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Re: [Official] D&D Mafia ~ D1 ~ 19/19

PostPosted: Tue Aug 13, 2013 2:46 pm
by Commander9
Confirm.

Re: [Official] D&D Mafia ~ D1 ~ 19/19

PostPosted: Tue Aug 13, 2013 3:13 pm
by Commander9
"Heya, DM DUDE. Can you order a few pizzas for us guys? Thanks"

"Oh ya, also forgot - I want to slap Strike Wolf and poke Aage. Ima roll ma dice."

strike wolf wrote:I've always hated random wagons for claims.


Worst idea ever. I agree.

Re: [Official] D&D Mafia ~ D1 ~ 19/19

PostPosted: Tue Aug 13, 2013 4:20 pm
by Epitaph1
Welp, I was out of town for the joke portion of D1, else I would have voted betiko for being my scumbuddy in NBC mafia.

I don't mind MoB's idea, but it's really just organized random voting for D1. I don't know how else D1 progresses at this stage as it's too early to identify inactives.

I'll hold off on throwing out my random vote in case we go with some version of MoB's idea.

Re: [Official] D&D Mafia ~ D1 ~ 19/19

PostPosted: Tue Aug 13, 2013 4:44 pm
by DoomYoshi
Claim 1 of 2: I am DoomYoshi, Infernal Mount.

Re: [Official] D&D Mafia ~ D1 ~ 19/19

PostPosted: Tue Aug 13, 2013 5:45 pm
by betiko
I love how votes bring people in hours.

Unvote vote IB

Re: [Official] D&D Mafia ~ D1 ~ 19/19

PostPosted: Tue Aug 13, 2013 6:02 pm
by safariguy5
If we were to seriously consider Mob's idea, I personally would use the logic of who would make the best scum.

In general, if someone is good at playing scum, then it makes sense they would be more difficult to find. Therefore, to me, voting people best at playing scum (i.e. most experienced) would actually be the best move as it increases the likelihood that we find the less convincing scum players later as they should be easier to expose.

Re: [Official] D&D Mafia ~ D1 ~ 19/19

PostPosted: Tue Aug 13, 2013 6:18 pm
by strike wolf
safariguy5 wrote:If we were to seriously consider Mob's idea, I personally would use the logic of who would make the best scum.

In general, if someone is good at playing scum, then it makes sense they would be more difficult to find. Therefore, to me, voting people best at playing scum (i.e. most experienced) would actually be the best move as it increases the likelihood that we find the less convincing scum players later as they should be easier to expose.


*Watches half the players back out of the room.

Re: [Official] D&D Mafia ~ D1 ~ 19/19

PostPosted: Tue Aug 13, 2013 6:37 pm
by Nebuchadnezer
Mob's idea:

Pro's
1. It gets people to vote.
2. Generates some discussion.
3. Hopefully, once discussion gets going, you can drop the random ruse and find something scummy.

Cons
1. It doesn't really force people to vote, because submariners will still submarine.
2. You still end up with a random vote based on nothing at all.
3. We will most likely still go for the inactives when it's all said and done.

I could go either way on this idea. I don't love it. I don't hate it. :|

Re: [Official] D&D Mafia ~ D1 ~ 19/19

PostPosted: Tue Aug 13, 2013 7:09 pm
by DoomYoshi
It seems like a evolution of the Yoshi rolecall. It is curious to note the different reactions that idea drew compared to this one.

Re: [Official] D&D Mafia ~ D1 ~ 19/19

PostPosted: Tue Aug 13, 2013 11:14 pm
by Iron Butterfly
Sorry guys. I am in every active mafia game except wire so feel a little overwhelmed.(Real life be sucking as well) I just had a chance to catch up with this game.

Playing in 5 games at once may be to much for me.

Re: [Official] D&D Mafia ~ D1 ~ 19/19

PostPosted: Tue Aug 13, 2013 11:23 pm
by strike wolf
I'm more against the plan than for. I can't really argue with the presented logic of it getting the day started but a random wagon rarely turns out well for town.

Re: [Official] D&D Mafia ~ D1 ~ 19/19

PostPosted: Wed Aug 14, 2013 12:57 am
by StubbsKVM
vote skillfulsniper

might as well start with an OMGUS vote.

Re: [Official] D&D Mafia ~ D1 ~ 19/19

PostPosted: Wed Aug 14, 2013 1:33 am
by rishaed
I apologize for inactivity... currently i will keep it short and sweet. I don't have much time for anything other than RL atm and quickly playing the games i'm in. I will try to remain active but up until friday my schedule may remain busy.

Re: [Official] D&D Mafia ~ D1 ~ 19/19

PostPosted: Wed Aug 14, 2013 6:02 am
by dazza2008
Can we not just lynch MoB? He is an arsehole after all.

Re: [Official] D&D Mafia ~ D1 ~ 19/19

PostPosted: Wed Aug 14, 2013 10:10 am
by TheForgivenOne
dazza2008 wrote:Can we not just lynch MoB? He is an arsehole after all.


That seems like perfect logic...

Re: [Official] D&D Mafia ~ D1 ~ 19/19

PostPosted: Wed Aug 14, 2013 10:36 am
by anamainiacks
MoB Deadly wrote:The primary goal was to get out of joke phase, which I think I was successful at.

As much as MoB's plan isn't the best approach, we all have to admit this, that it has at least generated some meaningful discussion - or at least, something more meaningful than a mere joke vote phase.

