Mini: Mafia And Werewolf (Day 3) The End.

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Mini: Mafia And Werewolf (Day 3) The End.

Postby myrrh7x » Fri May 01, 2009 11:25 pm UTC

For a long time, the land of (Insert name of village here) has had peace. The citizens did nothing of real danger to the community, and leadership under the mayor has led to a happy and tranquil existence. Of course, this sorta thing couldn't last forever, and some werewolves marched right in, intent on killing everybody. Now, the citizens could probably of taken the werewolves down as it was, but then along came ANOTHER anti-town party. Hope bad luck doesn't come in triplets. Anyway, the mafia scooted right in, and also tried to kill off the town, and though they had the same goal as the werewolves, they didn't work well with them. Hopefully, the remaining villagers can still take back their village. But that might not happen.
tl;dr Two sets of people want to kill off the innocent mob and the mob needs to get rid of the two sets of people.


First off, the basic rules of the game, as posted by Vox Imperatoris.
Spoiler:
Vox Imperatoris wrote:Hello everyone!
Mafia, also known as Werewolf (to infidels, we shall not speak of them), is a game originating in real life, but adapted for a forum setting. Basically, you have a small village of innocent people, but hidden among them is a group of nasty mafiosos, wpt a simple, "Bah, you got me," which reveals no information.
9. You may not post verbatim or quote from your role PM. Paraphrasing is fine.
10. You may not edit your posts. This is to preempt the possibility of cheating by sending messages to other people and then editing them out.

The roles will be assigned randomly. The game will also start in the day phase to give everyone at least a day of playtime. There are no time limits yet, but I may decide to implement them if the game starts dragging on forever.
hose sole goal is to have at least 50% of the population belong to their organization so that they can control the lynch-votes. Since they cannot recruit people, the only way to achieve this is bloody murder, but not more than one per night. The rest of the town uses their deductive abilities, along with some special roles, to find these infiltrators and lynch them.

Lynch Voting:
xkcd Village is a lawless place, and the only form of justice is the old-fashioned lynch mob. Every "day" (this will be explained shortly), the town chooses a member to hang with a simple majority vote. For the more peaceful towns :? , "no lynch" is also a valid vote. After the mob has strung up the citizen, his house will be investigated overnight (it would seem reasonable to do that before the hanging, no?) and it will be announced if the town hanged a member of the mafia or an innocent townie. There are no "takebacks", once a majority vote has been reached, even for one minute, the "day" is over and the night begins.

You must bold your vote and place it on a separate line for it to my fault if I miss it and therefore do not count it in the official tally.
Example: I think Vox Imperatoris is dirty mafia scum because he said he was the cop, then later said he was the doctor. NB: That would be really stupid, don't do something like that.

Vote: Vox Imperatoris

I changed my mind now, it's definitely RandomGuy.

Unvote: Vox Imperatoris
Vote: RandomGuy

Night—when everything else happens:
People who are not just regular townies (that will be just over half of you), have special powers that are used at night. The most important of these is that of the mafia, but there are also other roles.

The mafia confer through PMs at night only (this part requires the honor code, so please don't ruin the game) about whom they plan to kill; when they reach a unanimous decision, they will PM it to me and I will record it secretly. If you receive the role of a mafia member, you must try especially hard to blend in with the others and subtly place the blame elsewhere. Too little, and the lynch mob will eventually find you; try to take control of it on the first day, and the mob will start to wonder why the mafia hasn't killed you.

