Here's the thing, there is no problem for HK. There's a problem for town. One of the two of you is a wolf, that's guaranteed. So gg to whomever it is I guess. see you all in post.
https://i.imgflip.com/2l1c8f.jpg
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Here's the thing, there is no problem for HK. There's a problem for town. One of the two of you is a wolf, that's guaranteed. So gg to whomever it is I guess. see you all in post.
https://i.imgflip.com/2l1c8f.jpg
Let it rip, man.
You've earned your big villain moment in the limelight.
"if it wasn't for you pesky mechanics..."
@Dolby @Winston Hughes any chance either of you is willing to re-evaluate and not vote for me? If the answers no I'm hammering myself in 11 minutes
2 minutes till I hammer
vote: hollowkatt
@Montmorency game is over
ggwp wolf
I think I'm now 0-4 as town in lylo, 1-0 as wolf
I don't generally make lylo lol
Host Notice
There is no hammer in this game, but if you would all - including @Csargo - like there to be, then Hollow shall be hammered. Resolution shall come around set end of phase, however.
Vote:HK
@Montmorency that's fine.
yeah, i'm fine with that
i guess so
I want to torture myself for another 3.5 hours
I can't be here for the rest of day
end it
DAY IS OVER
DO NOT POST
Day SixThe last Bionic was right there with them, right now, and it was killing.
https://i.imgur.com/lcGgc4H.png
Marines, this is it! Find the damn borg - do it now or we die!
—————————————————————————————————————————————————————————————
Everyone present was convinced Captain hollowkatt was behind it all. Even hollow himself wondered whether there might not be something to the accusations.
Allow me to cut the tension, comrades, burbled Csargo.
In a heartbeat she had put her nanoblade through Hollow's neck, but all were surprised to see that he had managed to raise an arm in salute before being perforated. What an honorable Marine.
Wait - that's illegal! Marines don't have swords...
Captain McGinty further considered the matter, then added:
And I'm certain I played a direct role in dishonorably discharging the last and only woman among us.
Dismissing pretenses, Csargo cast off the rest of her disguise. With an upward slash McGinty was torn apart. Captain Winston Hughes McGinty never knew what hit him as he dropped dead.
Hollowkatt was a
Spoiler Alert, click show to read:
Winston McHughes was a
Spoiler Alert, click show to read:
Many shouts of dismay arose, but even as dozens of lazer rifles clicked and clacked before her she charged at speed into the mass of men, faster than they could track her, expertly weaving her blade among them.
In less than a minute most of the remainder of the UMENSES remnant had perished. The scattered survivors had not been shooting much as they tried and failed to get a bead on the alacritous Bionic, unable at all to challenge Csargo as she bore down on Major Montmorency.
But just as she leaped at him with a swing, he deployed a magnetic pulse from his armor that sent her skidding into a wall, allowing a few opportunistic shots to put some flash in her.
Marines, this is all just part of Phase 18(a)(7)(c) of our Operation Blenheim! the Major announced.
Luckily for him, he had salvaged General Hankerchief's fiducial quantum state teleportation beacon, which could be used to recover any user from - theoretically - any spacetime coordinates within the solar system.
I shall return, my friends!
And with that he vanished from the scene.
As Csargo rolled back to her feet, she sensed that she ought to vacate the premises imminently. She recloaked amid some desultory fire from the survivors and sprinted for the surface.
SergeantLieutenant Visorslash surveyed the deplorable scene.
I think we're dead, right?
...
Some minutes later, a 500-ton conventional thermobaric device detonated over the busiest Ducky Sleaze Shameless Pizza outlet in the world, collapsing the uppermost level of the subterranean complex it capitated.
—————————————————————————————————————————————————————————————
Coda
Csargo gets promoted with extra mods for her victorious extraction; she will continue to rise through the ranks as the Bionics rebuild their operations on the Libertanian continent. Probably many setbacks arise for UMEN.
https://www.youtube.com/watch?v=yFCClIC-ZXs
MAFIA VICTORY!
Csargo — Mafia Infiltrator (Framer)
Vroendal — Mafia Supralatus (Godfather)
Timsup2nothin — Mafia Operator (Goon)
https://i.imgur.com/GSS4bro.jpg
Surprise! :sick: Story below
Laurentus ought to have submitted matching orders to me N4 to scan Csargo with Zelda, per the role info, but when he did he replied to Zelda but not to me, so I never received the orders. Thinking it was a misunderstanding, I offered Zelda notices about this oversight, but it never got fixed; indeed, Zelda probably wasn't able to apprehend the nature of the issue. Since Zelda's slot was the one acting/interacting, I decided I couldn't further the interaction on his behalf as a host (though in retrospect I might have come up with some very subtle nudges for Laurentus, to maintain neutrality).
