
That’s it for now, but I still have my standard postgame essay to write, which you should see in the next couple of days. Until then, this plus the discussion we already have going should be enough to feast on. :yes:
This was a two-night action. I sent it on D5, meaning that Ishmael would spend N5 and N6 taking inventory. The game ended on N6. Ideally, the plan was to post the list of treasure, see how far out in front the Captain was, and get the greedy players to push for a mutiny. Alas, it came one round too late. I still gave Ishmael the 30 gold for his efforts.
This was a superb idea and it's a shame the game ended before the results showed up. It definitely would have provoked a lot of talk and finger pointing.
This was a superb idea and it's a shame the game ended before the results showed up. It definitely would have provoked a lot of talk and finger pointing.
Agreed, I was chuckling to myself at the possibility of a mutiny afterwards. Unfortunately we ran out of time beforehand.
Also; thanks for the game GH! It was good fun, and I really enjoyed the pirate 'flavour,' as my rampant theft no doubt attested.
(By the way, I'm surprised you never had me killed TinCow - I didn't ever get around to removing you from my will)
Alas, Arjos died very early on and all of it was for naught. This is easily my biggest disappointment of the game.
My apologies.
El Barto
10-16-2012, 03:29
No need to say sorry, Chox.
Askthepizzaguy
10-16-2012, 05:19
Ha! I knew it!
:creep:
I wouldn't ever dare you to kill me in a game where everyone is a vigilante if I was a starting Spanish guy. It can't do anything but increase the odds you'd do it, and how would my team feel?
You must remember that Pizza plays to win, so if it doesn't end up with a win, it's not mafia.
But whatever. If you guess wrong in one game you guess right in another. I had fun sparring with ye.
You're well known for being duplicitous even when you're a townie, so you're not exactly at the top of my ally list.
You were correct to sniff me out as not having pure motives for you this time.
That said, take a risk. Someday, you'll enjoy it.
When in doubt, silence/roleblock/kill/protect/busdrive Askthepizzaguy.
When in doubt, suspect Askthepizzaguy.
When in doubt, question Askthepizzaguy.
When in doubt, evade Askthepizzaguy.
When in doubt, avoid Askthepizzaguy.
When in doubt, lynch Askthepizzaguy.
You didn't do any of those things and you won. Kind of obliterates your point.
I maintain that all these rules involving pizzaguy come from people who spend too much time focusing on pizzaguy and not enough time focusing on the rest of the game.
None of those things you cited helped you win, but I certainly helped you win.
I still maintain that my best move of the game was killing Pizza, even though he was a townie. It got the "don't you effing dare mutiny or mess with me" vibe across pretty clearly.
It might have been your most entertaining move, but it didn't advance your win condition a whit. You could have just said no, screw off Pizza, and accomplished the same, or ordered me off the ship with the same results. Face it, you wanted to get some additional screwjob points on your mafia resume. Heck- That's the entire premise to my play this game. Just be honest about it. The idea that it advanced a town win or even a personal Zack win are both inaccurate.
I was a lying backstabbing greedy... townie.
El Barto, the last Musketeer, pondered to himself. He had most definitely enjoyed himself earlier in the night, but now was the time for some reflection on his part. His original group, consisting of himself, Diana Abnoba, and Askthepizzaguy, had made a vow to be absolutely merciless in the pursuit of gold. In the end, it had gotten ATPG killed and Diana most likely targeted for conversion to the Spanish, but it had certainly worked out for him. His count of 226 treasure was second-most on the entire ship, behind only Captain Zaccino's.
THREE CHEERS FOR THE THREE MUSKETEERS, :daisy:ES
Now then. I would love to get into the game setup, but it will have to wait a bit as I have to run....
70 gold from working and activity
24 from a will
19 from stealing
I was about to ask for a mutiny the final day but was to afraid they would lynch me for it. I guessed we would get about 20-30 gold for a successful mutiny.
Never forget, edse! :laugh4:
None of the persons we protected were attacked so it was a bit of a fail.
