In the timeless words of a great and revered man: "Blow it out your ass."
A hydra of Rift Adrift, Oil Tycoons and Trust Fund. "In the Oil Rift we Trust."
Since the game thread is approaching 50 pages in ~5 days I thought I'd have a look at the stats for the previous runs of this game.
2011
Day 1 -- 11 pages -- 10 calendar days -- scum point
Day 2 -- 7 pages -- 16 calendar days -- town point
Day 3 -- 8 pages -- 14 calendar days -- scum point
Day 4 -- 2 pages -- 2 calendar days -- scum point
2013
Day 1 -- 50 pages -- 9 calendar days - town point
Day 2 -- 3 pages -- 2 calendar days - town point
Day 3 -- 2 pages -- 1 calendar day - town point
2018
Day 1 -- 40 pages -- 16 calendar days -- town point
Day 2 -- 14 pages -- 8 calendar days -- town point
Day 3 -- 32 pages -- 14 calendar days -- scum point
Day 4 -- 25 pages -- 14 calendar days -- scum point
Day 5 -- 10 pages -- 3 calendar days -- town point
Amid the pressure of great events, a general principle gives no help.
It's interesting. The scum team this go-round is really unhappy about not having daytalk. Even in 2018, when the game was last run, the lack of daytalk was never brought up during postgame discussion.
I think daytalk has become so ubiquitous that the idea of functioning as a team without it is near inconceivable now.
I remember how isolated I felt as scum in my first MS newbie game. As soon as the QT would open at night I'd pour all my pent-up observations and ideas into the QT and then wait...and wait...and wait for my partner to show up and give his thoughts.
That was more agonizing than not having daytalk, actually. I wanted to use the night phase to fullest advantage, and my IC-partner just didn't seem to care about the opportunity to strategize.
Amid the pressure of great events, a general principle gives no help.
Quicktopic brings me back, I wonder if I remember my old password lol
I think the lack of daytalk is definitely necessary in this setup, especially with role distribution numbers. The reason daytalk is needed in 9/3 setup for example is because scum have to put in a greater effort in terms of and dwindling numbers. Here, their focus should be on each individual and trying to score a point by any means, given they'd have to trade out either way.
I think adding daytalk would require other changes to maintain the balance, and I'm not sure the whole premise of the game would survive that kind of tweaking.
It's something I want to explore in postgame.
Amid the pressure of great events, a general principle gives no help.
I haven't read everything or everyone's posts but some of the arguments this game are confusing me. I don't really know the setup either. There are five scum?
The major one is the argument that since a wagon that the "townbloc" wants is stagnating and can't get any traction is evidence that the person being wagoned is scum which makes their read that much more confident that the person is scum is W.T.F? It's just a circular confirmation bias loop.
And awe peta's meta argument about nacho's bad scum game comes from a recent offsite game that was not nacho's best example of a scum game. Nacho killed me for the express purpose of being able to make bad pushes, and then life stepped in the way and he wasn't able to do what he planned and went AWOL.
Okay so people aren't making alignment talk in this thread so I won't spill what I think of either of those alignments or the alignments of the people making them. I'll put together some guesses based on not reading much lol.
Oh confusing argument numero duo: You tried to push a fake scum read on me and it didn't get traction so you changed your mind is so headbangingly bad. It's been used a lot lately and I'm just mystified that experienced mafia players are making it.