Shadows on the Silverbird (Mafia)

Terrabrand was pretty persuasive that a SK could allow for it to go above the four level reliably, as long as other factors balanced it; I wouldn't expect, say, 2 groups of power roles with every night kills and a powerful SK, because 4 kills a cycle would be insane, but if the other scum are less swingy then a serial killer would be entirely workable if perhaps less likely in my eyes. You could also, as outlined in the first post, totally have a lyncher or something.

That is an otherwise accurate summation of my opinion.
I mean you called back to Moonton where I balanced a scum total by denying the scum groups every night kills in favor of the two groups alternating.

Given Cyricubed was in that game, I consider it far from impossible that he may have lifted some ideas from it.
 
Like, it's a bit frustrating because it's really feeling like LMBF is just going to get lynched due to nobody having anything else that's better but... I don't really have anything else? Like I'm just getting really "meh" reads overall at the moment; TMR is kinda being eyebrow-raisy but I'm not sure it's really enough to warrant trying to shift onto him, I find Q's "It is reasonable to presuppose 4 scum tops" really... *eyebrow tilt* but in itself I'm not sure that data point is worthy of a heavy wagon either; I'm kinda "meh" on Hybrid after my poke but overall nothing really exciting vis a vis lynching, like it's not been a content rich day and it feels more like the Day 1 equivalent of Waiting for Godot has happened.
 
You call back to the witches game
And the JoJo game, specifically because of the similarity in setup and how it was 3v3 in scum. We can talk all day about the issues in the Witches game (Low amounts of scum, with crossfire, with a Vigilante Neighborhood makes for incredibly frail scum) but I don't think trying to argue that the game we both acknowledge as flawed to be very good at supporting your argument here. Also, I only mentioned it in reference to you bringing it up, and I mention another game where it wasn't 3v3 and you ignore that. I'll quote the relevant bits here.
So, lets get some discussion going. This games was designed for 18 players; It would be very unfair to add an extra scum as the 19th player, so for game balance purposes we should coutn scum as though there were only 18 in a game. This doesn't rule out cakestepid being scum, but it menas that the game wasn't balanced with 19 players in mind.
So.

Out of 18 players, at most 4 can be scum, realistically. They probably also aren't all on one team; the exceptions for this would be if they are very weak, or if town is very strong, so I wouldn't give that much credence unless you are a very powerful town role or have reason to suspect that we have one.

My personal suspicion would be 3:1 scum, with at most 3 and more likely 2 or fewer third parties such as executioners, survivors, etc.


This seems somewhat supported in flavor by there being both missing people and those that are "withered corpses, brutally beaten, and riddled with gashing wounds" but the narration doesn't make it explicit that those are two different forces at work so I can't rule it out entirely.
Here's what I took note of, the idea you were pushing that Scum was, at most, four people. Not "Likely" four people, not "four people, minimum" but at most. You hint that you expect there to just be three members of scum with those numbers as well.
Not necessarily, we could be looking at two competing low powered scum groups of three as well, although I will say that I mostly agree with your assessment. This bit just seemed odd considering the common range being 1 in 4 to 1 in 3 for scum ratios.
I gave an alternative idea, one that's been done before in numbers like this. I don't say "Scum are one third of the game" I point out that the usual rate is between 1 in 4 and 1 in 3.
One third being scum? I don't buy it. You claimed that in witches as well, and it doesn't make much more sense here than there. I'd be much more willing to buy a very weak 4 and a 1 man SK, but even that seems like a stretch and would probably rule out any third parties.
Broken Base said:
That really feels like lowballing to me, especially if you want to argue that there is more than a single faction.
How so? A group of 4 is really, really strong, even with just a basic kill. A group of 5 in this setup would be basically unwinnable for all but the absolute strongest town, and even that would have me raising an eyebrow. Two groups of three would be nearly as bad, and a group of 3 and one of 2 is never something I've seen on SV before.
Here's you bringing up Witches, and completely ignoring that I was not saying that one third of the game is scum.
One third being scum is a common number for Mafia. Admittedly more for smaller setups, but it isn't exactly a stretch of the imagination. Competing Scum make it more likely because the Scum have something that can thin their numbers by bad luck or by intent. I had said I largely agreed with your idea of it, but saying that at most four can be scum is... Interesting. That's less than a quarter of the people involved, and if we're looking at three mafia and a serial killer then it's less likely because they can knock each other out. If we're looking at Two and Two... It's blatantly unfair for scum. As can be seen in Twisted Miasma. Three and Three can be seen in the JoJo game, where wow, it worked out.

