How to win as Mafia: Calculated Inaction

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Post Post #41 (isolation #0) » Tue May 10, 2011 1:24 pm

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Lord Gurgi wrote:A corollary to mafia being able to kill who they want because no one analyses night kills any more is that once a player is dead, no one even considers their point of view. Being dead effectively ends your ability to move the town along the right track.

That's immensely disappointing. I am/was a big fan of the NK analysis.
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Post Post #55 (isolation #1) » Wed May 11, 2011 1:33 am

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Lord Gurgi wrote:Being alive means you can gain more information to make better decisions. Other people won't do that as reliable as you will.

Logical fallacy.
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Post Post #75 (isolation #2) » Thu May 12, 2011 4:56 pm

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GreyICE wrote:
The Fonz wrote:Results? You are telling me HE DIDN'T CLAIM WITH MULTIPLE GUILTIES?

To be fair there were like more scum than town day 1, so it wasn't hard to hit scum by flipping coins.

Why does that matter? Multiple guilties means you're either paranoid or Lynching Gold.
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Post Post #84 (isolation #3) » Thu May 19, 2011 1:23 am

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That's the problem. When silence is effective, it encourages silence.
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Post Post #86 (isolation #4) » Thu May 19, 2011 1:29 am

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I think they think lurkers are 'easier to read' because the game is 867 pages long. I also think they're wrong.
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Post Post #89 (isolation #5) » Thu May 19, 2011 9:09 am

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Incognito wrote:I also find these threads that came about as an aftereffect of Mafia With The Hydras to be really damn hilarious.

What means this? Link?
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Post Post #114 (isolation #6) » Fri Jul 01, 2011 1:11 am

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Lord Gurgi wrote:Why do people assume that once towns lynch lurkers the game will become easier for the town? I mean, the active scum will just laugh at you as you hand them the game. Or the scum will start pushing for lurker lynches themselves. Going after objective elements of the town will always backfire.

There's an element of the game that isn't just about 'finding the scumz' though. Enjoyment of the game, pace, replacement hell... all of these things are ALSO affected by chasing/killing lurkers. Just because it's not 100% (protip: no tell is) doesn't mean it's not useful to put pressure on lurkers.
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Post Post #122 (isolation #7) » Fri Dec 14, 2012 1:51 am

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You will be if it has to do with an ongoing game.
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Post Post #125 (isolation #8) » Fri Dec 14, 2012 2:00 am

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In post 124, Adam-12 wrote:However, I can understand the possibility that this thread should be locked if you feel that the topic of this thread is a concern.

Nope, not so long as it's kept to general theory.
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Post Post #128 (isolation #9) » Sat Dec 15, 2012 1:21 pm

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In post 126, Adam-12 wrote:Do you have anything to contribute as far as lurker policy changes or other things mentioned in this thread since it was created?

I think we've gotten a little less likely to let lurkers live. Part of that is players, part of that is mod's lowering the notposting threshold. It still could be better, but mostly that would happen if people would bloody well stick to the games they commit to, and don't overcommit. :evil:
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