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Josh
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Post #1: 6th Nov 2018 8:38 PM 
Hall of Fame

Rose Towards End - Though she had a rough start in the game, she started to hit her stride later in the game and emerged as a town leader. Once she got going, she landed kills on Vic and Timmah -- as well as led the charge on many scum players lynches, such as Nav and Timmah.

TiB - Though his fellow mason disappeared in the game, TiB continued to post his insight throughout the game quite regularly. He was a very vocal town voice throughout his time in the game and provided us with a great mason forum despite being alone. And even took it like a champ when he was given an extra night action that he couldn't use, despite complaining about having no night action throughout the whole game.

Mafia Towards Start - For the first few days of the game, the mafia was playing well under the radar and only lost Jamie due to a one-shot daykill. They were staying active enough to have a prominent enough voice in the day to keep suspicions off of them, which was refreshing to watch instead of the usual "inactive" mafias we've been seeing recently. Once the town started to dwindle, they slipped up a bit and weren't quite as successful but at the beginning, I really believed they could pull out the win.

Ari/Sock/Henry - Three townies that successfully killed mafia members with their one-shot abilities. Ari passing the book to Paul on the correct day to kill him based on reads, Sock taking Spin to his private forum to kill him in the night, and Henry using Roland's chestbusting delayed kill to take out Jamie early on. All of these helped the town dwindle down the scum numbers to give town a chance in the end-game.

Town Towards End - Though they had a rough start, the survivors of the town started to hit their stride at the end and began to easily pick off the mafia towards the end game. They had a few slip-ups with the Zach & Wikey lynch but outside of that, they delivered great reads and easily picked off a majority of the mafia team in a few short days.

Nav/Brian - Nav & Brian were excellent in staying out of the spotlight during scum-hunting until the final day there. Their names were only brought up a couple time as potential lynch options but were never in real danger of being discovered until the mafia team had been completely obliterated. They delivered some fun gameplay for us, despite being a two-man vanilla cult.

Shadow - Despite having a small role for town, Shadow provided good reads and quality game content for us throughout the days. His posts were very read heavy but provided us with some entertaining content the whole way through.
 
   
Curtis
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Post #2: 6th Nov 2018 8:39 PM 
Hall of Lame

Darkus - His dumb Cop claim, whining that you all used my Cop meta against him, his overall lack of help that entire day and his attitude, etc

Kenny - Inactive Mason. Left poor TiB all on his own

Roland - A 41 person game and the Vig no kills on N1. THE WORST. I was really excited for the Alien chestburster kills to be a daily thing. I wanted people to realize that someone was dying exactly one hour into every day phase, the tension each day would've been so fun. It might've been the role I was looking forward to the most tbh. Instead it went to Roland who decided not to use it for some reason...then he got lynched the next day. Disappointing!

KC - A powerful redirection that he forgot to use N2 before not checking the thread at all on a 48 hour D3 and screwdriving himself to death. But at least we got that moment

Helios - For killing like, some of the most active players every single day. Just a BUMMER! Also for killing his buddy Zersch N1, who I think is the one who contacted him to play and was also arguably the biggest horror fan playing (and was a top poster). COLD!

Mafia towards the middle/end - They just fell apart really. A lot of townies did a great job of looking like Townies, but the Mafia completely failed at getting a single one of their members into that trusted group. And those Townies weren't trusted because of their roles, it was just because of the way they were scum hunting and their behavior, it was totally possible for Mafia to slip in there. After their initial success in the first couple of days they just started to slip, lose morale, and mostly just flat out did a poor job of blending in. They were kill targets for a lot of people for a reason

Scum fake claims - No great ones at all really. There was a lot to play with and people could've got creative but the claims just didn't really work out for anyone at all. Helios, Mittens, Timmah, Nav. All brought down eventually due to their claims

Havo killing Kenny - While I loved the choice, the execution wasn't the best. Would've saved himself a whole lot of grief if he just said hey everyone I've got a daykill, gonna take someone out. He had a chance to slip under the radar for awhile, instead the use of the daykill got him lynched a day later

Ahoda - Lasted deep in the game but didn't manage to catch anyone as Watcher, one of the more powerful Town information roles in the game. Also probably had bad reads. I feel like he did, I'm sorta just guessing from memory. But it's Ahoda

Rose kills - DS, Patrick, Darkus, Boc, Merc, Vern. Your record started to even out a little more as the game went on but six town hits is worth mentioning. And that NO KILL! :((((. I wanted death

Wikey/Zach lynches - Town began to flounder a little bit post-Timmah death because they didn't know who they were looking for. Why they didn't turn to a typical scum Hated Townie claim is beyond me, but those Wikey and Zach lynches felt kinda rushed and lazy. Neither even got a chance to speak!
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Josh
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Post #3: 6th Nov 2018 8:40 PM 
Top Three Moments

3. Henry killing Jamie
After Roland not using his action, we were disappointed to think that the delayed daykill wasn't going to be used. But luckily Henry picked up the delayed daykill and used it on Jamie, a mafia member, to cause some shock and awe for the hosts and players. We were excited to see the paranoia of who would be the one to die each day, but the confusion of Jamie's chest bursting open in the middle of the weapons chaos almost made up for it.