Rules:
1. Do not talk about the game outside this thread.
2. DO NOT TALK ABOUT THE GAME OUTSIDE THIS THREAD.
3. Please stay on topic.The Suits are a lie
4. Don't lurk through the whole game; if you need to drop out, I'll keep a running tab of players who want to be replacements.
5. Conversely, don't spam the thread with low content posts; it's very annoying, especially for the lurkers, and it makes it hard to actually analyze you.
6. If you aren't part of the game, please post in a separate, forbidden to players, thread for outside analysis.
7. Once I say that it's nighttime, do not post in the thread AT ALL.
8. If you die, don't say anything for the rest of the game exce
Additional Resources
1. Excellent Tutorial: http://www.sitesled.com/members/mikebur ... scum04.swf
2. A whole wiki about this: http://www.mafiascum.net/wiki/index.php?title=Main_Page


This is a vanilla mafia game, with the addition of another family (werewolves) that can only by affected by certain pro-townies and vice versa.
If that wasn't clear, a pro-town cop won't get a guilty investigation on werewolves, but will on mafia, and an angel cannot protect a townie from the mafia, but can from the werewolves.
The role list will be as follows:

Townies
Vanilla Townies - An innocent, yet powerful lynching mob of people. No special powers, nothing that is real different.
Cop - Gets investigations on if a person is mafia or not. Not much else.
Doctor - Protects a person from the mafia. Naturally, he/she cannot protect himself.
Seer - Sees whether a person is a werewolf or not.
Angel - Same as doctor except on werewolves instead of mafia
Note: All pro-town power roles are 1 per night.

Anti-townies
Mafia - These guys get a 1 kill every night and try to get rid of the town. Can communicate with the other via Pm at night.
Werewolves - Same thing as mafia

Set-up will be as such:
3 Townies
2 Mafia
2 Werewolves
1 Seer
1 Angel
1 Cop
1 Doctor

Player List
1. MasterOfAll
2. nsmjohn
3. dedalus
4. josiahstevenson
5. tokol
6. moody7277
7. Dromtry (is pumped for finally a chance at mafia)
8.Gojoe (how can i resist when an old hand like nsmjohn is in it?)
9. Kipper (Oh fine!)
10. Rakysh (ah, what the hell. Why not?)
11. Christophoros

Dead and gone
nsm - cop
tokol - angel
dedalus - doctor
MoA
Rakysh VANILLA TOWNIES ALL
Christophoros

Sending PMs.
Confirm in thread.
Last edited by myrrh7x on Thu May 28, 2009 12:42 am UTC, edited 9 times in total.

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby Gojoe » Fri May 01, 2009 11:34 pm UTC

I like to think that the Angel is the person from buffy, not a person from heaven.
michaelandjimi wrote:Oh Mr Gojoe
I won't make fun of your mojo.
Though in this fora I serenade you
I really only do it to aid you.
*Various positive comments on your masculinity
That continue on into infinity*

Feeble accompanying guitar.

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby josiahstevenson » Sat May 02, 2009 12:00 am UTC

Confimiéndome.

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby josiahstevenson » Sat May 02, 2009 12:16 am UTC

Ooh... an FtC strategy won't really work in this game, unless we want to take the two teams one at a time...right? I mean, as it seems likely that each scum team, wanting to kill everyone else, would want the other team's help - and might well kill the cop responsible for investigating the other group.

I have a question: Will we know each morning which of the people who died was killed by which mafia group?

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby myrrh7x » Sat May 02, 2009 12:22 am UTC

No, there will be no indication on which person is killed by which faction.
Though with only two killing factions, this shouldn't really matter much.

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby Christophoros » Sat May 02, 2009 12:48 am UTC

I assume the two groups can't communicate though. Therefore they'll only have as much likelyhood of knowing who's who as we do.
"Analogies in writing are like feathers on a snake."

"Exaggeration is a billion times worse than understatement."

Never Forget

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby josiahstevenson » Sat May 02, 2009 12:55 am UTC

On second thought, I see no reason not to take this one faction at a time. I think we should pick one faction (WLOG, let's say we pick werewolves), have the werewolf cop come out, have both the doctor and the angel save him every night. Once either a) all the werewolves die or b) the seer dies, or c) the cop correctly identifies two mafia, then we switch to mafia.
Of course, if someone looks particularly scummy, we lynch them regardless of faction.
This way mafia has a strong disincentive against killing the seer, as that would induce us to switch our focus immediately to them - freeing the doctor to save whomever he or she thinks is most likely to be the mafia target.
And of course, the situation would be the same if we started with mafia and moved on to werewolves if something happened.