And as for the plan itself, there isn't much we can do that won't end up being one of (1) a random wagon, (2) lynching an inactive, or (3) no lynch. So unless we want to sit around and spout verbose replies till we can ascertain inactives/scummariners, we might as well decide whether we want to pursue a random wagon or a no lynch (which might well help us to sieve out any inactives/scummariners anyway).

Re: [Official] D&D Mafia ~ D1 ~ 19/19

PostPosted: Wed Aug 14, 2013 12:13 pm
by safariguy5
strike wolf wrote:
safariguy5 wrote:If we were to seriously consider Mob's idea, I personally would use the logic of who would make the best scum.

In general, if someone is good at playing scum, then it makes sense they would be more difficult to find. Therefore, to me, voting people best at playing scum (i.e. most experienced) would actually be the best move as it increases the likelihood that we find the less convincing scum players later as they should be easier to expose.


*Watches half the players back out of the room.

Admittedly, it's not much better than a random wagon, but considering the external factors of medals/premium/prizes and whatnot, if you ask me what I think would give town the best chances of winning, I build my logic castle on shifting sand and hope for the best.

Re: [Official] D&D Mafia ~ D1 ~ 19/19

PostPosted: Wed Aug 14, 2013 3:44 pm
by Epitaph1
safariguy5 wrote:If we were to seriously consider Mob's idea, I personally would use the logic of who would make the best scum.

In general, if someone is good at playing scum, then it makes sense they would be more difficult to find. Therefore, to me, voting people best at playing scum (i.e. most experienced) would actually be the best move as it increases the likelihood that we find the less convincing scum players later as they should be easier to expose.


This seems like it could backfire if we lynch a good player or at least expose a good player with a power role.

Re: [Official] D&D Mafia ~ D1 ~ 19/19

PostPosted: Wed Aug 14, 2013 4:02 pm
by Commander9
safariguy5 wrote:If we were to seriously consider Mob's idea, I personally would use the logic of who would make the best scum.

In general, if someone is good at playing scum, then it makes sense they would be more difficult to find. Therefore, to me, voting people best at playing scum (i.e. most experienced) would actually be the best move as it increases the likelihood that we find the less convincing scum players later as they should be easier to expose.


I approve.

Vote Safari. :lol:

Re: [Official] D&D Mafia ~ D1 ~ 19/19

PostPosted: Wed Aug 14, 2013 4:25 pm
by edocsil
Normally I wouldn't comment, but some of this is priceless, I am going to.

Commander9 wrote:
safariguy5 wrote:If we were to seriously consider Mob's idea, I personally would use the logic of who would make the best scum.

In general, if someone is good at playing scum, then it makes sense they would be more difficult to find. Therefore, to me, voting people best at playing scum (i.e. most experienced) would actually be the best move as it increases the likelihood that we find the less convincing scum players later as they should be easier to expose.


I approve.

Vote Safari. :lol:


Nuff said, you may be leaving the party early Safari. The guys will need a DD back from this anyhow.

safariguy5 wrote:I cast magic missiles at the hearth. Then drop a flaming sphere on a mug of the bubbly stuff to see if it burns.


vote com9


It does, roll a constitution save.

##########
#...........#
#.....#.....#
#...........#
##########

Impressive, you take 15 damage and you are at 3 HP


strike wolf wrote:Jonty rolls a 0. His character's arm explodes as it touches Betiko.


Wrong dice, critical failures are rolled on a D20, not a D10. Sheesh.


dazza2008 wrote::cry: This is going to be another of them games where I don't know what anyone is talking about


Once the banter dies down, it really will be straightforward, I promise.

Re: [Official] D&D Mafia ~ D1 ~ 19/19

PostPosted: Wed Aug 14, 2013 4:40 pm
by betiko
I like random wagons on day 1 and get at least 1 claim, just to get somewhere to start from. Not necesairly a lynch but at least a claim.
If it can be as unrandom as possible it would be better!

Re: [Official] D&D Mafia ~ D1 ~ 19/19

PostPosted: Wed Aug 14, 2013 4:54 pm
by Nebuchadnezer
Epitaph1 wrote:
safariguy5 wrote:If we were to seriously consider Mob's idea, I personally would use the logic of who would make the best scum.

In general, if someone is good at playing scum, then it makes sense they would be more difficult to find. Therefore, to me, voting people best at playing scum (i.e. most experienced) would actually be the best move as it increases the likelihood that we find the less convincing scum players later as they should be easier to expose.


This seems like it could backfire if we lynch a good player or at least expose a good player with a power role.


It depends on your point of view. Exposing a power role could also mean that the power role will be protected as people will know where to direct their actions to save said power role.

Re: [Official] D&D Mafia ~ D1 ~ 19/19

PostPosted: Wed Aug 14, 2013 5:08 pm
by strike wolf
That would be ass uming that said power role was not one of the major protecting roles and that mafia doesnt have a busdriver or an unstoppable kill.

Re: [Official] D&D Mafia ~ D1 ~ 19/19

PostPosted: Wed Aug 14, 2013 5:36 pm
by gregwolf121
well at this point any action we take will be random, in the sense that day one builds the foundation of the game so we don't have any background knowledge, that being said once we decide what path to take, i am willing to help out

Re: [Official] D&D Mafia ~ D1 ~ 19/19

PostPosted: Wed Aug 14, 2013 5:45 pm
by Commander9
betiko wrote:I like random wagons on day 1 and get at least 1 claim, just to get somewhere to start from. Not necesairly a lynch but at least a claim.
If it can be as unrandom as possible it would be better!


Why not just mass claim now and then decided on the largest majority winning by numerical values? :lol: *facepalm*

I agree with strike wolf here - random bandwagons and lynches tend to not lead to anything productive and can often be very harmful.