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 Post subject: Re: (Mafia) Werewolves of Miller Hollow : Day 0
PostPosted: Sat Sep 14, 2013 12:30 am 
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What, are we going the reverse, Vault 11 style elections now?

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 Post subject: Re: (Mafia) Werewolves of Miller Hollow : Day 0
PostPosted: Sat Sep 14, 2013 7:16 am 
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Reyo wrote:
What, are we going the reverse, Vault 11 style elections now?

I don't know what you mean.

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 Post subject: Re: (Mafia) Werewolves of Miller Hollow : Day 0
PostPosted: Sat Sep 14, 2013 7:55 am 
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Oh, it's a reference to Fallout: New Vegas, which had an underground nuclear shelter that housed a bunch of people and their overseer. The company who made the vaults also put in a bunch of unique social experiments into the vaults, Vault 11 having the social experiment of "Choose one of your own to be killed every year or else all of you will be killed." The residents of Vault 11 were angry at their overseer for knowing about the social experiment all along, so they elected him to die. The position of overseer then became synonymous to the sacrifice, causing weird election campaigns to be held, with propaganda posters such as "I hate Nate!" "Don't vote Glover! His family needs him!" and "Haley is a known adulterer and communist sympathizer. Elect Haley for Overseer!"

Electing one of us to be the captain would be the equivalent of painting a bullseye on their head, so that's why the reference was made.

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 Post subject: Re: (Mafia) Werewolves of Miller Hollow : Day 0
PostPosted: Sat Sep 14, 2013 8:49 am 
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Wait, were not voting people out to die now? Just to become captain? What about the werewolves? Do they get a captain? Blargh, so confusing.

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 Post subject: Re: (Mafia) Werewolves of Miller Hollow : Day 0
PostPosted: Sat Sep 14, 2013 9:11 am 
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I don't think being Captain is painting a target on your back at all. I can think of a few ways clever werewolves could use the Captain to sway the game in their favor.

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 Post subject: Re: (Mafia) Werewolves of Miller Hollow : Day 0
PostPosted: Sat Sep 14, 2013 3:03 pm 
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I can't decide whether wanting to be captain is more suspicious than not wanting to be captain.

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 Post subject: Re: (Mafia) Werewolves of Miller Hollow : Day 0
PostPosted: Sat Sep 14, 2013 3:32 pm 
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I can't decide if I want to vote myself in as Captain or vote someone else.
This is quite the dilemma.

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 Post subject: Re: (Mafia) Werewolves of Miller Hollow : Day 0
PostPosted: Sat Sep 14, 2013 6:04 pm 
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Barabba wrote:
Oh, it's a reference to Fallout: New Vegas, which had an underground nuclear shelter that housed a bunch of people and their overseer. The company who made the vaults also put in a bunch of unique social experiments into the vaults, Vault 11 having the social experiment of "Choose one of your own to be killed every year or else all of you will be killed." The residents of Vault 11 were angry at their overseer for knowing about the social experiment all along, so they elected him to die. The position of overseer then became synonymous to the sacrifice, causing weird election campaigns to be held, with propaganda posters such as "I hate Nate!" "Don't vote Glover! His family needs him!" and "Haley is a known adulterer and communist sympathizer. Elect Haley for Overseer!"

Electing one of us to be the captain would be the equivalent of painting a bullseye on their head, so that's why the reference was made.

I looked it up so I knew about the nuclear shelter thing but I didn't quite get what he meant until now. I guess the captain can be a target, or just someone you have to impress. And he can totally be a member of the werewolves and use his newfound powers to doom us all.

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 Post subject: Re: (Mafia) Werewolves of Miller Hollow : Day 0
PostPosted: Sat Sep 14, 2013 6:35 pm 
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Even if we vote a werewolf into power, it's not the end of the world, we would have just given them the ability to push a vote that the village would have likely sided with already.

I'd say the question is whether or not to let someone with power take it. Marcato's point is good, that in case the werewolves decide they want the captain out it'd be better to have it be a weaker party than not. It'd be tactically better for someone with a power role to take it as they'd be that much wiser to the goings-on in the game, but having the role is a target whether we like it or not. Also, as scummy as it sounds after that thought, I don't think anyone else should try a campaign like Marc's so that we don't reveal roles over something this small. We ought to either go off of what's already revealed or more silly reasons. Again, unless I missed something with the role of Captain, this is not a huge game changer and this decision does not need to be dwelled on too long.

We do have an interesting opportunity though; we are indeed putting a target on someone. If we vote for someone village sided and they end up dead the next day, well then okay that sucks. But if they survive, we'd gain a clue as to who might be a werewolf, no? Maybe?

As for my own feelings on the subject, I'm taking myself out of the running after considering all this, and am still trying to figure out if giving it to someone who wants it or not is a better idea.

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 Post subject: Re: (Mafia) Werewolves of Miller Hollow : Day 0
PostPosted: Sat Sep 14, 2013 7:41 pm 
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Hmm.. why not give it to someone whos going to be a target anyways? That way, you wouldn't lose much ANYWAYS should they kick the bucket.

Turbo would be a good choice in that case. Or.... from your nice comments earlier about my smiley usage murdering your families...

Me. 8===D

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 Post subject: Re: (Mafia) Werewolves of Miller Hollow : Day 0
PostPosted: Sat Sep 14, 2013 10:07 pm 
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Please, stop spamming votes. It's very hard to keep up.

Votes :
None

Have not voted : Everyone

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 Post subject: Re: (Mafia) Werewolves of Miller Hollow : Day 0
PostPosted: Sun Sep 15, 2013 7:05 am 
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I'm really tempted to vote Reyo just because he seems to be the really analytical person that puts enough walls of text to build a mansion. But no ones really given any reasons besides "I don't have a power role." which is an easy thing to say so I'm still open to listen.

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 Post subject: Re: (Mafia) Werewolves of Miller Hollow : Day 0
PostPosted: Sun Sep 15, 2013 10:28 am 
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Do we have an investigator role? We could out someone in power and then lynch them right off if they're werewolves.

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 Post subject: Re: (Mafia) Werewolves of Miller Hollow : Day 0
PostPosted: Sun Sep 15, 2013 11:12 am 
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We do not have an investigator, if I'm reading the roles right.

Honestly right now I'm inclined to do an unannounced nose game and Vote Lord Retardus, the only one not to post anything yet, and hope that means we're making the captain role a moot point and giving it to the least active of us.

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 Post subject: Re: (Mafia) Werewolves of Miller Hollow : Day 0
PostPosted: Sun Sep 15, 2013 3:57 pm 
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YCobb wrote:
Do we have an investigator role? We could out someone in power and then lynch them right off if they're werewolves.

We have a fortune teller which tells you someones primary role. Which is similar but better.

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