2. The Misfortunes of Kat
Though not a single moment in itself, the fact that almost every negative role being thrust on Kat in the first few days -- one of which was intended to literally haunt her to death, was too entertaining to not mention. The best part was that not even all of the actions were meant to go on Kat but a plethora of them were redirected onto her anyways. And the icing on the cake was JJ dying the day before Kat's intended death so she had to know what was coming to her.

1. KC Screwing Himself
The best moment for us was Day 3. The weapon chaos that led to one of the funniest moments of the game, KC screwdriver-ing himself in the eye with the little comic. We had so much anticipation for someone to pick up the screwdriver and we just had to watch everyone hurl useless daykills at each other while the real weapon went unused. You can see our reactions in the Game Discussion thread throughout the day of us just WAITING for someone to pick it up so it didn't go to waste. But of course out of everything, the one weapon that actually did the killing was never used.
 
   
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Post #4: 6th Nov 2018 8:42 PM 
Game Structure/Final Thoughts

We tried our hand at a different type of experience this game, it feeels like it worked out and that you all caught it so we're happy with that. A large game like this is really tough to balance. If you lose a Vig or an SK early...that's terrible. A 41 person game with only the mafia's kills to rely on? The worst. So we added a lot of one shots. JJ's cursed tape, Brian's cursed book, Henry being able to mimic roles, Sock's two kills, two Vigs, and some more scattered kills in there. It may have felt like a lot (especially to scum), but I think it worked out. Even WITH all those kills it started to get to a draggy point at the end, so I'm really glad we kept them in

Plus, we wanted to make this game a bloodbath to match with the theme. Honestly I would've liked to add more killing roles, like a SKIT or something. I wanted nights to be BLOODBATHS. We kinda failed there. We actually meant to make im317's Survivor role a SKIT or another type of third party or something but we rushed through final planning and left it as it was, oops

And like I said, theme wise I wanted a lot of deaths. The Town was a bunch of murderers and psychopaths, I think it fit well. I wanted the tone to be that the mafia were a bunch of final girls who were crafty and capable but were up against some powerful foes. That played out fairly well I think. Mafia complained a bit and said they were screwed from the start, I don't really agree. It was 13 non-town vs 28 town. That's not a bad ratio at all. This could've gone the other way if townies were using those kills on other townies, the odds were in favor of that happening. But some of those one shot kills went the mafia's way for a reason

This was a game more about reads and small bits of information instead of follow the cop/watcher/tracker. Like we've talked about, I hate the Cop role. I think asking the host hey is this person Mafia and the host responding hey yeah good job they are Mafia is the dumbest thing. FUCK THAT! In ATTWS I've always put in information gathering roles that sorta paint the canvas of everyone's movements in the night (the floor plan maps, etc). This was sorta like that but not as severe, I think it was even less about Town gathering information and more about them sharing their reads and going after people based on behavior. I'm really happy with how that turned out overall

Pretty insane how no Mafia were lynched via counterclaims. No scum were lynched based on night actions. Not ONCE. Think about that, it just never happens that way. It could've made for a boring game since a lot of us tend to sit around and wait for someone to divulge info to make things more interesting, but I'm thankful for the players who kept it active and engaging despite that. Also crazy that there were so many unclaimed players left in the game once it got towards late game. Also never happens. I was a big fan

There's some things I'd change for sure. Some less conditional survival roles for one. A way to make The Things more interesting for sure. I just didn't want a full Cult at all really. Cult sorta just suuucks when you're a player and they finally flip late game. I'm sure it was bad enough when only Nav flipped, and that was a hunt for just ONE recruit after that. Imagine a full Cult. But giving The Things something else to do would've been worthwhile. I've got some stuff in mind

Overall v fun. I loved writing the flavor and really enjoyed the role reversal with the heroes as the mafia. We'll definitely be doing it again next Halloween with the theme mixed up to keep it fresh. THANKS FOR PLAYING
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Helios Garabandia
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Post #5: 6th Nov 2018 10:01 PM 
I assume you mean "the most ACTIVE" not "the most INACTIVE" in my HoL entry, right? >_>
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Post #6: 6th Nov 2018 11:00 PM 
Curtis @ 6/11/2018 19:42
Game Structure/Final Thoughts

Mafia complained a bit and said they were screwed from the start, I don't really agree. It was 13 non-town vs 28 town. That's not a bad ratio at all.