If we don't protect a known cop starting today, we have a 39.5% chance of losing at least one of them in the night.

1-(1 - [chance one faction hits neither cop])^[number of factions]
[chance one faction hits neither cop] = number of players not in that faction (9) minus number of cops (2)
=1-(1-(7/9))^2
=39.5%

I personally am not comfortable with a 40% chance of losing one of our cops.

If one cop comes out and is saved, on the other hand (we assume he won't die), the chance of either faction hitting the other one is 23.4% (by basically the same process, assuming scum act randomly except for not bothering with protected cop, etc).

So, in short, if one cop claims (we should pick which one before asking for this, obviously) then there is a 23.4% chance one cop will be lost on the first night. If no cop claims, there is a 40% chance at least one of them will die the first night. Let's have one cop come out.


For this to work, we would need confirmation from the mod that both cop and seer are pro-town.

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby josiahstevenson » Sat May 02, 2009 12:58 am UTC

EBWOP: it's actually 1-(1-2/9)^2, or 1-(7/9)^2. That's what I calculated, I wrote the wrong one down here by mistake.

Chance one of two unIDd cops dies on night one
=1-(1-2/9)^2
=1-(7/9)^2
=39.5%.

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby MasterOfAll » Sat May 02, 2009 1:30 am UTC

Confirm.
Kipper wrote:SERIOUSLY. Listen to MoA, he knows his stuff. . . High five MoA!
(not funny, but true)
ameretrifle wrote:MoA is an astute logician and is, in fact, directly related to Sherlock Holmes on his mother's side.
(ditto for this one)

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby myrrh7x » Sat May 02, 2009 1:58 am UTC

If I have this right, Gojoe and Christo are both confirmed, correct?
The two groups cannot communicate with the other, but can still communicate within their own faction, to be clear.

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby Gojoe » Sat May 02, 2009 2:02 am UTC

Yes i am confirmed.
michaelandjimi wrote:Oh Mr Gojoe
I won't make fun of your mojo.
Though in this fora I serenade you
I really only do it to aid you.
*Various positive comments on your masculinity
That continue on into infinity*

Feeble accompanying guitar.

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby Dromtry » Sat May 02, 2009 3:05 am UTC

So it would be imperative for the cop or seer to announce what they are immediately?

I guess then that only one should make themselves known, because if both were known, that would make a 50% chance of losing both as soon as both seer and cop are know. Or if the mafia/werewolves are completely stupid, it could be lower.
~steve

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby josiahstevenson » Sat May 02, 2009 3:14 am UTC

Right. We pick ONE to have come out. It really doesn't matter which.

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby Dromtry » Sat May 02, 2009 3:38 am UTC

I guess there are two ways, we either say, "Oh hey [seer or cop], who are you?" Or we can just wait.
~steve

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby josiahstevenson » Sat May 02, 2009 3:54 am UTC

I think we should wait till most people have confirmed (which hasn't happened yet), then we'll call for one or the other.

In fact, I'm going to flip a coin; heads, seer; cop, tales.


..

heads.


Once it is established that a preponderance of players are fine with an FtC-esque strategy, we'll call upon the seer to make himself known.

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby myrrh7x » Sat May 02, 2009 4:01 am UTC

Still waiting for all the confirmations.
I'm going to assume Dromtry also confirmed.
You can discuss strategy and all, but no voting until the game actually starts...

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby dedalus » Sat May 02, 2009 4:29 am UTC

Mod confirm me on this plx:
We have.
1. - cop that can see if someone is town, scum/werewolf (do they get told if it's mafia or werewolf, or is it just good/bad return?)
1 - doc that can protect cop from... mafia only or is it both?
1 - angel that can protect cop from... werewolf only i assume?
2 werewolves, 2 mafia and the such.

Ummm... ftc is kind of valid here because we can protect both werewolf and mafia, but if either doc/angel is killed (I'm assuming we find out) - cop is dead next night. Anyone else want to run the statistics on this?

