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 Post subject: Re: (Mafia) Werewolves of Miller Hollow : Game end
PostPosted: Sat Oct 12, 2013 8:28 pm 
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Reyo wrote:
What? Aww, I had some dramatic scene planned out where I make Turbo think I was gonna kill babs!

Aww well, VICTORY!

Let us go Barabba, let us run off and partake in all of the homo wolf bird sex we want.

Like butt stuff...weird butt stuff...

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 Post subject: Re: (Mafia) Werewolves of Miller Hollow : Game end
PostPosted: Sat Oct 12, 2013 8:31 pm 
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I tried to warn you, Turbo, I really did ...

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 Post subject: Re: (Mafia) Werewolves of Miller Hollow : Day 1
PostPosted: Sat Oct 12, 2013 8:38 pm 
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YCobb wrote:
It'd be best if we could just turn on the raven, but we have no idea who it is.

Here's a joking leap of logic - the raven did something irrational, Barabba has historically been awful at this game, Barabba might be the raven. Justification to go after him?

HA HA HA, HA HA HA, HA HA HA! You have no idea how nervous this made me. YCobb's smart.

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 Post subject: Re: (Mafia) Werewolves of Miller Hollow : Game end
PostPosted: Sat Oct 12, 2013 9:06 pm 
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Here some good things and bad things I noticed during the game. Read the last part at least for my thanks.

=====

A few things I think could be better.

First : Don't follow someone just because he's on your side. What I mean here is that everyone followed the Raven on day 1. In normal circumstances, the raven don't have any information. That means his vote on day 1 is more likely to be a random guess than a serious vote. You better follow your own suspicions instead of those of others.

Second : for the couple, killing the wolves last was a risky move. What if Turbo chose to kill Barabba on last night? He could definitely guess Reyo was a traitor from his behaviors. I think it would have been safer to put the raven's vote on wolves early on in the game. Also even if Reyo was the last wolf, he would still be in control of the wolves night kill.

Lastly : I think people could analyze more what everyone said in the public chat. Like Brekk said, some allegiances were obvious if you read between the lines (before the last day where the villains revealed themselves). Now it felt more like people were lynching at random without even checking what the others said before.

Now don,t hate me if I offended you. Here comes the good part. My review of this game.

=====

I tried to make the rules as simple as possible but I was always scared people would force a loophole in them.

For example, since there was a witch, it was hard to determine when exactly the wolves couldn't change their target so that I could tell the witch who it was. In dedicated forums to this game where nights take 24 hours IRL, we determined that the wolves have 23h and the witch is told in the last hour. Because players usually are more active and concentrated on the game rather than the rest of the forum, it is easier to make actions at the last minute like that. So in our forum, if wolves kept changing their target or waited at the last minute, I couldn't tell if Ycobb would be in time to tell me his actions.

Another example is that I didn't tell that if there is 1 wolf and 1 villager captain at the end of the game, the wolf wins by default even if the captain has the tiebreak and/or 2 votes (yeah because the master of the game can choose how the captain works). So even if Turbo chose Ycobb as successor, the couple still wins.

I could go on with circumstance rules like that because there are a lot.

=====

How to balance this game :
Usually I pick around 1 quarter of the players to be the villains and another quarter to be power roles. That means around half the player should be regular players. By experience, I know this kind of configuration works. This should also be the case in mafia *wink* Make sure to remember that when you make the next game. The main point of the game is not to find the villains through the power roles or having everyone revealed to then kill those that didn't reveal themselves. It is to analyse what players say and make suspicions out of that. The lynching is the village's main weapon and the game should always be centered on that, don't forget it.

Also for the power role I chose, I usually avoid including multiple roles that have similar purposes. For example the witch is a killer role as well as a savior role. That means I should not put the defender which is also considered a savior role. Same for the hunter which is a killer role. The only exception to this is if there is a rather large number of players.

The fortune teller is considered by many one of the best power role. Putting it in a configuration is a risk because it greatly helps the village. This means that there should not be other powerful roles in the game (again, except if there is a large number of player)

Also I think I shouldn't have put the cupid in there. Considering that 2 people will die together, it is risky to put it when there are few players. I noticed a bit too late that if FlyingGiraffe chose 2 villagers the game could end very quickly in favor of the wolves. Gladly, he chose players from both clans.