Montmorency
TinCow
(none)
Kaiser Friedrich II
Visorslash
This resulted in neither me nor Lyra having an alibi other than that we could confirm each others orders. I bet my first reveal to Zack was very Spanish :rolleyes:
Askthepizzaguy
10-16-2012, 07:46
Thanks to one and all for a great game! :medievalcheers: I'd now officially like to open this up towards a postgame discussion. I'll be revealing the roles and their mechanics a little later, as well as a general essay about the game, but for now:
What worked well? What didn't? What needs some improvement?
Let me hear what you have to say so that, if and when Pirate Ship Mafia III ever happens, how can it be even better?
First of all, you gotta do it again, and it needs to be soon.
This was over too quick for most of us, and not through any fault of the game host. Not really anyone at fault. Town kicked maybe too much butt this time. That's not a bad way to end a game, most games end with a scum win or town eking out a slim win. A town curb stomp rarely happens except in minis and smalls.
This means we have not quite yet sated our thirst for grog and pirate talk, matey. Pirate Ship III needs to come, and it needs to come in a big way.
_________________________
IMO on game balance:
Game was perfectly balanced the way it was set up. Bottom line, and I'm going to be very strict on this point. I'm not necessarily a fan of allowing Visor to win without meeting his starting win conditions.
Spanish got creamed largely due to decisions they made and missing orders, from what I saw.
In my mind, if I was one of the starting Spanish, the very first thing we do is establish townie cred. Town completely gave everyone a pass who had an alibi. So make one.
All three of the starting peeps needed to be vig-killing or stealing gold. Spanish don't steal gold. Spanish are investigating or recruiting, not vig-killing necessarily. And if all of them are doing it, they're getting their kills in. They're just doing it with the town against the town.
Forgo investigations for a while. Don't even bother with them. Make sure the guy who does the investigating can say "I was here, here, and here on nights X, Y, and Z."
Guess what happens then? Uber townie leader Captain shoot-you-in-the-face Zackbeard doesn't target them at all, and nothing but townies die every single night.
It's not hard.
Simply blending in is part of your job as mafia.
If at any point in the game you need to come up with excuses for what you were doing that night, you're a suspect, and there's several vigilante groups out there. You're toast.
You need to be able to say to Zack, I had X amount of gold I stole from Y. Ask him how much he lost. That's where I was that night.
Townies in this game consciously came up with alibis. That means townies played a sound game.
It's no different when you're mafia. There's nothing town could do in this game that Spanish couldn't do. Had the same powers. The primary job is to blend in.
You can't tell anyone where you were N1, N2, N3, you're done. And since this game setup means starting three of you die, you lose, you can't ever let that happen except by freak chance. Oh well, we got busted N3 on a random vig kill. They still won't know about it until D6. And that's one.
If need be, you can have the special officer do nothing but investigate until he gets caught. The other two Spanish needed to have alibis.
You can lose your detective. Just get a whole string of scans completed. 6 of them. If those folks die off or get lynched, then be glad you didn't waste your time recruiting them. Later, you can recruit the ones you scanned and are still alive. It's like.... instead of trying to hit the bulls-eye, you shoot, and paint the bulls-eye around the mark where you shot. You can't miss that way.
If you know 6 folks are susceptible by N5, anyone can convert them. You don't need three starters. You can be down to your starter and one convert and still double the size of your team one night, and make it to 6 members the next night.
How about blind conversion?
Recruit 2 people early. Then, have your converts blindly recruit until they die. Every night, without fail. You lose a convert, you lost nothing. You know who lost someone? Town did, and they needed to kill that person and when they needed to kill that person, they weren't killing you.
You also don't miss orders, for any reason. RL happens, but it shouldn't be by choice. Obviously someone made a bad choice one night and died the very next day.
_______________________________
It's not really my place to second guess the scumteam decision process, you play the game your best and you have fun. My overall point is, this game was in no way broken. Not even a little bit, not even when Zack was the uberlord and conqueror and master and commander, untouchable.