Random vote for person that talked first: Vote: Josiahstevenson
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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby Rakysh » Sat May 02, 2009 5:28 am UTC

dedalus wrote:Ummm... ftc is kind of valid here because we can protect both werewolf and mafia, but if either doc/angel is killed (I'm assuming we find out) - cop is dead next night. Anyone else want to run the statistics on this?


The odds of that happening are the same as with the cops if they don't ID. This is the argument I got "reformed" for in SK reform. (actually, didn't you lead that? You were definitely there... probably.) With the claim, we get at least one bit of info.

Can Scum NK each other?

Also, do we really need to Doctor with both doctors? I can see how it would benefit the werewolves to kill the seer, but not the mafia. Unless they come to an "arrangement". Also, Cop, please don't announce who you are investigating if they come off town, unless they are about to be lynched. That's a death sentence. Isn't it? Or will the scum focus on killing other scum? Hmm.
[/streamofconsiousness]

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby dedalus » Sat May 02, 2009 6:52 am UTC

Lol Rakysh I went to bed, woke up to find you lynched. Took me a few reads to notice you were actually scum hur durr. But yeah, right now if the cop claims, then the mafia/werewolves have 2 targets to hit before they can take out the cop, if he doesn't, they only have one. So I'd say ftc isn't a good idea till cop gets some information. Oh and I was ambiguous before saying reasons for and against; so yeah. Right now I think it'd do more harm then good.
doogly wrote:Oh yea, obviously they wouldn't know Griffiths from Sakurai if I were throwing them at them.

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby Rakysh » Sat May 02, 2009 7:01 am UTC

Um... there are two cops. An anti-werewolf one and an anti-mafia one. They only work on those things. AFAIK, the mafia would gain nothing from NKing the werewolf one, although they might do it just to be wankers. (and visa versa). The odds of a cop being killed if they don't claim are the same as the odds of a doctor being killed if he does- but that way we get some information. Read what was said in the SK- they explain it better than me.

As to people advising us to go for werewolves- mafia scumtell much?

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby dedalus » Sat May 02, 2009 8:25 am UTC

Rofl, yeah my eyes skipped right over the whole seer thing. Ok that changes the ballgame a bit. Mod, what's the go with mafia v werewolf alignments?

Rakysh, I think joshia was making more of an 'if then' case, rather then stating 'go for werewolves'. Right now though, seeing as the coin-flip went exactly the same way as the decision he made, there's a 50% chance it's suss. Iono... my vote's definitely staying on him till someone else comes up more scummy, but I don't want the man to be bandwagoned... so yeah. Wait for someone to slip up massively then we can jump down their throats.
doogly wrote:Oh yea, obviously they wouldn't know Griffiths from Sakurai if I were throwing them at them.

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby Rakysh » Sat May 02, 2009 8:35 am UTC

Yeah, that's certainly something to keep in mind.

Should both cops go for the same person? That way they can clear them completely, although it would be nigh on impossible to coordinate. As it is, I think I don't want to lynch Joshia yet, but I do think he is a good COP investigation candidate.

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby josiahstevenson » Sat May 02, 2009 9:29 am UTC

dedalus wrote:¡This cheese is burning me! Rakysh I went to bed, woke up to find you lynched. Took me a few reads to notice you were actually scum hur durr. But yeah, right now if the cop claims, then the mafia/werewolves have 2 targets to hit before they can take out the cop, if he doesn't, they only have one. So I'd say ftc isn't a good idea till cop gets some information. Oh and I was ambiguous before saying reasons for and against; so yeah. Right now I think it'd do more harm then good.


Uh....no.


We have ONE cop come out, and have him get saved by both people. No, it makes no difference which we do first, Rakysh - If you're so keen to hit the mafia first instead, then we'll do that. It's just that we want one cop out now, not two, because we can only reliably protect one cop from both factions at once. Personally I think it's best and fairest to put this decision to an informal vote.

