Welcome to Brighton (Mafia game)

Aww I didn't get an award :( I dont really care though this game was fun and I think I did OK for my first forum game.

You would have lived if I hadn't been a moron and revealed.

I was not super happy with nani second night and I think I would have realized lookout was stronk and would be scum's target.
 
You would have lived if I hadn't been a moron and revealed.

I was not super happy with nani second night and I think I would have realized lookout was stronk and would be scum's target.
But if roleblocker didn't go for you, we wouldn't have known who they were. In the end, that was probably the best possible result.
 
Not my best game but hey, another win and 'alive' to put in my records.

I do think scum could have been buffed up a bit for this game, however. And there's the issue about game risking to run a bit long if Witch Hunter and Wizards are still alive with no kills left.
 
Town with the Traditionalist Wizards as their executioners.

A single one-shot kill power does not executioners of a majority faction make. We were not Executioners in any of the standard definitions. (Granted, that's basically two definitions, one of which is inapplicable to a hammer game.)

In other words, the problem is too much power was concentrated in one half of the mason, rendering them overly vulnerable to precisely what happened: an unlucky day one lynch.

This is true, but to a greater degree than you realize.

All that said, Winged Cat has insisted that they lost with TheMaskedReader's death. This is not so.

Perhaps, had that been the sole factor, we would still have had a chance. But allowing free use of "if you can't state Town's faction name and wincon" to a level that is basically quoting PM sealed it.


was impossible to credibly do as of the start of D2, and I would have pinged as scum. I was practically outed as non-Town the moment I needed an alibi, as in the moment anyone voted for me - which happened before I could post at the start of D2.

Also, fact that failed to matter: Had Winged Cat used his fireball, he would have registered as vanilla to Joebobjoe's rolecop power.

Eh? This is what I based that "will appear as opposing team to anyone who investigates" claim on. Town would see me as cult, I was pretty sure the cult didn't have rolecop, and if the hunters had rolecop they would have seen me as Wizard. (And I knew wizards had no rolecop.)

Further, this flat-out contradicts the information in Joejoebob's PM:

You are long experienced, and can readily identify the relevant skills of a person by a quiet inspection of their home, be they foul wizard or normal citizen.

Even if I'd cast my fireball, I'd still have the "relevant skills".
 
But if roleblocker didn't go for you, we wouldn't have known who they were. In the end, that was probably the best possible result.


Yep. I was also baiting intentionally. Still risky but i think scum would have killed you that night without me and shadow shinobi attracting two scum powers.

Scum should have either killed me or killed you, then murdered shadow shinobi the night after.
Also the whole dead chat fail.

I think i milked my noob status as much as possible
 
pretty much the only reason I survived so long was people not wanting to lynch me cause I'm a noob so yay?

I think if you had posted a lot more even if it was just theorycrafting you wouldnt have been forced to roleclaim.

My #1 reply count was partially to look non suspicious. However i also thought scum might target me for being so active. I also feared i hinted too much that i was doctor.
 
I haven't even been competitive for the most post these last few games. I feel like I've lost my groove.
 
Eh? This is what I based that "will appear as opposing team to anyone who investigates" claim on. Town would see me as cult, I was pretty sure the cult didn't have rolecop, and if the hunters had rolecop they would have seen me as Wizard. (And I knew wizards had no rolecop.)

Further, this flat-out contradicts the information in Joejoebob's PM:

Even if I'd cast my fireball, I'd still have the "relevant skills".

Game design came before fluff here. Joebobjoe got entirely the mechanical night powers:

my notes said said:
Town Cop/Village Elder: They can identify whether one person is a local or not each night.

Town Doctor/Village Priest: They can prevent one person from dying the same night each night.

Town Lookout/Village Hunter: They can watch one person each night, seeing all who visit them.

Executioner Bus Driver/Space-Time Wizard: They can cause all actions targeted at each of two selected players to target the other instead, each night.

Executioner Vigilante/Fire Wizard: They can kill one player, unstoppably, once at night.

Scum Mafioso/Black Order Ritualist: They can kill one player each night.

Scum Roleblocker/Black Order Warlock: They can prevent a player from using nightpowers each night.

Scum Tracker/Black Order Scout: They can follow a player and see who, if anyone, they visit that night, each night.

Black Order Scout and Black Order Warlock would also report 'they can kill one player each night' if the ritualist is dead for consistency, in addition to their base powers.

For anyone powerless at night, including presumably the fire wizard if he has used his one shot power: They have no skills relevant at night.

Bonus that should only come up if transported:

Mason Medium/Haunted Witch Hunter: They can kill one player once at night.

Mason Rolecop/Veteran Witch Hunter: They can kill one player once at night. They can identify one player's night powers each night.

If you had used the fireball, you'd no longer have night powers to report. Now, given I had to clarify that to Joe as well, clearly this is an area where my writing did not succeed.
 
Game design came before fluff here. Joebobjoe got entirely the mechanical night powers:



If you had used the fireball, you'd no longer have night powers to report. Now, given I had to clarify that to Joe as well, clearly this is an area where my writing did not succeed.
Eh, I was really out of it the first day due to a fever. Interesting to see the flaw in regards to finding the Mafia.
 
Lessons Learned
Right. Important things I learned from this:

  • If you are gonna do colored kill flavors, hash that out in advance. I told players their kill flavors, but didn't color them in the cards which wound up being basically a lie since I then did color them when used. Critically, Winged Cat's plan was guaranteed to fail, due to the fact that his kill would have been reported as [Burned to ash]. That's probably the wrong color but not worth my effort to check. And this was not evident from the role card. It wound up not mattering, but this could be an issue, clearly.
  • Informational powers in masons are disproportionately effective, due to the combination of being able to secretly coordinate and cross reference and that when the time comes to reveal info only one needs to paint a target on their back.
  • The Wizards were understrength, between limited powers and difficult win conditions. Though they could win with town and scum alike, they both had to eliminate the Witch Hunters (who had to eliminate them) and also to survive: if the two had self destructed on each other Witch Hunters could have won while Traditionalist Wizards would just be fucked.
  • Mediums have loads more utility than I expected, even if they can't talkin deadchat. Just the ability to listen in matters.
  • Probably other stuff I'm not placing right now.
 
Maybe make the Teleporting Trad Wizard immune to non Hunter night kills, and give a death fireball power to the Fire Wizard?

Could also provide the faction names and colours and potential roles in the starting post? like maybe provide 7 potential faction names and an extra 8 potential roles. That way TPK couldn't do what he did on day one.
 
Maybe make the Teleporting Trad Wizard immune to non Hunter night kills, and give a death fireball power to the Fire Wizard?

Could also provide the faction names and colours and potential roles in the starting post? like maybe provide 7 potential faction names and an extra 8 potential roles. That way TPK couldn't do what he did on day one.
Open set ups are different from hidden set ups. Simply providing the town name to all factions and mentioning that in the rules, as @Pawn Lelouch did, is an answer if you want to cut it off, and may be used in any future games of mine.

In any event, I'm not gonna directly repeat the set up and I'm not gonna plan hidden set ups in the open for what should be obvious reasons.
 
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