Multiple competing scum factions changes the numbers, same thing I was saying in the Witches game. Except, y'know, I was specifically pointing at the exact two members of scum the entire time. And at the time, what you were arguing for could be obviously pointed at as flawed by how it worked out the first goddamn Night.

Also: Why the hell do you keep insisting on bringing up the time when you pissed me off? Like, seriously. I'm about to go eat dinner with my mother for her birthday, and I have to be up early tomorrow, so you probably won't see me for a bit after this.

No. I'm done talking about the fucking Witches game. If you want to keep trying to say that Scum are less than a quarter of the game, go ahead. I am going to blatantly ignore it because it's at best poisoning the well.
And here's my only mention of it. I only mention it as reason for why such fragile scum setups aren't usually done, and bring up an example that supports what I'm saying, while you're trying to use the Witches game to justify your bad call. "This game where there were two teams of two scum that almost entirely wiped each other out night one is a perfect example for why two groups of two is the best number for scum!"

Anyways, if this is me "Shutting down discussion" by not wanting to be constantly reminded about that time you repeatedly lied about what I said, thought, and was doing...

Fuck, I wish I didn't have this headache. It's making me more irritable.

Back on topic.
Relevancy of the Witches game: It is a game with two sets of two scum, in a similarly numbered game. I'll do a short list of issues with it so we don't have to retread it repeatedly. Unkillable Vigilante. Pointless Roleblocker. Roles cannot be removed. Both scumgroups were equipped with ways to survive attack and ways to bypass those ways to survive. Could be mapped out. Scumgroups unable to survive after losing a member. All investigations are shared with multiple people so they can't be doubted. Scum were explicitly given ways to cancel/bypass/trick the powers of whatever group they are in.
This isn't even the problem with witches, either; the problem wasn't that we lost two scum roles day one. I didn't like the odds after that, but that was fundamentally an issue I could overcome. The problem was that the game setup gave away the scum, not that scum were under powered.
I agree! That is in fact one of the biggest issues of the game!
When you talk about how "2v2 scum can crossfire where 4v4 can't," you're correct insofar as a 4 man scum team is more reliable, but not insofar as its stronger. A 2&2 scum team is more swingy, not weaker.
I.. what? No, this is not what I was saying. I was very much talking about how quickly that can go wrong for scum if literally anything happens to them, and having more factors that can go wrong for them (Scum Crossfire) is part of the issue. Like, Swing is the issue, but there's no real guarantee that they're stronger here?