It never had to be that way. If the starting Spanish had done anything to come up with alibis, they wouldn't have been gunned down. And when Monsieur Zackbeard hits nothing but air for 4 straight rounds, he's gone, because people get impatient and some of them want gold. Not enough, apparently, but still. When 4 people get converted back to back, all of a sudden Zack doesn't look so hot anymore.
I've seen broken games. I've played them. I played in a mini game where the entire town was roleblockers. Without exception. And I was a serial killer.
I lost that game not because it was broken. It was completely broken. I still came up with the BS that got me through, and it wasn't until one townie decided to say screw you pizza that town won.
I had a lot of fun that game. But it was beyond broken.
This was in no way a broken game. If town guesses correctly and all three starting Spanish die, that's nobody's fault and it doesn't mean the game was broken.
There was no lame "You can't lynch me" roles in this game. There was no unstoppable protection ring that cannot be defeated because this game had involuntary recruitment, and the Spanish could perfectly blend in with protections.
All Spanish had to do was leave a trail of breadcrumbs. I was here N1. I was here N2.
That's it. It wasn't done, and town killed anyone who couldn't verify their address. And that got all of them.
That's the bottom line. And Visorslash's role, yeah, it's a tough role. It's serial-killer-esque and he had an ally to boot. Not to mention, he could bribe the :daisy: out of people and there will always be players (like me) who you can bribe because that's just how they are.
There's always gonna be players like BSmith who, if you bribe them, you've wasted your money. Visor guessed wrong choosing BSmith as an ally. He guessed right with me, because as I told GH, if BSmith was on board with killing Zack, even after everything was revealed to Zack himself, nuts to the consequences, I would have killed Zack to help out such an awesome role, like the game was designed.
I don't care if I died that night, and I did anyway. It would have been glorious and fun, and I would have gotten a lot of money. I might have skipped off the ship that next day, but it would have been fun.
Visorslash's role was perfectly fine as-is.
This game needs no improvement. As a guy who has hosted maybe even more games than the venerable GH, on lots of different forums, take this to the bank. The game setup was beyond solid.
If you want to tweak it and make gold = a way of converting, that would be icing on the next cake. I do like that idea a whole lot.
But don't break the game by diverting away from this setup too much.
I bet you if we replayed this game, right now, totally different outcome. And we'd still have fun. Even knowing what the setup was and the same rules.
Solid game.
Feel free to disagree with me. I'm just a player too. I might host and moderate but I'm not always right. But I know this, if I'm starting mafia this game, I have been given the tools I needed. Can't fault GH one bit.
Askthepizzaguy
10-16-2012, 08:10
In response to specific points/questions from GH:
I debated on whether or not to make conversions public in the writeups. One or two of you have said not to do it, what do the rest of you guys think?
Useful to the town, can take it or leave it.
If the scum are on their A-game, this might have been vital and necessary for town to know. As it stands it was a trump card we didn't need because we were always in good position.
It's not broken, you assume anyone who isn't the 3 officers can be converted every night. At no point do you give anyone else a pass. So knowing there's recruitment going on doesn't really prove anything.
It leaves a conflict with your alibi if you have to convert that night and can't because vigilantism. So what?
Break from the vig group and convert. Still gotta figure out which one of four or five abandoned their post. It's still not broken.
...As for revealing both who got stolen from and who did the stealing, possibly the only thing I'd tweak this game if I was hosting it would have been to limit it to just the person who got caught. No need to also prove that player X was guarding that night.
Or, if you wished to beef up the Spanish in any way, the smallest tweak: Allow them to do protections and their normal actions (as in this game), but also allow them to guard their gold and do their normal actions.
That should completely silence any grumblings. That's more than you need to do, really. Actually greedy fun-loving players won't want to guard/steal ad infinitum. Winning by brute force is lame and most of us don't want to. So I still feel this is unnecessary but you can put it in to ensure there can be no brute force wins, at all. Not even waste our time on the attempt.
