You seem to have missed this.
If a player attacks someone else without an extremely strong reason, we agree to kill that player first.
Yea how could I have made that mistake.-Who is Kise? Kast is not Kise. The implication that Kast is proposing we use some "PM format" is misleading and your proposed reaction to death by "an ogre" makes no sense. The claim that some player named Kise (or anything else) is proposing we use some "PM format" is not supported by any posts so far in this game.
Why so glum?SpyreX wrote:Yea how could I have made that mistake.-Who is Kise? Kast is not Kise. The implication that Kast is proposing we use some "PM format" is misleading and your proposed reaction to death by "an ogre" makes no sense. The claim that some player named Kise (or anything else) is proposing we use some "PM format" is not supported by any posts so far in this game.
And how could one ever assume if I go "do it in thread" and you go "NO" that the implication would be anything else.
3 pages in and I already don't care. That's pretty awesome and a new lap record.
Vote: Kast
No. Leave players the option to damage no one during their turn. Keeping an eye on whoKast wrote:3) Is every player required to attack the chosen lynch candidate?
The punishment is only if a player attacks someone other than the lynch. If you chose to not attack the town's chosen player, then you suffer no punishment.If a player attacks someone else without an extremely strong reason, we agree to kill that player first.
My preference is that we all agree to attack (if able) the player who first reaches a strict majority. When we reach the first melee phase, the first player in initiative order will hold off on taking actions until the town reaches a lynch consensus. Once that consensus has been reached, the town will attack and kill the lynch candidate (this may take multiple melee phases).
After 3 weeks without a majority (counted from the start of the day), we kill the player with the most votes (plurality). If there is a tie, we kill the first one to reach that number.
If a player attacks someone else without an extremely strong reason, we agree to kill that player first.
-Agreed with an exception for extremely good reasons. It would be bad toDealing damage independent of consensus is scummy enough to become a policy kill in this setup.
I haven't gotten around to reading the game nuwen keeps referencing, doing so may change my mind. Until then I think every town player being a vig and vigging every night sounds like a great idea.SpyreX wrote:Which would be fine if you were the only one who could do it. The problem arises when everyone starts doing it - its like having a mess of vigs and the issues it causes.
Then, of course, the other side is a bunch of people that are wounded are just asking to get picked off in the great harvest.
This doesn't make sense in relation to the rules as stated or I'm missing something.Melee phase is not equivalent to night in this game. Attacking a player is equivalent to an ability that has a %chance to permanently lower the voting threshold for that specific player.
So, we have 3 days of "discussion", during which time no one can attack anyone. Then, when we get into the meele phase, how long do we have to make our actions/attacks or whatever? What kind of deadline are we looking at here?3) Each day will be divided into alternating sets of phases. The first phase will be a discussion phase. This is like your traditional mafia day in every way except that it does not contain voting. Feel free to vote if you wish, but I will not be keeping track of them. After this, we will enter the melee phase, which will consist of each player rolling for initiative, and then taking/or not taking an action in turn. Discussion phases will last 3 days each, and melee phases will last for 2 complete turns for every player. Discussion is still allowed during melee phases.
I was there too! One of the firsts fallen angels to die. And thanks to you, IIRC... ¬_¬populartajo wrote:YEY, WAR IN HEAVEN ALL OVER AGAINNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN
/DIES
I dun get this. Lots of mislynches are good? How come? If we have many towns at low HP, there won't be nothing that prevents mafia to make their strikes during the day as well.Nuwen wrote: Our number of mislynches (read: good) ishighestwhen we damage one player at a time. Whittling down multiple players reduces our number of mislynches. We don't know at which point the scum team can overwhelm town damage during the melee phase.