NIGHT 1
Jack VIG Dramonic Successful
bouncy. ROLE COP Rayfrost Successful - Tracker
Soc COP Hoopla Successful - SCUM
Farday EMPOWER Faraday Successful
Faraday KILL Cobalt Successful
Cobalt WATCH Socrates Failed, Dead
Rayfrost TRACKS Porkens Nowhere
Wolf NEIGHBOR Faraday / Fate Successful
NIGHT 2
bouncy ROLE COP Hoopla Failed, Dead
Jack VIG RayFrost Successful
Farday EMPOWERS Jack Successful
Hoopla KILLS RedCoyote Successful
Wolf NEIGHBOR RF/Wolf Failed, RF Dead
Rayfrost TRACKS Ellibereth Failed, Dead
NIGHT 3
Faraday EMPOWERS Jack Sucessful
Jack KILLS Porkens, Farside Succesful
Wolf NEIGHBOR Wolf / Soc Succesful
Night 4
Faraday EMPOWERS Jack Successful
Jack KILLS DocPotter, CKD Successful
Night 5
faraday EMPOWERS Jack Successful
Jack kills Wolf and Ellibereth Successful
Post
Post #1309 (isolation #14) » Wed Feb 24, 2010 5:59 pm
Postby SpyreX »
Well, after the draft needless to say I thought town was going to have an uphill struggle.
And, god, I was right.
The only one that really surprised me this whole game was no one piping up D4 and going "wait, the chances of him being vig at this point aren't that great and the vig is obviously scum so YES we need to leave him alive and find that damn vig."
The draft was a hoot. Apparently no one wants to take the Hippocratic Oath these days. I think that hurt.
---
THAT SAID:
Overall thoughts?
What would you change?
What would you keep?
I know the impact of scum being able to talk before the draft really helped. A lot. Even more than I thought it would - with that said, although the scumteam played well Hoopla by far gets my MVP of this game. He, really, ran this show and ran it well. Kudos.
Post
Post #1315 (isolation #15) » Wed Feb 24, 2010 6:39 pm
Postby SpyreX »
For the next one I was thinking of going back to two scumgroups. Thoughts on that?
Additionally, I was half tempted (like I mentioned in the dead thread) http://www.quicktopic.com/43/H/iDRnGRqFYPcT to do a setup where there are two scum leaders that through ???? pick their teammates. Thoughts?
Post
Post #1365 (isolation #19) » Thu Feb 25, 2010 9:35 pm
Postby SpyreX »
"Oh"
I just read this. I mean, obviously my first reaction is anger. Then I feel as if, 'well people are human.'
Then I just feel sad. Like we lost the game on a fluke
Mistakes do happen and that is definitely the biggest I've made modding. That said - the net result was the town coming out fast and hard on Soc which was good. But, then you got caught up in the cop scenario which (especially in this setup) really shouldn't have taken as much weight as it did.
It's a bit of a stretch to say the game was lost on a fluke - the biggest threat would have been them nailing the bomb with the vig but they had you pretty solidly pegged early.
Post
Post #1366 (isolation #20) » Thu Feb 25, 2010 9:39 pm
Postby SpyreX »
Note: I do need to find the right balance to limit because watching the scum strategize pre-game was one of the better parts in my opinion.
I'm just not sure what the right balance is - part of it still that gets me is vig slipping that low; I consider that a first tier ability that should have been double-picked (like cop in a setup with no counters) before 7. Definitely over role cop and probably over tracker as well.
Post
Post #1369 (isolation #21) » Fri Feb 26, 2010 2:18 pm
Postby SpyreX »
I'd prefer adding an extra townie or two to keep the scum-talk draft if people really think it was unbalanced. But seriously, it can be fixed with a bit more care towards what roles are allowed in the game. When is the next one SpyreX? Are you doing one for the 08 scummers?
MORE townies? 17-5 I thought was scary enough. I'd need more input.
I could totally do one late march (I'm on vacation 13-21st) for the 08'ers if thats what we've decided on.
I love input on what roles work and dont.
I'd love to find a good way to keep the pre-chat. Maybe give the town a pair of masons?
Post
Post #1375 (isolation #22) » Fri Feb 26, 2010 9:26 pm
Postby SpyreX »
Its an open setup. He could hand me that list and I could turn around and use it and he could play.
That said, I'll definitely think about it. While I love JOATS (and I love me some JOATS and even watned a PYP based around JOATS) I'm not sure I like them in this setup. 2-shot vig works, I'm not sure what I think about weak doctor though.
Post
Post #1381 (isolation #24) » Sat Feb 27, 2010 7:25 pm
Postby SpyreX »
I think, really, for the empowerer to work (and I do love that role) there needs to be more scum-sided roles (framer, driver, etc) so that there is a legitimate reason for town to utilize it.
Post
Post #1385 (isolation #25) » Sat Feb 27, 2010 10:10 pm
Postby SpyreX »
Ehh, no hidden.
I guess I meant more "town reasons to have an empowerer aside from stopping the scum from having it"
Which, I think, was part of why I liked 2 scumgroups - at that point most abilities benefit scum and town versus just stopping the other from having them.
Post
Post #1412 (isolation #29) » Sun Feb 28, 2010 8:12 pm
Postby SpyreX »
I think I sorely need to bring back the bus-driver. That was one that was missing that would have been nice to have.
I've thought SOME about a massclaim like that - that almost ends up being an entire new discussion though for us to have. Looking at it like that I do kinda worry that it'd break the setup - and if thats the case, what would be the counterbalance?