No, hang on. I'm confused. I'll get back to this if I figure out what the hell you're trying to do and it isn't just "Twist what Nictis is saying into the opposite of what he's been saying." Like, I didn't say 4v4 couldn't crossfire... I said it was more likely for them to crossfire, but it was also less crippling if they do.
The more opposing scum there are, the more likely they are to kill each other off. Having really small numbers of opposing scum is bad for the scum because bad luck in who is targeted will completely screw them over. (2V2scumV14town turns into 1V2V12, and then that one is screwed, or 1V1V13, or 0V1V14. Two and Two scum doesn't work) Bigger numbers lets them soak an unlucky hit and have a chance of recovery (3V3V12 is fair. The only issue is if they never hit each other, and Town never prevents a kill)
You're not bringing up Terrabrand's point here that they can be balanced in a way that they won't crossfire (Specific Immunities), you're just saying that I'm saying something I'm not.
It's easier for such a setup to fall apart due to crossfire, yes, but it's also easier for town to quickly fall apart and lose its most valuable members under 2 kills a night and whatever extra power roles they have. To give an example of this in action, look at Moonton, which doesn't perfectly map but follows the same "2 nightkills, competing scum" pattern, and see how quickly things deteriorated for town. The more nightkills you have, the further away from the precepice your expected case has to be, because the bell curve is way wider.
... Yeah? I'm not really seeing what about this says that scum have to be four people max, or that three and three is impossible? Like, fuck. All you're saying here is that more kills=quicker games and aren't really bothering to look at how that works out? I don't really know what to say here, because it doesn't seem relevant in any way to me? What you're saying is that two groups of scum can kill people faster than one group can, which is true, and that smaller groups of scum can be killed faster than larger groups can, which is also true, and that that means there has to be fewer scum?
As the person who was talking about that last game... you have no idea what we were talking about.
The idea of scum wanting town to think their strong was true because there was internal town crossfire. Without the racial disputes, demons wouldn't have had any skin in the game whatsoever.
This is a response to a single throwaway line in my post, that I honestly added when looking over the post because I found it worth mentioning. It also still feels unrelated.

Here's the best for what I can see it as a response to.
What was it y'all were saying last game about who wants Town to feel secure and like scum aren't a threat again?
Damn, I'm honestly just baffled at this. I blame the headache.

Okay, so since I really can't figure out what the hell I should be saying in response to that, I'm going to look at the rest of that post, which you apparently didn't see the need to respond to.
Good point, but I personally feel that scumgroups of two people is still too fragile for any game larger than eight or so people. For example, CW's Magical Mafia almost had scum lynched Day One, and even ignoring the other questionable design choices there I had to go all in to save them just because being brought down to a single person as scum Day 1 is ruinous. Bad luck can still screw them over, and having competing scum means there's nonTown that might be willing to sell them out for Town Cred.

Also, kill immunity for scum is ridiculously powerful in most cases and completely worthless in others. For example, a fairly common scum power is bypassing kill immunity, and a fairly common Town power is the Vigilante, and quite frankly I'm pretty sure TMR is doing some really heavy hinting that leads to one of the two being true. (Or that he's scum. Honestly leaning towards that, but not assuming it)

QT was trying to suggest that at most Scum is either less than 25% of the design (realistically, I mean, anything more than a fifth is just not workable) or that they are weak scum, which is... Interesting. What was it y'all were saying last game about who wants Town to feel secure and like scum aren't a threat again?

But yeah, Two and Two scum is horrific in most situations because of bad luck, even if you give the leaders kill immunity (And no Strongman) the second could still get hit. And there's still just bad luck in who gets lynched at the start. In a game this big, it should take work from the Town to remove Scum.

Alright, now to actually get up...
This all feels like some pretty good stuff to respond to, and it was completely ignored in favor of saying that I don't know what was being talked about last game, specifically the stuff that was the main reason for me being lynched. Like...???

I don't know what to take from that comment either, is it that the scum only ever benefit from being seen as less of a threat when they know that there is infighting?

I'm confused and my head hurts, so I'm going to end it right about here.
I'm sorry you think so, but I'm not willing to ignore all the evidence that you're wrong when its actually game relevant to demonstrate the falsehood of positive claims.
This is worrying. This is saying that I'm trying to make a positive claim, when they're the one saying that there is at most four scum. This is ignoring the very relevant example of The Fame Monster for why more scum is possible while claiming that Witches is definite proof that I'm wrong.

Like... @Terrabrand Would you say that any of your games proves what scum have to be in here?
 
