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Post Post #75 (ISO) » Sat Jul 04, 2009 7:00 am

Post by Goatrevolt »

scotmany12 wrote:In a somewhat related realization. I was unaware I had a quick topic(s) to post in until I looked at my role pm again. Upon realization that I can talk to members in my department, I can say my decision this day will no longer be basically random.
What do you expect to learn from discussion in the quick topic that couldn't also be learned from discussion in the thread?
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Post Post #76 (ISO) » Sat Jul 04, 2009 7:01 am

Post by scotmany12 »

Mhm. I have two. Creative and Management.
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Post Post #77 (ISO) » Sat Jul 04, 2009 7:02 am

Post by scotmany12 »

Goatrevolt wrote:
scotmany12 wrote:In a somewhat related realization. I was unaware I had a quick topic(s) to post in until I looked at my role pm again. Upon realization that I can talk to members in my department, I can say my decision this day will no longer be basically random.
What do you expect to learn from discussion in the quick topic that couldn't also be learned from discussion in the thread?
For one, I can discuss with them. I guess we could do that here, but I feel I can get a better understanding of how sincere someone is when we talk in private.
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Post Post #78 (ISO) » Sat Jul 04, 2009 7:08 am

Post by Korts »

Goatrevolt wrote:Mod: How are roles distributed if the CEO has used his one shot power already and the Creative Director is dead? Does the CEO get to pick a new Creative Director even though he's used his 1-shot already?
The CEO's power is one-shot, regardless of circumstances. If they've used the ability up already, and the Creative Director dies, the role dies with them.

Goat wrote:What happens if both the CEO and Creative director are dead? How are roles distributed?
Knew I forgot to include something. Updating rules. If the Creative Director and the CEO both die without the CEO having used their one-shot ability to promote a new Creative Director, a one time public vote may elect a new Creative Director. If this player dies as well, the role stays dead and the creative department loses all active abilities.
Last edited by Korts on Fri Jul 17, 2009 12:50 am, edited 1 time in total.
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Post Post #79 (ISO) » Sat Jul 04, 2009 7:17 am

Post by Goatrevolt »

I propose that the CEO
does not
use his ability to appoint a new Creative Director unless the current Creative Director is dead.

Hypothetical: CEO removes scot from his position today. Either we lynch/the scum kill the new Creative Director. We effectively get screwed out of all of our roles as early as day 2. If the CEO saves his ability, then we would at least get another day out of it.
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Post Post #80 (ISO) » Sat Jul 04, 2009 8:27 am

Post by Adel »

are these accounts "use them or lose them"?

Or, if we don't assign the tracker accoutns today, will we be able to use them tomorrow?
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Post Post #81 (ISO) » Sat Jul 04, 2009 8:30 am

Post by Adel »

the bussdriver can protect the creative director.
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Post Post #82 (ISO) » Sat Jul 04, 2009 8:38 am

Post by Adel »

Also, Ren Hoek = TSQ
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Post Post #83 (ISO) » Sat Jul 04, 2009 9:18 am

Post by Ren Hoek »

Adel wrote:Also, Ren Hoek = TSQ

Don't make me ragequit.

Now post a game flowchart or prepare to die.
[i]Hey Guido, it's all so clear to me now. I'm the keeper of the cheese and you're the lemon merchant, you get it? And he knows it. That's why he's gonna kill us. So we got to beat it, ya, before he lets loose the marmosets on us.[/i]
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Post Post #84 (ISO) » Sat Jul 04, 2009 9:25 am

Post by Adel »

Adel wrote:are these accounts "use them or lose them"?

Or, if we don't assign the tracker accoutns today, will we be able to use them tomorrow?
ah, rule 24: "a list of role actions unique to each Day."

~~~

@TSQ, do you think the mafia has a kill each day?

