Night Communication

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PolarBoy
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Post Post #2 (isolation #0) » Thu Sep 25, 2003 3:33 am

Post by PolarBoy »

Yeah, that's where the third-last vote buffer comes from. If you only put someone two votes away from a lynch before demanding a defense, then the mafia have to both get on the bandwagon to speed-lynch. Whereas if you allow the votes to go up to one away, a mafia can jump on and push it all the way without revealing his buddy. Also if you push it to one away the likelihood of a simpost lynch is greatly increased.
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Post Post #4 (isolation #1) » Fri Sep 26, 2003 3:08 am

Post by PolarBoy »

I've always thought it would be neat to have roles that could somehow "listen in" on private conversations. I think it would take the subforum system being implemented to make it practical though.
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Post Post #7 (isolation #2) » Fri Sep 26, 2003 3:44 am

Post by PolarBoy »

I had an idea once for a blind game that I was calling "Brains in jars" where the players would have abilities like "Password Hacker" and could get access to someone elses password. I think there might've also been a roll called "Paranoid" that could change his password (With limitation) throughout the game.

I stopped writing it when I discovered that people don't like blind games.
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Post Post #11 (isolation #3) » Mon Sep 29, 2003 3:14 am

Post by PolarBoy »

Actually I was thinking that, in the blind scenario I mentioned, the player's role information and investigations would go to his normal inbox, but any private communications he would do through his alias. Yes, you would definitely order the players to not change their profile unless there role allowed it. I've never much worried aboutn trying to prevent people from cheating though for two reasons:

1.) You can't stop cheaters if they really want to. No matter what you do they'll find some way around you, especially on the internet.

2.) People who cheat at no-stakes games are realy cheating themselves, and are going to either learn better or get bored. Either way, they won't mess up the game any more.
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