...exactly how much proof do you need that this is best?

We currently have two cop-like figures: one who can investigate werewolves, and one who can investigate mafia. We have two lifesavers, a doctor who can save the mafia's victims, and an angel who can save people from werewolves.

From here until at least the end of this post, I'll go ahead and use the following shorthand:
W - werewolves; Wdoc - angel; Wcop - seer; M - mafia; Mdoc - doctor; Mcop - cop.
W and M can't win together, and would seem to want each other dead almost as much as they want the town dead (except, of course, town is bigger..), and W and M are vulnerable to each others' attacks.

Assuming we do nothing substantial today, have no roleclaims and no significant information (which I recognize is a stretch) then each factions actions can be modeled by a random choice.
(I'm not sure where to start with the probability theory stuff, so I'll start more basic than I actually think anyone needs. Just skip whatever's obvious to you:

The probability of two different things BOTH happening is the probability of the first happening time the probability of the second happening. As an example, the probability of getting two heads in two flips of a coin is (1/2)*(1/2), or 1/4.

To see this, look at the four possible (equally likely) outcomes of flip 1 and flip 2: {hh, ht, th, tt}. For each outcome of the first flip, each possible outcome of the second flip yields a unique case. From this example, it's easy to see that there's a 25% of two heads, 25% of two tails, and 50% of a mix.

To find the probability that an event will not occur, simply subtract it from 1 (100%): if something has a 1 in 4 chance of happening, then it has a 3 in 4 chance of NOT happening. Does anyone need proof of this?

Now (and here's the main point) to find the probability of the occurrence of any one of a small subset of the possible outcomes, you can't simply add the probabilities of each together - as with our coin illustration, you can't say that the probability of getting at least one "heads" in two coinflips is 100% (50% for the first plus 50% for the second). Instead you have to find the chance of the opposite not happening, namely, the chance you won't get tails both times.
So the probability of getting at least one heads is the probability that you will not get something other than heads twice in a row, that is:
1-((1-1/2)*(1-1/2))
=1-(1/2)*(1/2)
=1-1/4
= 3/4 or 75%.

Now what we really want is to expand this to the more complicated case appropriate here, that is, we want to find the probability that at least one of our two cop like people will die tonight, and a result of the random choices of two mafaic factions.

To do this we need two separate figures, the chance W will kill either Mcop or Wcop, and the chance M will kill either Mcop or Wcop. Assuming the factions know nothing about the identities of either cop, this is (2 cops)/(9 possible targets - eleven playing, minus two in the faction).
So the chance of mafia killing one of the cops is 2/9, and the chance of them NOT killing any cop is 7/9, and the chance of werewolves killing one of the cops is 2/9, and the chance of them NOT killing any cop is 7/9.

The chance of neither of them killing any cops (the chance both cops survive), then, is (7/9)*(7/9), or 49/81, or 60.5%
And we know that the chance of the case just mentioned NOT happening is 1 - (7/9)^2, or 1 - 60.5%, or 39.5%.
This, by the way, is if we no-lynch this round. If we lynch someone who is not a cop, the chance of one cop dying is 1 - (6/8)^2 or 43.75%

Interestingly, this is also exactly the chance of at least one scum dying in the first night if we nokill (39.5%) or lynch a townie (43.75%)

See, I'm not comfortable with putting our cops at that great a risk this early in the game.

We can also exploit the fact that the two factions do not like each other, and are every bit as vulnerable to each other's attacks as they are to the town's.
That means that while M wants to take out Mcop and Mdoc, they won't be particularly inclined to kill Wdoc or Wcop - and likewise vice versa.
Since Rak wants to hit mafia first, I'll assume we'll do that, but please understand that because the factions are symmetric with respect to one another, the results should be the same no matter which group we concentrate on first.

