I have been itching to post this for a while...

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Post Post #125 (ISO) » Tue Feb 27, 2007 11:00 am

Post by AniX »

Leptopus wrote:Threatening to break the actual rules is childish and wrong. It leads to bad feelings.
First, there is no hard and fast rule against doing the action PJ threatened. So if there is a vagueness about the legality of the action, I hardly see how certainty can be applied to threatening to do the action.
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Post Post #126 (ISO) » Tue Feb 27, 2007 11:22 am

Post by Mr. Flay »

I can't believe people are arguing that revealing the members of an Informed Majority isn't (already) against the rules; it's only one of the central tenets of the game. How would you react if a Mafioso turned State's Evidence and ratted out their compatriots? Would that cheat you of the 'fun' of the game?
Last edited by Mr. Flay on Tue Feb 27, 2007 11:40 am, edited 1 time in total.
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Post Post #127 (ISO) » Tue Feb 27, 2007 11:28 am

Post by Kelly Chen »

What I can't believe is the inability to see that this stuff should and can easily be made against the rules.
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Post Post #128 (ISO) » Tue Feb 27, 2007 3:15 pm

Post by Yosarian2 »

MrBuddyLee wrote:As PJ and I found, a cult is a threat to both scum and town, and is a great opportunity for them to work together. We tried to manipulate the crap out of town to get them to go after the cult leader and suspected cultists. Not letting town know we were scum while doing so was the challenge, because naturally they'd wonder why we weren't focusing on scum.

The other great thing about a cult is the sinking feeling you have once you become aware of its existence. Mafia, yeah, you expect it. An SK, you sigh and move forward tracking her down. There's not much in this game that gives me the "oh shit" feeling like you see when Jason Voorhees appears in the window. I like a good horror movie, I like the "oh shit" feeling once in a while, and cults are the only thing that really brings that feeling to the table in Mafia.
Yeah, I absolutly agree. Cults are great simply because they're about the scariest thing you can come up against in the game. The fact that you can be in a situation where lynching a mafia hurts the town can actually be a good thing, as it leads to all kinds of interesting situations; like having mafia claim mafia to avoid being killed; or if a cultist fake-claims mafia to avoid being lynched, and you're scum and knows he's lying, do you counterclaim to stop the cult from winning?
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Post Post #129 (ISO) » Tue Feb 27, 2007 3:24 pm

Post by al_kohaulec »

I've never seen scenarios like that, Yos.
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Post Post #130 (ISO) » Tue Feb 27, 2007 9:56 pm

Post by Zindaras »

I've usually seen Mafia fake-claim Cult to make it the other way around, Yossy. Primate did it in Mini 374 and PJ in Two-Headed 2.
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Finished: 159 (120 Town, 33 Mafia, 5 Other, 1 Cult, 4 Cultivated)
68 Wins, 71 Losses
Town: 52 Wins, 54 Losses (2 Wins as Cult)
Mafia: 13 Wins, 15 Losses (1 Win as Cult)
Other: 3 Wins, 1 Loss (1 Win as Cult)
Cult: 0 Wins, 1 Loss
Cultivated: 4 Wins, 0 Losses
59 Survived, 31 Lynched, 60 Killed
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Post Post #131 (ISO) » Tue Feb 27, 2007 10:16 pm

Post by MrBuddyLee »

Imagine the amount of bile PJ had to choke down in order to claim we were vilest of the vile festering nawrsty putrid scabpicking cult.

/violin
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Post Post #132 (ISO) » Tue Feb 27, 2007 10:18 pm

Post by Zindaras »

It was a funny claim. It made me giggle. But he really shouldn't have claimed Cult, to be honest. I don't think it was the right decision.
Show
Finished: 159 (120 Town, 33 Mafia, 5 Other, 1 Cult, 4 Cultivated)
68 Wins, 71 Losses
Town: 52 Wins, 54 Losses (2 Wins as Cult)
Mafia: 13 Wins, 15 Losses (1 Win as Cult)
Other: 3 Wins, 1 Loss (1 Win as Cult)
Cult: 0 Wins, 1 Loss
Cultivated: 4 Wins, 0 Losses
59 Survived, 31 Lynched, 60 Killed

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