Also I should have put two wolves instead of three, to give the village more time to adapt to the rules. I completely forgot that the "no lynch" is a thing in Mafia and that it was mainly giving players time to find the villains. Since this game doesn't allow that, it kinda forced the village to vote at random.

=====

And the last part of this text wall.

Thank you everyone that played this game. I really wanted to show everyone how fun "Werewolves of Miller Hollow" is. I wasn't sure if it would be received positively since it had different rules as mafia. Also it wasn't played as actively as I'm used to see. But it was still fun to make it. I hope you enjoyed it too.

In hope I convinced people to play with these rules and/or roles in a future game.

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 Post subject: Re: (Mafia) Werewolves of Miller Hollow : Game end
PostPosted: Sun Oct 13, 2013 1:49 am 
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I want to run the next mafia, if that's alright with everyone. Mann Vs Machine themed, with the humans being the mafia.

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 Post subject: Re: (Mafia) Werewolves of Miller Hollow : Game end
PostPosted: Sun Oct 13, 2013 2:56 am 
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I was actually worried Turbo was going to try some mind games on that last night. I was fully prepared to bluff my way into calling HIM and ycobb the two lovers just to get him to go off of it, but he didn't, so I was pleasantly surprised.

Also yeah, I didn't notice how dire things were until Kergan and Turbo revealed themselves, and I thought "Maybe turning people on Kergan a day earlier would have been better."

But yeah, no, a lot of the game at the end turned out to be more luck than I thought.

Also I actually did flip a coin just for shits...and it actually turned up heads.

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 Post subject: Re: (Mafia) Werewolves of Miller Hollow : Game end
PostPosted: Sun Oct 13, 2013 3:49 am 
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I didn't anticipate the lovers being able to kill people themselves, which is why I didn't do anything about it.

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 Post subject: Re: (Mafia) Werewolves of Miller Hollow : Game end
PostPosted: Sun Oct 13, 2013 8:38 am 
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Turbo : Aaaargh, I wanted to be the next one to run a mafia game

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 Post subject: Re: (Mafia) Werewolves of Miller Hollow : Game end
PostPosted: Sun Oct 13, 2013 8:41 am 
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TurboPunz wrote:
I didn't anticipate the lovers being able to kill people themselves, which is why I didn't do anything about it.


If you and Kergan died earlier, Reyo would control the wolf kill.

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 Post subject: Re: (Mafia) Werewolves of Miller Hollow : Game end
PostPosted: Sun Oct 13, 2013 7:32 pm 
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My job would have bodaciously been "kill anyone but babs each night." The idea was thrown out to have babs, as the raven, vote for kergan earlier than we did, but we thought we had more time. I didn't realize just how little people there were playing. I had to pull that "coin toss" bit completely out of my perfectly chiseled glutes.

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 Post subject: Re: (Mafia) Werewolves of Miller Hollow : Game end
PostPosted: Sun Oct 13, 2013 8:09 pm 
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I half thought the reason why so little people were playing was because the game was so bloody dragged out.

Even I was kinda tempted to just drop off reading this game :/

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 Post subject: Re: (Mafia) Werewolves of Miller Hollow : Game end
PostPosted: Sun Oct 13, 2013 8:26 pm 
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That has nothing to do with how many people signed up???????????????????????????????????????????

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 Post subject: Re: (Mafia) Werewolves of Miller Hollow : Game end
PostPosted: Sun Oct 13, 2013 10:38 pm 
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It kinda has to do with the fact that I had to mostly watch this game, as I usually end up doing no matter how many times I enter a game.

The fact that it was Turbo, who usually never survives a game past the first few nights, is so ironic that it'd make hipsters go red with jealousy.

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 Post subject: Even though I'm dead
PostPosted: Sun Oct 13, 2013 10:41 pm 
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I contributed nothing to this game.

Winner's circle right here.

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 Post subject: Re: (Mafia) Werewolves of Miller Hollow : Game end
PostPosted: Sun Oct 13, 2013 11:15 pm 
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Kitsune Dzelda wrote:
It kinda has to do with the fact that I had to mostly watch this game, as I usually end up doing no matter how many times I enter a game.

The fact that it was Turbo, who usually never survives a game past the first few nights, is so ironic that it'd make hipsters go red with jealousy.

No, I mean the pace of the game had absolutely no effect on the size.

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