Like, I'm not saying what Scum have to be here. I'm not making any definite statements of what we can expect, I was just calling out a really low number you put up as the maximum, and I'm not the only one to do so. You're acting like you've caught me spinning a web when all I did was say that you might be wrong.
 
Like, it's a bit frustrating because it's really feeling like LMBF is just going to get lynched due to nobody having anything else that's better but... I don't really have anything else? Like I'm just getting really "meh" reads overall at the moment; TMR is kinda being eyebrow-raisy but I'm not sure it's really enough to warrant trying to shift onto him, I find Q's "It is reasonable to presuppose 4 scum tops" really... *eyebrow tilt* but in itself I'm not sure that data point is worthy of a heavy wagon either; I'm kinda "meh" on Hybrid after my poke but overall nothing really exciting vis a vis lynching, like it's not been a content rich day and it feels more like the Day 1 equivalent of Waiting for Godot has happened.
Honestly this feels like one of the cases where QTesseract is still running off the norms of wherever he previously played mafia to a large degree.

On SV, at eighteen players I'd honestly bet on a minimum of five scum unless we have a cult or something.

And fluff isn't supporting a cult.


This is worrying. This is saying that I'm trying to make a positive claim, when they're the one saying that there is at most four scum. This is ignoring the very relevant example of The Fame Monster for why more scum is possible while claiming that Witches is definite proof that I'm wrong.

Like... @Terrabrand Would you say that any of your games proves what scum have to be in here?

I mean honestly the games I'd look to for a comparison are the ones ComiTurtle was involved in balancing because, you know, he was involved in balancing this one.

Which if I was to make predictions solely off of 'patterns must continue into the future forever more' I'd expect multiple third parties and a small but strong scumgroup, given that describes White Raven (which had the overall skeleton designed by me) and Mafio Party (Comi's own game).

But while certainly people have habits, even with that it's far too early to rule out multi scum group designs. We won't know what we have until we get some more info circulating.
 
Slowly more and more of the missing turned up, dead… as withered corpses, brutally beaten, and riddled with gashing wounds.
Re-reading the OP, I think we're at three scum griups, or at least three nightkills, based on the fluff. Each of the type of dead mentioned in the fluff - withered corpses, beaten, and gashing - seem suitably diffrent to me that it's unlikely they're referring to one type of dead. Two might be possible - beaten and gashing might be the same - but I still feel this is unlikely.

Fluff judgments can be unreliable but the fluff is also fun and I like it.
 
Honestly, I would really prefer to not be lynched day 1, I understand why you're doing it but I don't even have the least posts, like, I have irl responsibilities I can't post all the time to have high activity, I came into this game knowing I would be a low activity player.
 
Meant to be on during during the 12 hour remaining mark but we're currently looking at 8Hours 40Minutes left in the day.
 
[X] Lynch Letmebefree

I feel I'm wasting my vote on Abdbla, I'll probably rescind my vote if he gives decent evidence that he's not scum
 
*awakens*

You know what, fuck it, I'm claiming, I'm the First Mate Xerxe.
That's barely a name claim. No faction color, no actual abilities, nothing.

Given we don't know the nature of scum and provided fakeclaims is always possible, as others have said this really means nothing.

You would have gotten farther claiming a power and no fluff or even just faction color, since like at best you've maybe proven you're actually the first mate but even then it's so late in the day that if there's a real first mate they might just not manage to check in to counter claim before lynch.

(incidentally, if there is a real first mate and the lynch goes through, don't just out yourself tomorrow. Bad play when the person you'd be counterclaiming is already dead.)
 
I use my magic to freeze people in their room, they can't leave and no one can get in, the flavour is deep freeze and the crew colour is crew
In my fluff I fought a dragon with the crew after 13 years aboard the ship, I see the ship, not as a ship but as a home, the crew is my family.
 
And we have twenty minutes left to lynch...

Shall we just lynch LMBF, it'd be easier :V
 
... I just realized something. Moonton had five scum and fourteen players...

