Can we get the nightchoices, pretty please, mod? Thanks for running this game!
Darkstrike_11 wrote:the one thing I will say about this game is that the scum played out of their minds. They nailed each power role, pretty much, and had all the control of where the game was going. It was like watching a townie train crash in slow motion.
Thanks, but I felt it was a bit of the opposite - it bothered me that all our nightkills were townies! And I swore there would be a jailkeeper in the game up until the end, which turned out to be quite wrong.
Ythill wrote:The one place where this scum-win hinged on bad townie play was on the day after I died. It was quite obviously MYLO. Why the hell didn't someone suggest mass claim?
Every time I'd check the thread that day, I would think, "I hope they don't suggest massclaim and no-lynch", which was probably the correct play.
Fate wrote:That would be the only feedback I had, was that scum was pretty strong this game. If it were three goons and a SK it might be doable, but a RB'er may have tipped the balance.
Doc/Cop is a pretty strong combo. If anything, I think another town role could have been added, but I don't think with Cop/Doc in the game you can take away the roleblocker.
Oman wrote:Damn you Thesp, last time I play with you, scumbag!
CrashTextDummie wrote:Props also for figuring out I had a powerrole on N1, which quite frankly baffles me, as I don't think I played this game differently than any other (I usually suck balls whenever I play a game from the beginning, I'm much stronger when I replace in).
Perhaps it was a lucky guess - you looked like you were playing your cards very tightly to the chest, and I dunno, had a different feel about you than other players did. In any case, I'll just be happy that we managed to make it through!
Thanks to everyone for this game, I had a blast!