The point of submitting matching orders - standard practice for all group actions on the Org - is that players can always lie to each other in private, and tell the host something else. Unfortunately, the system can also fail due to inactivity or miscommunication (as here).
So by mech Zelda performed a weak scan on Csargo, not a full scan. Here were the conditionals for Zelda's unreliable weak scan:
*Full-scan (partnered): 100% true unless framed or godfathered
*Weak scan (solo): 50% true, 25% insane (false), 25% fail with target notified that you visited them
*Deathscan (oracle): reports whatever the first eligible scan result is (but Framed scans are corrected)
Dolby counted Csargo as 95% truechecked, and in abstract, yes, a false oracle is something that should occur in this setup far less than 5% of the time. And yet it did...
Yes, this is all based on a freaking technicality, because we all know Laurentus genuinely intended to cooperate with Zelda.
Absent this flub, the trajectory was for Argon to F3/F4 against all VTs today.
ggs all
Sorry for the anticlimax.
See below for all the details.
FINAL TALLY
:skull: Hollow (4): Dolby, Winston, Hollow, Csargo
Living Players (---)
Dolby (Dolbster/Dolb)
Winston Hughes (Winston/WH/McGinty)
Csargo (Csar)
Laurentus (Laur)
Dead Players (13)
Raskolnikov (D1)
c4e5g3d5 (N1)
Timsup2nothin (N1)
El-ahrairah (D2)
Garden Gnome (D3)
Lewwyn (N3)
CutePanda (N3)
NANOOK (N3)
Ibn-Khaldun (D4)
pzelda (N4)
BorgPicard (D5)
Vroendal (D5)
hollowkatt (D6)
Postmortem
So, OK, not gonna lie, this was one of the worse Town performances in my decade (!) on the Org, despite all the individually-good play. But we'll get to that. :sweatdrop:
Thanks to everyone who signed up to play or helped me piece together the design or player list, especially Visorslash. Shocked that we got through without needing replacements, that's a rarity and praiseworthy.
For over two weeks I sank a lot of time into feeling anxiety wrangling a full signup sheet. Then there was the obsessive anxiety of managing the game, writing writeups, and monitoring player actions and scenarios. Rolling host is even harder than rolling Mafia.
The overall activity level of the game was adequate (and as promised, relatively-low volume), but to achieve the proper effect and mood of sustained and intense discourse I would have liked the minposters to increase their presence. I hoped for 2K posts, expected 3K, got something in between: the Org 2.0 from 2017 more than classical Org Mafia. In the end it would have been fine if the low-activity players had posted commensurate with the average rate. Several factors may also have contributed to low thread profile for some.
1. Incompatible phase turnover time for many players (at least half of players may be non-American)
2. Having to go offsite for most players
3. Initial postcap scared people?
4. Roster contained a number of typically less-talkative players
5. Thread leaders like Tim and c4 died early
These conditions also seem to have affected the interactions between the Town PRs, who were Neighborized from the beginning. There was minimal communication between the two, which led to mistrust and led to the Detective gambling on solo-actions. Maybe I should have reduced the viability of the solo-scan, and made the decision tree clearer to the player in order to properly incentivize urgent coordination.
The single defining event of the game may have been Zelda and Laurentus' (and Lewwyn's, but Laurentus was the culminating event) inability to achieve full cooperation over the Town parity scan. Indeed, it is my signal regret that Zelda didn't take full advantage of the Detective PR, in part because of mutual paranoia in the Neighborhood, in part because of role info misunderstanding. I mean, I fucked up as host really. From MY experienced perspective it's very easy to know what to do, but Laurentus had probably never used private comms this way. No one in the game, not even Winston, was able to correctly interpret the phrase "submit matching orders." So the cop failed to leverage his PR 4 nights in a row and it guaranteed the Mafia's victory.
My dream was an ultimate showdown between Town and SK, in which Town would ultimately prevail through its grit and determination. That dream came so close to becoming a reality, as I knew that if Zelda partnered N4, Csargo would be outed and ousted, and Vroendal would die at Borg's hand that Night Five. I knew these things to a certainty based on my hidden info as host. That's why I was so desperately insistent while messaging Zelda that day (and it had to be him, I felt at the time I couldn't break neutrality by approaching Laurentus directly).
We were so close to having Borg vs. idk, Winston and Dolby. And that's a confrontation that's genuinely up in the air, no one can predict the ultimate outcome. It would have been awesome to watch, from all sides.