It might have been your most entertaining move, but it didn't advance your win condition a whit. You could have just said no, screw off Pizza, and accomplished the same, or ordered me off the ship with the same results. Face it, you wanted to get some additional screwjob points on your mafia resume. Heck- That's the entire premise to my play this game. Just be honest about it. The idea that it advanced a town win or even a personal Zack win are both inaccurate.
I was a lying backstabbing greedy... townie.
How can you deny it helped a personal Zack win? It ended all (significant/threatening) mutinous conspiring right then and there. Intimidation and reminding everyone who's boss is a big part of mafia.
Actually greedy fun-loving players won't want to guard/steal ad infinitum. Winning by brute force is lame and most of us don't want to. So I still feel this is unnecessary but you can put it in to ensure there can be no brute force wins, at all. Not even waste our time on the attempt.
Uh... weren't you the one who proposed the guard/steal plan in the first place? :huh:
Yes, and Captain "Spreadsheet" Zackbeard refused to coordinate it.
There's always gonna be players like BSmith who, if you bribe them, you've wasted your money. Visor guessed wrong choosing BSmith as an ally. He guessed right with me, because as I told GH, if BSmith was on board with killing Zack, even after everything was revealed to Zack himself, nuts to the consequences, I would have killed Zack to help out such an awesome role, like the game was designed.
I don't care if I died that night, and I did anyway. It would have been glorious and fun, and I would have gotten a lot of money. I might have skipped off the ship that next day, but it would have been fun.
Integrity for the win!
But seriously, I need to correct the record here. I was truly playing both sides on the killing Zack issue, and would have done it had two things not happened first:
- Zack directly questioning me about my conversation with Visorslash forcing me to divulge what I knew about Visor and his role. Up to this point I had not said word one about my conversations with Visor. If I was going to help remove the captain, I didn’t want him to know jack about it before hand.
- Your PM to me clearly outlining that we were supporting Zack and not allowing Visor to kill him. Had you shown any support of the plan to kill Zack (we had not talked at all about this individually prior to this point) then I would have done it. As it stood, Zack knew what was happening, and you were privately saying you supported Zack. It would be suicide for me to attempt to allow the order to go through.
It was also clear by this point that Zack was indeed townie, and removing him for the lulz was less of an important goal than to find the Spanish and win the game. I didn’t really gain much by the change in captains. I was already a trusted officer so the promise of keeping that job didn’t do much for me. Having an additional town vig that couldn’t be nightkilled was the main benefit of installing Visor into the captaincy.
It would have been cool to assist Visor into the captaincy. I was supportive of it, but ultimately I needed to do what I had to do to survive and win this game. Circumstances led me to choose Zack as my horse, so I bet it all on him. It could have very easily gone the other way.
Could point three be that I clearly stated I was going to kill him that night, and thus a coup to put him in place would have seemed pointless?
Yeah, that was another consideration. ~;)
El Barto
10-16-2012, 20:01
You didn't do any of those things and you won. Kind of obliterates your point.
I maintain that all these rules involving pizzaguy come from people who spend too much time focusing on pizzaguy and not enough time focusing on the rest of the game.
None of those things you cited helped you win, but I certainly helped you win.
I trusted neither of you, actually. I went Mulder mode.
I even posted in the QT that either or both of you could be Spanish or their converts, and that every single player was esentially a survivor.
THREE CHEERS FOR THE THREE MUSKETEERS, :daisy:ES
I'll drink to that. In fact, I be naming me new bank the Musketeers bank, on Abnoba Street.
Could point three be that I clearly stated I was going to kill him that night, and thus a coup to put him in place would have seemed pointless?
You even pulled some protection off that cunning Frenchman, who still got out of the trap.
You even pulled some protection off that cunning Frenchman, who still got out of the trap.
Only because someone forgot to send in orders.
El Barto
10-16-2012, 20:28
And the Frenchman eventually became your greatest ally.