~~~

should both tracker abilities go to the same creative team to mitigate the risk of scot being scum and the risk of 1/2 of a creative team being scum?
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Post Post #85 (ISO) » Sat Jul 04, 2009 9:33 am

Post by Ren Hoek »

It doesn't say whether the mafia has a kill each day. My working hypothesis is it does.
rules wrote:(27d)Immediate actions' public results (if any), most notably kills will be posted between 0 and 24 hours of me opening the PM, to avoid Time Zone differences breaking the game.
Does the above rule confirm it?

To be helpful, I am going to come right out and confirm that I'm town. I would appreciate if you could do the same.
[i]Hey Guido, it's all so clear to me now. I'm the keeper of the cheese and you're the lemon merchant, you get it? And he knows it. That's why he's gonna kill us. So we got to beat it, ya, before he lets loose the marmosets on us.[/i]
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Post Post #86 (ISO) » Sat Jul 04, 2009 9:49 am

Post by Adel »

Ren Hoek wrote: Does the above rule confirm it?
only if there is a kill without there being an assigned killing ability.

I'm town too. Two down.

~~~

distractions aside, I think the trick for this game is to establish a process for assigning roles that is robust enough to withstand the decisions of bad faith actors (scum) in the decision chain.

A "good enough" for choosing abilities, and assigning them
+
keeping the creative director alive, keep us in power roles.

Keep the CEO alive, and we get an additional back-up creative director.

~~~

I can see utility is assigning PGO and tracker to the same creative team. That would prevent the risk of scum targeting that creative team for a kill, and preserve the tracker result.

options:
A: Tracker + PGO to same team (scum won't target for a kill)
B: Tracker + Tracker to same team (scum would kill one of the trackers, and the remaining partner could be scum)
C: Bussdrive Creative Director with patsy
D: Assign PGO and Bussdriver to same creative team, switch High Value Target with PGO.
E: Assign tracker to two different creative teams. Also assign PGO to one of those teams (leaves creative director exposed)
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Post Post #87 (ISO) » Sat Jul 04, 2009 9:52 am

Post by Nuwen »

Adel wrote:Also, Ren Hoek = TSQ
She's definitely not Shea.
Adel wrote: should both tracker abilities go to the same creative team to mitigate the risk of scot being scum and the risk of 1/2 of a creative team being scum?
Probably - a double scum creative team is statistically less likely, increasing the chance that one tracking action will not be scum directed or neutered.

I can already say with certainty that Seraphim is scum. Our interaction in the QT makes it obvious:

Ren seizes Scot's "mostly random" bit.
Seraphim parrots "Exactly my thoughts. We definitely need to pursue this."
Cay says stuff.
Seraphim asks "Do you think we've caught scum in Scot?"
Cay says both are overreacting.
Ren asks if she's explaining well enough, clarifies mounting case
Seraphim: Overreacting is fun! And we can replace him anyway
Cay continues to call Ren's case a stretch.
Ren implies Cay's only reason to attack the case so hard is that Cay is scum with Scot.
Seraphim calls Ren's newer accusations against Cay a reach and is now game for lynching either Ren or Scot, Ren preferred.

Opportunism at its finest.
So high, so low, so many things to know.
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Post Post #88 (ISO) » Sat Jul 04, 2009 9:59 am

Post by Ren Hoek »

Seraphim's first post in the QT stated that one player on the team was scum.

The thought hadn't occurred to me, I hadn't read the rules yet. Now I read the rules, but I'm still somewhat unclear on the concept.

Seraphim knew right off the bat that there was scum in our group.
[i]Hey Guido, it's all so clear to me now. I'm the keeper of the cheese and you're the lemon merchant, you get it? And he knows it. That's why he's gonna kill us. So we got to beat it, ya, before he lets loose the marmosets on us.[/i]
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Post Post #89 (ISO) » Sat Jul 04, 2009 10:02 am

Post by crywolf20084 »

what do you understand?
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Post Post #90 (ISO) » Sat Jul 04, 2009 10:02 am

Post by crywolf20084 »

what don't you understand?
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Post Post #91 (ISO) » Sat Jul 04, 2009 10:05 am

Post by Ren Hoek »

crywolf20084 wrote:what do you understand?
There are a few groups of players can can daytalk and take decisions. The scum is mixed in those players.