Instead we had a death march to Hell, which carries its own sort of pleasure, but is probably hard to appreciate as a player. But Zelda's basic instinct that night was spot on, and he had solved the game before the Vroendal derp. It's just that I had to obey the rand, which has now tilted every faction in the game.
But at least we can take comfort in knowing what almost was.
Relatedly, why the heck were you townies (and Maf to a lesser extent) so disinterested in mech and writeups, even when I as host told you they were important? It just limited your play. At the very least, figure that the big image of a scary monster may mean something as distinguished from the rest.
I didn't expect this game to reach the setup's full potential of a ~D5 Serial Killer endgame, but I wanted the scenario to be present; I presume it influenced the slot's play, but only Borg can say (ironically, Argon's alias for this site unknowingly perpetuated his meta of claiming PRs or non-town alignments). We do know that his N3 kills were oriented primarily around killing Dolby voters, which arguably weakened his position subsequently.
One regret I do have is not trying to make the Mafia PRs as flashy and unique as the others (even if that would have required an across-the-board rebalancing).
I designate four Posts of the Game.
Quote:
Originally Posted by Argon in the last post of D1 Twilight
Quote:
Originally Posted by Argon's reaction to N3 writeup
Quote:
Originally Posted by Csargo in scumchat
Quote:
Originally Posted by Dolby in private comms N5
Specific Player Shoutouts:
Winston & Laurentus: Very high energy. Winston MVP for being the only player reading writeups.
Notably, Winston, Laurent, and Hollow went so apeshit as the game progressed that they made around half of all player posts in the game, with Dolby at their heels in his Discord.
Vroendal: Once he shows up, he posts himself clear. Endgame material.
Borg: Most of his contributions were a combination of soft and hard-claims of SK. Your meta is Rampage-doomed my friend, enjoy your time in the wilderness.
Game Information
Night Actions
Spoiler Alert, click show to read:
Private Comms
Mafia QT: https://www.quicktopic.com/53/H/nCGkH324K8w
Neighbors QT: https://www.quicktopic.com/53/H/73JqrpGXT28j
Graveyard QT: https://www.quicktopic.com/53/H/zgdC4Mgrc2D
N5 Discord: https://discord.com/channels/8389691...69152931627050
Role PMs (including hidden info and notes)
Spoiler Alert, click show to read:
Original Rand for the game before I screwed up prerand notices, semi-outing Tim.The original rand may have been a fated win for Mafia, with Tim designated as Godfather. A N0 peek on Tim in that rand might have instawon Mafia the game. On the second rand Winston actually rolled SK, but he rejected a PR when asked so I made him VT and reranded just the SK, which came up Borg/Argon.
Spoiler Alert, click show to read:
Potential expanded versions of the game
(18er): + Hobo
(19er): +1 VT; + Hobo; Mafia window for initiative-bonus NK from SK death increased from N3 to N4
If the Mafia vs. SK was intended to be like
https://www.youtube.com/watch?v=Y8mTC-Xtqqo
Then Scum vs. Hobo could have been likeQuote:
NINGEN-DO
https://www.youtube.com/watch?v=BejeVQUBxAk
Host Diary
Spoiler Alert, click show to read:
Mechanical Discussion
Two of the 'holy grails' in Mafia design are:
1. Perfect, extensible, Rock-Paper-Scissors style multiball structural balance of all against all, especially the trifecta of Town-Mafia-Third Party.
2. Balanced and inclusive mass night action (networking) in a typical-sized game.
But the above are not what this game setup was addressing. Though in contact with higher philosophies my immediate aims were more basic.
The schema of the game was SK > Mafia > Townies, sometimes in terms of information but mostly in terms of raw power. I wanted Town and Mafia alike to feel like they were being hunted by a terrifying monster, anxiety-inducing but thrilling. More the quiet, creeping anxiety that follows you around all day, not the manic, desperate anxiety of another arena.
(Note: This was not a networking game, I just chose to balance out Town PRs with reliance on my familiarity with networking.)
I wanted to implement a game archetype wherein the Third Party and the Town are both at war with the Mafia, but one's gain is the other's loss. Rampage was about Mafia racing to eliminate Town PRs and the SK, while Town needed to find Mafia before the SK did, whereas the SK's progression depended on keeping Town from ousting its Mafia MacGuffins. Put another way, the core design philosophy is of escalating SK power and a race between SK and Town to eliminate Mafia. Town needs Mafia to die during day, and SK needs to kill them at night (though Town don't realize the predicament at first). Both Town and SK are aided by investigatives, but Mafia resist with disinformative roles.