And the Frenchman eventually became your greatest ally.
https://i.imgur.com/uPhkV.png?1
El Barto
10-16-2012, 21:51
You've been waiting to post that pic all game, haven't you?
Double A
10-17-2012, 12:15
Ever since he signed up here, really.
GeneralHankerchief
10-18-2012, 00:05
Alright, here we go. Warning: Wall of text ahead.
In the past, my postgame essays have usually taken on larger trends, being "State of the Gameroom"-type affairs. This time I'm trying something a little different. This will be more of a "State of GH" essay, discussing what I hoped to accomplish when balancing the game among other things. Hope you enjoy the read!
A lot of you know me from most recently as one of the two guys that filled in hosting for Capo IV last year. In case it wasn’t clear back then, I didn’t enjoy anything about that experience. issaikhaan and I were basically learning things on the fly, we could see that the game was terribly unbalanced, and since it wasn’t ours we didn’t feel like we had the authority necessary to take steps to change this.
As you might imagine, it burned me out. I played even fewer games than I normally do afterward. I didn’t do much hosting, either, running an entirely forgettable vanilla game this past February that was already on the queue when I got called in for Capo duty that I felt obligated to play out. Eventually I stepped down as Gameroom moderator after three years. I just didn’t have it in me anymore.
Looking back, the separation was what I needed. Time passed. I graduated from university this past summer, and was a bit more lackadaisical than I should have been looking for a job the first couple of months. Not having anything on my plate at all, my mind got bored. In late July, I got bit by the hosting bug again for the first time in a long while. I started reminiscing again.
What I wanted to accomplish more than anything, I think, was to exorcise the personal demons still left over from Capo. If this sounds a little melodramatic, well, I’ll grant you that but it’s also how I felt. I wanted to run a game *right*, one that was mine and that I wasn’t afraid to take total ownership of. I reread the first Pirate Ship Mafia game. The one thing that stuck out to me in the postgame for that was how many people described that as “fun”. That above all else was the quality that Capo had lacked, at least for me.
I knew what I was going to host.
My main question going into the development process for Pirate Ship II was how could I recapture that same crazy, anything-goes element from the first game and others like it, while still keeping it well-balanced and not have the potential to become a chore for the players and myself? In other words, how could this game fulfill the promise of Capo without falling into its traps?
Two solutions presented themselves. The first of these, which I entertained for a couple of days, was to scrap the idea of making a mafia faction at all. There’s simply X amount of players on the ship, here’s the ways they can get gold, and it’s a free-for-all. The game would end by mutual agreement once a certain point had been reached. This sounded interesting to me and I wouldn’t mind implementing a game like this at some point down the line, but for now it was just a little too radical. I eventually dropped this idea and went towards a more traditional setup.
The other solution, the one which won out, was the idea of me putting in checks and balances for absolutely everything that would come up. For every mechanic that I would insert, I automatically assumed it had the potential to be abused and worked to ensure that it would have some sort of counter. Going into the game, I was quite confident that I had accounted for everything, and even though this didn’t quite work out entirely, I still believe I was ultimately successful at this.
There were two things I was looking to adjust in particular for this game: First, I wanted the townies to focus more on the acquisition of treasure. There was some limited focus of this going on in the first game, but mostly, everybody just kept their head down and did their standard night actions. Second, I wanted the Captain’s security to be much more in jeopardy. In the first game, Captain Crazed Rabbit was never really challenged over the course of nine days and nights, and pretty much cruised to first place.
For the first issue, I dealt with it in two ways. More simply, I made the acquisition of gold a victory condition equal to that of town survival. For example, if you died, you weren’t put at any disadvantage minus the 50 gold you lost as a result of your death (ATPG, for example, died but finished up with more gold than some living players). This, I think, worked moderately well but it still didn’t stop the town from still buckling down and focusing on killing the Spanish, where I wanted there to be more distractions. The more complex way I dealt with this was the addition of the stealing/protecting mechanic.