Wasn't really high on my thoughts since I wasn't in it, but...
To give an example of this in action, look at Moonton, which doesn't perfectly map but follows the same "2 nightkills, competing scum" pattern, and see how quickly things deteriorated for town. The more nightkills you have, the further away from the precepice your expected case has to be, because the bell curve is way wider.
I feel like I need to do a comparison of Moonton and Witches now, because it seems like QT's perspective of them are skewed.

First off, The Town's power.
The Witches Town had few powers, but they were almost all nearly impossible to remove and the results for each would be known to four different people. Transporter, Lookout, Lookout, Vigilante, Gunsmith, Doctor, Doctor, Cop. In order to cast doubt on any of these results, three matching players would have to die. There were two other roles that weren't shared, a Ninja Roleblocker (Literally only affects scum, unless if every other member of a Coven dies) and a Night Immune.

Moonton had considerably less powers, with a Doctor that is ignorable on account of half of the scum kills being Strongman with no cooldown, Cop that is ignorable on account of three of the five scum being immune to investigation, and one framer, doublevoter, roleblocker, lookout, and neighborizor.

Next, the Scum's powers.
The Forbidden Lovers were Kassy and Agatha. Kassy could either strongman kill anyone of their choosing, or hide the results of Agatha's kill/The vigilante kill. Agatha is a Ninja Jailor. Kassy is notably considerably weaker if Agatha dies, and Agatha's Jailing is completely pointless without Kassy.
The Twisted Schemers were Felicia and Penelope. Felicia is a Godfather Ninja that could alternatively frame someone for the Cop. and Penelope is a Gunsmith Godfather Strongman (Gunsmith)Framer. The Schemers still have a use for their secondary power if the other dies, namely because they are framers that are told exactly who to frame each night if they choose to do so, but that requires for them to not be killing.
(Honestly, my biggest issue with Scum in Witches is the fact that they just negate Town so long as they are alive. Terrabrand quite literally made a neighborhood that decides on who gets copped, then put the Framer in it. Doctor Neighborhoods have the Strongman in it, laughing.)

Witches was very much an all or nothing game for Scum. Swingy in the sense that if literally anything goes wrong and they have no way of turning it around. Eventually the Cops and Gunsmiths and Lookouts would narrow down who it couldn't be, and also there's a Town that cannot be killed at night, and a roleblocker whose only use is stopping the last member of a scumgroup.

The Witch Hunters consisted of a Framer Godfather, and a Lynch-Only Strongman Roleblocker.
The Traditionalist Wizards consisted of a Lookout Godfather and a perma-redirector-functionally-immortal Strongman.
The Raven is a Serial Killer that can simultaneously kill and either Track or Transport, is also One Shot Dayproof/One Shot Night Proof.

... Looking over these side by side, I find myself concerned about how Terra has been balancing stuff since I've been gone, and if QT actually thinks these are balanced.
So, uh. @QTesseract how exactly does Moonton support your idea of 1 in 3 scum being impossible when it was five scum to nine town? (And scum that were damn near impossible for Town to remove at that) (No, really. Without crossfire, it is nearly impossible for Town to have won. Like, optimal lynches would be SK Day 1 & 2, Wizards Day 3 and 4 making Night 4 the first no-kill night, then the other two to end at four Town, but if you even just alternate the lynches... Like, lets say SK is last. Wizard, Witch, Wizard, Witch, SK, SK. 5/9 4/7 3/5 2/4, 1/3, 1/2. MYLO, and that's if Scum take a hit every cycle.)

I fell asleep just before I finished this post, wanted to post this earlier. Oh well.

Going to catch up on what's happened now.
 
I think he's legit, I'm not getting confirmation or denial, just that we've done a heck of a lot of adventuring.
 
[X] Null
[X] Lynch Abdbla
1 in-game post telling us they have homework. I have sympathy, but it's been a couple of days, yeah? Plus, LMBF's stuff checks out.
 
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