My group picks a power.

Scotmany (and others?) pick who it goes to.
[i]Hey Guido, it's all so clear to me now. I'm the keeper of the cheese and you're the lemon merchant, you get it? And he knows it. That's why he's gonna kill us. So we got to beat it, ya, before he lets loose the marmosets on us.[/i]
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Post Post #92 (ISO) » Sat Jul 04, 2009 10:05 am

Post by scotmany12 »

Ren Hoek wrote:Seraphim's first post in the QT stated that one player on the team was scum.

The thought hadn't occurred to me, I hadn't read the rules yet. Now I read the rules, but I'm still somewhat unclear on the concept.

Seraphim knew right off the bat that there was scum in our group.
The only way he would know if there was scum in your team was if he was scum. Town would have no prior knowledge to suggest that there is scum in your group.
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Post Post #93 (ISO) » Sat Jul 04, 2009 10:05 am

Post by Ren Hoek »

crywolf20084 wrote:what don't you understand?
Everything else. If I could name it, I would be understanding it.
[i]Hey Guido, it's all so clear to me now. I'm the keeper of the cheese and you're the lemon merchant, you get it? And he knows it. That's why he's gonna kill us. So we got to beat it, ya, before he lets loose the marmosets on us.[/i]
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Post Post #94 (ISO) » Sat Jul 04, 2009 10:07 am

Post by Ren Hoek »

scotmany12 wrote:The only way he would know if there was scum in your team was if he was scum. Town would have no prior knowledge to suggest that there is scum in your group.
That's what I thought. I immediately thanked him for 'fessin' scum.

Then he replied something about it being a "joke."
[i]Hey Guido, it's all so clear to me now. I'm the keeper of the cheese and you're the lemon merchant, you get it? And he knows it. That's why he's gonna kill us. So we got to beat it, ya, before he lets loose the marmosets on us.[/i]
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Post Post #95 (ISO) » Sat Jul 04, 2009 10:10 am

Post by TDC »

Mod: I might've missed it, but can you confirm that the Bus Driver can actually target himself?
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Post Post #96 (ISO) » Sat Jul 04, 2009 10:11 am

Post by crywolf20084 »

don't think that question has been asked yet.
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Post Post #97 (ISO) » Sat Jul 04, 2009 10:15 am

Post by crywolf20084 »

Ren Hoek wrote:
crywolf20084 wrote:what do you understand?
There are a few groups of players can can daytalk and take decisions. The scum is mixed in those players.

My group picks a power.

Scotmany (and others?) pick who it goes to.
I only meant to post the second part.
Ren wrote:
crywolf20084 wrote: what don't you understand?
Everything else. If I could name it, I would be understanding it.
Gotta remember this is deep south as well.
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Post Post #98 (ISO) » Sat Jul 04, 2009 10:16 am

Post by Ren Hoek »

scotmany12 wrote:The only way he would know if there was scum in your team was if he was scum. Town would have no prior knowledge to suggest that there is scum in your group.
The time stamp on the QT when he came in asking whether any of us were scum was 12:17.

His first in-game post was 12:16.

The roles were sent out a few hours prior to the game opening.
[i]Hey Guido, it's all so clear to me now. I'm the keeper of the cheese and you're the lemon merchant, you get it? And he knows it. That's why he's gonna kill us. So we got to beat it, ya, before he lets loose the marmosets on us.[/i]
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Post Post #99 (ISO) » Sat Jul 04, 2009 10:17 am

Post by Ren Hoek »

crywolf20084 wrote: Gotta remember this is deep south as well.

Duly noted.
[i]Hey Guido, it's all so clear to me now. I'm the keeper of the cheese and you're the lemon merchant, you get it? And he knows it. That's why he's gonna kill us. So we got to beat it, ya, before he lets loose the marmosets on us.[/i]

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