So here's what I am proposing we do: we choose a faction on which to focus our attention first - how about mafia. We collectively instruct Mcop to make his identity known, and we instruct Mdoc to stay hidden and save Mcop, while Mcop investigates to try find mafia. Mcop is 100% safe as long as Mdoc is alive, and as long as the werewolves don't kill him. To give the werewolves extra incentive to not do something so foolish, we decide from the outset that, if Mcop dies, our attention will be immediately turned on them instead. Actually, Wdoc should probably save him as well.

Anyway, after we lynch someone scummy-looking like dedalus, the single unID'd cop has a bit over a 23% chance of dying, and, because the other cop is safe, that means we only have a 23% chance of losing a cop the first night. As far as I'm concerned, that's a dramatic improvement over 44%.

I also think that because there are so many people with useful (and just about indispensable) power roles in this game with relatively few vanilla townies and two people (probably) dying each night, no-kills might be much more in our best interest than they would be in a normal mafia game. Of course, if we really think someone's scum then we need to kill them, but if we would be going at the decision more-or-less randomly, we're likely to make a bigger mistake than we realize. Moreover, two votes for an innocent suspect can easily be hammered into six by mafia and werewolves.

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby josiahstevenson » Sat May 02, 2009 9:35 am UTC

Rakysh wrote:Yeah, that's certainly something to keep in mind.

Should both cops go for the same person? That way they can clear them completely, although it would be nigh on impossible to coordinate. As it is, I think I don't want to lynch Joshia yet, but I do think he is a good COP investigation candidate.


I'm an excellent candidate for such an investigation.
Yes, it'd be impossible to coordinate while keeping the person actually alive to the next round.

Also, I don't mind terribly, but it's "Josiah" with the h at the end.

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby Rakysh » Sat May 02, 2009 9:48 am UTC

Very sorry- I will remember in the future. Equally, it's Rakysh, not Rak.

Did you just advise a no-lynch? I'm not quite sure. It got lost in the wall-of-text.

Dedalus does not seem scummy to me.

Why would you be an excellent candidate for investigation?

I don't mind hitting the mafia or the werewolves, I just want it to be actually random instead of some guy telling me that he flipped a coin. I think the best way is to see which cop roloeclaims first.

I think the issue about whether both docs need to cover the same cop needs more consideration. Do we think that mafia and werewolves would co-operate, take out each others cop? And then wouldn't they just double bluff each other? I dunno.

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby josiahstevenson » Sat May 02, 2009 9:52 am UTC

Rakysh wrote:Very sorry- I will remember in the future. Equally, it's Rakysh, not Rak.

Did you just advise a no-lynch? I'm not quite sure. It got lost in the wall-of-text.

Dedalus does not seem scummy to me.

Why would you be an excellent candidate for investigation?

I don't mind hitting the mafia or the werewolves, I just want it to be actually random instead of some guy telling me that he flipped a coin. I think the best way is to see which cop roloeclaims first.

I think the issue about whether both docs need to cover the same cop needs more consideration. Do we think that mafia and werewolves would co-operate, take out each others cop? And then wouldn't they just double bluff each other? I dunno.



You're right. I'm the seer.

And I actually did flip a coin, couldn't decide whether to go first myself or let the cop do it.

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby josiahstevenson » Sat May 02, 2009 9:53 am UTC

Also I apologize for getting your name wrong and will try to do it right in the future.

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby josiahstevenson » Sat May 02, 2009 9:56 am UTC

And I did advocate a no lynch in the absence of obvious scum - too easy to hit one of the two doctors or one of the two cops.

Dedalus' vote-for-the-first-one-to-talk looks scummy to me, but not scummy enough to lynch him and risk lynching the Mcop or one of the healers over.

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby Rakysh » Sat May 02, 2009 10:24 am UTC

I think perhaps it is best to leave the voting off for a while. Apart from anything, scum changes between now (when they haven't conversed, and tomorrow, when they will have, are v. useful.

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby dedalus » Sat May 02, 2009 11:47 am UTC

The way I see it, people make more mistakes when under pressure, and the best way I can put pressure on people is to vote. If it's random, I have a 4/11 chance of hitting mafia/doggies first thing and no real repercussions even if I fail.