I’ll admit that I was probably too excited about thinking it all the way through. This is going to be awesome, I thought, there’s going to be so much treachery and backstabbing going on, and everybody who’s caught stealing is probably going to be lynchbait. Whoops. Turns out that stealing, while profitable, also served as a spectacular alibi (even though Jolt, a Spaniard, actually stole once or twice), and getting caught stealing was what ultimately brought TinCow into Zack’s confidence. I’ve got a couple ideas for the sequel already, but I’m definitely going to keep this mechanic in and most likely address it so that it’s much harder to be used as an alibi.
The second issue, the one of the Captain’s security, I addressed with a battery of mechanics. In the first game, the Captain could only be removed two ways: a mutiny that would yield pretty meager rewards for the mutineers involved, and via coup with both of the officers on board. In addition, I even put a specific anti-mutineer role in that was a triggered killer. Naturally, CR never came close to being threatened.
The very first thing I did was to increase the benefits of a mutiny. Where before it was simply a lump sum of gold that was given out to the mutineers, now I tied it directly to the Captain’s supply. As the game continued, the Captain’s treasure count would become increasingly higher and the amount of people needed for a successful mutiny would become much lower, meaning that the rewards for a successful mutiny would increase almost exponentially by the endgame. The longer the game dragged on, the more precarious Zack’s position would become. For example, if the game were to continue into D7, 10 votes were needed for a mutiny. Zaccino had 260 gold, meaning that each mutineer would receive a whopping 26 treasure for their efforts. If there would be no mutiny the next round, assuming a couple of casualties and Zack’s daily salary, I estimate that each mutineer would have gotten around 32 gold, simply for being greedy and getting rid of their Captain. And so on.
This went hand-in-hand with placing a greater emphasis on the acquisition of treasure, which I have already discussed. Ideally the escalating mutiny bonus combined with individual greed would have served to remove the Captain at some point, but obviously this didn’t quite work out. Again, something I’ll have to look at for the next game.
The third thing I did to address the issue of the Captain’s security was to beef up the Frenchman role and turn it into a mini-faction. In the first game, there were three roles: The anti-Captain Frenchman, the independent Woman who would automatically ally with the Frenchman if they went up at night, and the very pro-Captain Fanatical Loyalist. In the first game, the Woman role sided with the town from the very beginning of the game and didn’t meet up with the Frenchman until literally the very last night. Here, the Woman was upgraded into the Frenchman’s Consort with some added solo powers plus a really neat combined power where she and the Frenchman could blast through protection. Additionally, the Fanatical Loyalist was scrapped and turned into the Drunken Pirate, a more neutral role. Finally, I added an alternate route for the Frenchman’s faction to acquire the Captaincy, one where they could bribe the Captain 400 treasure if they ever got to that amount and the Captain would automatically step down. All in all I felt these changes would allow the Frenchman to truly hold his own in the game as opposed to desperately allying with anyone and everyone just to stay above water.
Delving deeper into things, I identify a couple of key points in the game that rendered my tweaks null and void and essentially turned it into a repeat of Pirate Ship Mafia I. These are, in order, the death of Arjos on N2, the public reveal that TinCow and issaikhaan were caught stealing treasure on N3, and Zaccino’s and BSmith’s actions on N4.
The first action was the N2 death of the Consort, Arjos, via First Mate Choxorn. Despite the fact that Arjos was protecting on N1 when he had been investigated, Zack still received a private tip that Arjos was Spanish and ordered the hit. Just like that, the Frenchman’s advantages were shot and he was reduced to being what he was in the first game. This came down to nothing but simple bad luck.
The second action was the N3 treasure stealing incident. Since I didn’t work into the mechanics that the Guardacosta could complete multiple actions in one night (and since I was under the assumption that people caught stealing would be marked for death, via either lynch or vigs), people figured out pretty quickly that stealing was actually an excellent alibi. Despite the fact that he was attempting to steal from the Captain himself, TinCow quickly got inducted into Zack’s inner circle. With his knowledge of the mechanics from the first game (he and I exchanged more PMs than anyone else over the course of the first game and I referred to these discussions extensively when balancing this one) plus his steady personality, TC became a huge ally to the officers, as they could now trust each other. This one is on me and I will have to rectify it for the future.
