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Thread: French Revolution Mafia [Concluded]

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  1. #1
    Dremora Courtier Member Arakhor's Avatar
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    Default Re: French Revolution Mafia [Concluded]

    Congratulations to Choxorn! I suppose that just goes to show that in a faction game, gamely insisting that you're only playing to your faction is a sure way to lose (unless of course you're the scum).

  2. #2
    Wildling Member Snerk's Avatar
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    Default Re: French Revolution Mafia [Concluded]

    Quote Originally Posted by Arakhor View Post
    I suppose that just goes to show that in a faction game, gamely insisting that you're only playing to your faction is a sure way to lose (unless of course you're the scum).
    Agreed in theory but you still got to play to win, yeah? I mean sure the Zack and Manasi town purges were kinda instrumental for a scum victory, but it also kept their own factions still in the race. Wouldn't necessarily have played it different myself. Well except for the Monty vig, that still makes me giggle. Jesus christ.

  3. #3
    Dremora Courtier Member Arakhor's Avatar
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    Default Re: French Revolution Mafia [Concluded]

    Quote Originally Posted by Snerk View Post
    Agreed in theory but you still got to play to win, yeah?
    Yes, but in this case that meant actually killing Royalists. As should have been readily apparent, it doesn't matter if your faction is currently the largest if you haven't tracked down all the scum, because if the scum win, everyone else loses. And in the words of Kipling's famous poem, If you can keep your head when all about you Are losing theirs and blaming it on you, then you deserve to win the game, as Choxorn did. The so-called "town" lost their heads and thus, in my opinion, did not deserve to win.

    (Then again, I'm frequently terrible at this and I died early on, so my opinion is probably not worth very much.)

  4. #4

    Default Re: French Revolution Mafia [Concluded]

    Royalist blocks were definitely a significant balancing element. The number of vigs may be too, in a way, but coupling them with opposing blocks was a good decision.

    For my early suggestion in the Committee, removing most night powers from the factions would keep the lynches hot but would remove much of the sting from factional dynamics, which you might not desire.

    For Committee powers, just to increase choice and variability I still recommend that the 5th member come with some extra power, but exclusive to the vig during the deployment. For example, at 5 members you could use a track and a vig, or a track and a jail/protect/block/etc.
    Vitiate Man.

    History repeats the old conceits
    The glib replies, the same defeats


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