Yes, for town, that's about the right ratio of Town vs. Non-town. But for mafia, having only 8 out of 41, with no protective abilities, made it quite difficult, especially with all the town/non-mafia killing roles.

Did town play the game better than mafia, yes, definitely. But they had much more leeway to make mistakes and not be hurt by them.
 
   
Curtis
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Post #7: 6th Nov 2018 11:51 PM 
I agree that it was difficult for you guys. That’s the point. It should always be difficult for mafia and they should be rewarded for good play and punished for bad play. You guys were punished for bad play

The non-mafia killing roles could’ve easily gone against Town to help give you guys the edge but they went against you guys for a reason

I also think Town should always have more leeway to make mistakes and not be as hurt by them, that’s why they’re padded with numbers. They’re the uninformed majority. You’re literally just arguing against the point of mafia imo, it’s always gonna be harder as scum and easier as Town. This game was winnable with a different team of 9 mafia
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Post #8: 7th Nov 2018 12:00 AM 
Curtis @ 6/11/2018 22:51
I agree that it was difficult for you guys. That’s the point. It should always be difficult for mafia and they should be rewarded for good play and punished for bad play. You guys were punished for bad play

The non-mafia killing roles could’ve easily gone against Town to help give you guys the edge but they went against you guys for a reason

I also think Town should always have more leeway to make mistakes and not be hurt by them, that’s why they’re padded with numbers. They’re the uninformed majority for that reason. You’re literally just arguing against the point of mafia imo, it’s always gonna be harder as scum and easier as Town. This game was winnable with a different team of 9 mafia


lol

I think you misunderstood my point. I didn't say it was unwinable, or that town shouldn't have the advantage in numbers. I think the game went well for the most part, and some bad luck put the mafia into a hole. I know, personally, my play was shit, but that's because I was super busy early in the game, and had a hard time catching up and not looking too scummy while doing it.

I guess I'd argue that with one more mafia member, or having a protective ability within the mafia (i.e. a mafia doctor instead of all the "goons"), and things would have felt a bit more balanced. If mafia would have had a doctor, they could have saved me the night Sock took me hostage, and think of the fun that would have created the next day (or days) in the game thread.
 
   
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Post #9: 7th Nov 2018 12:04 AM 
No they couldn’t. You were dead the second Sock took you, that was the point of the role. It had to be submitted by the end of the day which means your fate was sealed, eternally damned in sock’s torture chamber

I didn’t misunderstand your points. I don’t really think one additional mafia member would’ve been the big game changer you guys needed personally

I don’t disagree on a mafia protective role though, I’d add that and get rid of town conditional protective roles
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Post #10: 7th Nov 2018 12:17 AM 
Curtis @ 6/11/2018 23:04
No they couldn’t. You were dead the second Sock took you, that was the point of the role. It had to be submitted by the end of the day which means your fate was sealed, eternally damned in sock’s torture chamber

I didn’t misunderstand your points. I don’t really think one additional mafia member would’ve been the big game changer you guys needed personally

I don’t disagree on a mafia protective role though, I’d add that and get rid of town conditional protective roles


Well, fine, shoot a hole in my fun crazy idea. :P

Again, I didn't say "big game changer". In the long run, it probably would have extended the game a day or two tops, and given you a couple more kills, perhaps. Town played the late game very well, without making it into a mass claim.
 
   
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Post #11: 7th Nov 2018 6:13 AM 
I really liked the style as well, less info, more chaotic. It fit the theme well, and a handful of the players really did a good job with that.

Thanks for hosting!
 
   
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Post #12: 7th Nov 2018 6:45 AM 
Oh yeah and honorable mention HOF to Henry Vern and Shawn for almost lasting the whole game, just a funny/refreshing makeup of players to fill an end game with

And honorable mention HOL to Vern for fucking it all up by not surviving and allowing himself to be butchered with a hatchet by another Page brother. This guy will never learn!
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Post #13: 7th Nov 2018 7:31 AM 
Curtis the only time I had information Rose killed Vic that night, but yeah, over all I was just more helpful to the mafia then the town.

Also, the lack of a skin really makes this game unreadable. It's fucking awful
Curtis @ 25/7/2017 9:44
Great job Ahoda

   
Curtis
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Post #14: 7th Nov 2018 7:39 AM 
Yeah I probably should’ve changed that for you (: .Tell your work to stop sucking

Ndim feature idea: allow people to override a subforums default skin
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Post #15: 7th Nov 2018 8:57 AM 
This game was fun

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