Well, unvote pending counterclaims. One things for sure though, dropping the number of suspects from 11 to 10 is always a good thing, and I don't think josiah will false claim. I'm not going to post for the rest of tonight (IRL), please try not to bandwagon whilst I'm gone, last time that happened some bastard targeted me in the night :(.

Oh and Rakysh, shouldn't the cop/seer try to reduce the possibilities for everyone else as much as he can? Now that josiah is known, I think it's best we hear his investigation results asap to mill down our list of suspects... I don't see how preventing town getting information can benefit anyone but scum? Can't really see how it's a death sentence either; this isn't the SK game.

So yeah, I'm out. Would like to still see the 'day one' sign up come tomorrow morning.
doogly wrote:Oh yea, obviously they wouldn't know Griffiths from Sakurai if I were throwing them at them.

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby Rakysh » Sat May 02, 2009 12:02 pm UTC

NB: By vote I meant Lynch. >_>

dedalus wrote:Oh and Rakysh, shouldn't the cop/seer try to reduce the possibilities for everyone else as much as he can? Now that josiah is known, I think it's best we hear his investigation results asap to mill down our list of suspects... I don't see how preventing town getting information can benefit anyone but scum? Can't really see how it's a death sentence either; this isn't the SK game.

So yeah, I'm out. Would like to still see the 'day one' sign up come tomorrow morning.


The longer the day takes, the more information we have on the scum, and why they would NK someone. They can't hurt us, but we can learn who they are. I ballsed up on the death sentence thing- I'm an idiot. :D

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby dedalus » Sat May 02, 2009 1:09 pm UTC

I'm not going to post for the rest of tonight (IRL)

Ok, so I lied (a bit)... waiting around for a friend to wake up and yeah.

Rakysh, you're making little to no sense here with your linking to my quote. Calling yourself an idiot is hardly redeeming yourself from a scumtell in my eyes.
vote: Rakysh
doogly wrote:Oh yea, obviously they wouldn't know Griffiths from Sakurai if I were throwing them at them.

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby Rakysh » Sat May 02, 2009 1:13 pm UTC

Huh? I was still in SK mode, and then I misunderstood your post. It was a simple mistake. Sorry. :oops:

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby Christophoros » Sat May 02, 2009 1:29 pm UTC

Confirming my confirmation. Sorry it's late, my internet access got cut.
"Analogies in writing are like feathers on a snake."

"Exaggeration is a billion times worse than understatement."

Never Forget

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby myrrh7x » Sat May 02, 2009 2:29 pm UTC

*Sigh*
The game hasn't really started yet.
Very troublesome.
I'm also going to assume Dedalus and Rakysh are confirmed.

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby Rakysh » Sat May 02, 2009 2:50 pm UTC

Sorry...

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby Kipper » Sat May 02, 2009 3:32 pm UTC

Confirmed.
I'm waiting till everyone shows up to start strategy.
Amy: (11:06:09 PM) ***Amy huggles Kipper
Amy: (11:06:13 PM) Amy: Leave my fishy alone.

[3:05pm] Amy: NO TOUCHING KIPPER
[3:05pm] Amy: MY FISHY!

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby dedalus » Sat May 02, 2009 4:43 pm UTC

oh yeah, kinda figured that any post in here is a confirm. Sorry mod.
Who're we waiting on?
-Yay for being up at 3am- lol
doogly wrote:Oh yea, obviously they wouldn't know Griffiths from Sakurai if I were throwing them at them.

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby moody7277 » Sat May 02, 2009 6:48 pm UTC

Confirming now.
The story of my life in xkcdmafia:

Tigerlion wrote:Well, I imagine as the game progresses, various people will be getting moody.


BoomFrog wrote:I still have no idea what town moody really looks like.

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Re: Mini: Mafia And Werewolf (Pregame and such)

Postby myrrh7x » Sat May 02, 2009 6:51 pm UTC

Only waiting on nsmjohn.
tokol will not be present until after the weekend.


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