The third and final action was Zaccino’s and BSmith’s play on N4, which was absolutely brilliant. At that point, there were four separate threats to the Captaincy: the Musketeer group and their allies looking to increase their treasure counts by causing mutiny, the Guardacosta, looking to fulfill their victory conditions, Visorslash, looking to cause a coup, and TinCow’s group, who were uneasy about the fact that Askthepizzaguy had become Quartermaster and were planning to mutiny for the good of the town. BSmith in particular had a decision to make: whether to side with loyalty or to chase the gold and endorse the coup. He chose loyalty. By the end of the night, the Musketeers had been neutralized with the death of ATPG, Visorslash’s coup attempt had failed and he was rendered useless, and TinCow’s group had allied with Zack once they realized the Captain was, in fact, pro-town, leaving only the Guardacosta as the threat. This one can be chalked up to excellent play on the officers’ parts. Furthermore, I was happy about the very existence of the Musketeer group, as it meant that at least a couple players out there were focused on the gold equally as much as they were the town victory.
What does this all mean? Well, for the most part, it means that I was successful in the game and most of the reasons why it went the way it did weren’t my fault. :laugh4: For the third game, the Frenchman is going to be out in the open, as teased in the epilogue here. In addition, I’m going to look at the stealing mechanic and see how to improve that, as well as add a couple of other things for the sake of fun. But it seems that most of the issues from the first game – too strong networks, not enough chance at a mutiny – have been more or less corrected.
In the larger sense, this game accomplished a personal goal for me in that I had fun hosting a game again, which is the first time this has happened in over a year. Considering the main rule of the Gameroom is, in fact, to have fun, I’m therefore glad to call Pirate Ship Mafia II an overall success. Hopefully, using this rule, you can say the same.
I don’t know when I’ll get around to hosting the third game, but when that time comes…
… the sky is clear, the decks freshly swabbed, and the ship afitted with new sails. Treasure awaits, laddies, and the Presence may just be ready for another voyage. I hope you'll all join me aboard when the time comes. :bow:
~ General Hankerchief
Delving deeper into things, I identify a couple of key points in the game that rendered my tweaks null and void and essentially turned it into a repeat of Pirate Ship Mafia I. These are, in order, the death of Arjos on N2, the public reveal that TinCow and issaikhaan were caught stealing treasure on N3, and Zaccino’s and BSmith’s actions on N4.
All of which I was directly involved in. :creep:
Double A
10-18-2012, 00:28
… the sky is clear, the decks freshly swabbed, and the ship afitted with new sails. Treasure awaits, laddies, and the Presence may just be ready for another voyage. I hope you'll all join me aboard when the time comes. :bow:
Only if you add even more secrety roles. :tongue:
GeneralHankerchief
10-18-2012, 00:40
Only if you add even more secrety roles. :tongue:
Had one or two in my pocket if we hit a certain threshold of players. They might be popping up in the next game.
Had one or two in my pocket if we hit a certain threshold of players. They might be popping up in the next game.
The vengeful pirate, seeking revenge on the sleazy Frenchman for sleeping with his wife!
Double A
10-18-2012, 01:22
Can be combined with the drunk pirate and a sheep for extra hilarity.
As great as the third officer group was, I still helped. A little. :laugh4:
Hey, stopping Visorslash would have been harder if I hadn't killed Arjos, right?
As great as the third officer group was, I still helped. A little. :laugh4:
Hey, stopping Visorslash would have been harder if I hadn't killed Arjos, right?
El Barto
10-18-2012, 02:34
Pertinently:
https://www.youtube.com/watch?v=teKGPxr86ME
Had one or two in my pocket if we hit a certain threshold of players. They might be popping up in the next game.
The banker bankrolling the voyage?
Can be combined with the drunk pirate and a sheep for extra hilarity.
Oooh, sheep!
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