To that end, the SK was penalized for killing townies instead of Mafia, but was compensated with tools to sniff out Mafia. In parallel, the Town had a limited detective to identify opponents (thereby potentially depriving the SK of fuel), as well as a powerful roleblocker who could sacrifice the Detective's scan to stop all killing that night (valuable when there could readily come a night with 3 kills. For their part, the Mafia's PRs were specialized in negating or subverting investigative attention from either of their opposing factions.
Ideally, SK gets 1-2 Mafia in most iterations of this setup and can hope to achieve a total victory with great play, though as usual the solo faction has a harder time of it than others. Town and Mafia should have roughly equal chances of prevailing, as far as I can game out.
IMO making the town PRs half-lover, half-mason (effectively), helped balance them against each other and between factions by making outcomes more dependent on behavior. Mutual dependence is a double-edged sword, though naturally there must be even cleverer ways to implement this philosophy.
If I haven't noted it elsewhere, it is very possible to clown this setup and Neighbor the Detective with Mafia goon or Godfather, thus awarding Mafia a huge edge over Town while offering a tool to hunt the SK with. But in that case the Technician and the SK would both need to be buffed. In practice the Detective also has a chance of falling in with the SK or Mafia while searching for a partner if/when Technician dies, and both SK and Mafia theoretically have an incentive to subvert the town cop into locating their enemies.
It must also be noted, Town needs these structural PRs because in a lot of iterations a lot of townies get massacred very fast. Not even the most sedate playthrough affords town 4 MLs (vs. 3 Mafia) following lack of any scum deaths for 4 straight rounds; in such a game D4 would already be LYLO (from Town's perspective) because 3+2+1+2 = 8/13 townies already dead vs. 3 maf and 1 SK. Indeed, Town would still lose that D4 unless they oust Mafia but not SK, because if Mafia gain a vig shot from ousting SK they can force parity. And even if Town do oust Mafia instead of SK on this day, Town will still lose unless N4 SK and Maf hit each other instead of town AND SK is caught D5 without vengeful. Admittedly there is also a lucky-break scenario there where SK is ousted D4 but vengeful-kills a maf for a D5 that's either 4-2 or 3-2. But realistically if only townies keep dying the make-or-break day is almost certainly D3, which is why TBH Town could have got away with stronger PRs than I gave them.
In the actual event, D4 was the make-or-break day for Town, both because Tim died N1 and because of the Technician's effect. While I properly announced D5 as LYLO here, in reality Town usually loses that LYLO unless and only unless scums hit each other in the right combination (e.g. Mafia and SK killing each other, or SK vengeful killing Mafia - as we saw).
Besides pure balance, I kept a lot of information hidden or conditional for the sake of surprise and player anxiety, and because I don't expect this setup (as opposed to its concepts and components) to be recycled: it was a one-off, though in theory it can be replayed. Potential tweaks to a New Game+ are mentioned here and there throughout Postgame content.
A game like this would be more worthwhile in the hands of someone with more literary and design creativity. Short of infinitely-replayable rock-paper-scissors balancing, it's conceivable that a popular new game mode would feature faction-level rewards or enhancements for successfully eliminating opponents, in a sort of arms race. One element that is ready for plug-and-play implementation is the chained cop, or chained PRs in general. The chaining being, as in Rampage, a requirement to recruit another player to participate in the role action to achieve full and proper effect. Call it "low-networking."
So how did this specific setup really come about, thematically?
Inspirations
I played in 3 formative games in Fall 2011.
(Hi @Lewwyn! :ave:)
(Warning: Prattle ahead.)
Spoiler Alert, click show to read:
The TLDR bottom line: I wanted to host a game featuring a super-powerful mafia-killing serial killer and balanced out from there. And I'm self-indulgently sadistic sometimes, but I still strive for the overall experience to be balanced and exciting.
:sweatdrop:
@Dolby @hollowkatt @Csargo
Winston sleepytime
Quote:
Originally Posted by Askthepizzaguy
Hella good game Monty, thank you!! GGWP Csargo, I'm impressed. GGWP fellow townies! Great game with a hilarious ending. I'm not upset at all, this is hilarious
ggs, through sheer luck I have won this game.
Good game and well played to all...thanx Monty for the hosting.
Argon...smh...why you kill me man?
I am insanely dissapointed ugh
I spent 90 minutes deciding if I should switch because HK felt pure at the end and the only thing besides "winston is townier" that I could hold against him was the Vro switch offs
I feel bad because people got screwed over by accident
Spoiler Alert, click show to read:
GG to Csargo for keeping it steady as the ship sank. I hope townies aren't mad over their wasted effort.
If you have time, please read over the postgame materials and offer thoughts on the design or the gamecourse.