369 posts in this topic

Idea: we primarily exercise two lines. If you aren't able to draw a line of warding, protect those who currently are.

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14 hours ago, Elenion said:

I think one of our biggest problems this game is going to be balancing our number of Lines of Warding needed to defend against the chalklings with our other actions. The most efficient way to solve that would be to make assignments in-thread, but that way the elims would know who couldn't be drawing Lines of Forbiddance on any given night. What if we each flipped a coin? If you get heads, you make Warding on odd cycles; tails, even cycles. This makes for an average of 9 assigned Wardings a night, which should be enough even factoring in inactive players and elims trying to make the defense fail. Nobody discloses which cycles they are Warding to anybody else, so the elims can't specifically target one group over the other.

[bolded for quick reference]

I like it. I was going to suggest that we have the first 5 people in the player list defend the camp, then the next 5 the next cycle, but this gives a lot more secrecy. And you don't have to worry about too many of those people being forgotten or non-rithmatists, just because of how many we have.

Here's a coin flip, for those of you who can't find a penny - http://justflipacoin.com/

Edit: Just noticed the line of silencing while rereading the rules. It looks interesting, but PMs between two players are allowed, so it doesn't really do anything unless you get the upgrade. Probably best not to rely on it too much

Edit 2: Scratch that, they can't make PMs either. First thing I'd do is make a code, though.

Edited by Paranoid King
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16 minutes ago, Elenion said:

It wouldn't be exact, but with 18 players we could end up with a 10-8 switchoff or even an 11-7 switchoff and it would be fine. Chances of it ending up more unbalanced than that are pretty slim. Pairing would make the numbers more exact, but at the cost that the elims would know when their partner would be vulnerable.

Maybe so. It might force the Forgotten to be accountable for their actions though, if they're worried that their partner might use a Line of Making to see if they're actually using the Line of Warding like they're supposed to.

4 minutes ago, Silverblade5 said:

Idea: we primarily exercise two lines. If you aren't able to draw a line of warding, protect those who currently are.

While protection is helpful, information is just as important, so Lines of Making are just as important to be using. I'd say that the 3 Rithmatic abilities that are the most important right now are Warding, Forbiddance, and Making.

Also, while strategy for Rithmatics is important, please don't forget to vote! (I know I haven't yet, but I will at some point :P)

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Straw has posted, yet hasn't even tried to be helpful. He shall have my vote until someone better catches my eye.

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Yo, my man Joe, (I'm no good at making rhyme,)

I'm sure you have some stuff that is filling up your time,

but we've got a lot of chalklings that are swarming in the camp,

and they're not the sort of kind you can wipe out with a stamp.

I'd suggest that you come over to see what's going on,

(bring your chalk, 'cause this problem ain't the sort that's solved with brawn,)

Once you're here, I am sure that I will remove my vote

Unless you're a forgotten, in which case I will lynch you.

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Before I weigh in on what's been said so far, I think I need to read the rules two or three more times to wrap my head around them. I've been playing Overwatch with a few friends all evening so I've only been looking at the threads while queuing for matches, and now I'm about to go to bed since I have a meeting early in the morning. Sooo, yeah. Vote on me if you think it's necessary, but either way I'll get more involved tomorrow. Goodnight, everyone.

And oh god. I just realized the colors available in the pallet are different. Test. Test. Test. Test.

EDIT: Okay. So if you use the color=red, blue and green tags, they still look normal. Still an inconvenience though.

EDIT2: Changed the OOG text to the proper blue to make sure it's accurate.

Edited by Amanuensis
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Right. Apologies for the rush. I'm on a train to work, and don't have long.

There's one major thing I'd like to note at this point. We've had a number of games recently with a great deal of time pressure for the village. In my mind, this game very definitely joins their ranks.

To begin, with a lynch and a kill, the eliminators are able to reduce village numbers by up to two each cycle. Whilst it's unlikely that every lynch will be of a villager, it's not improbable that the early lynches will be. On top of a lynch and a kill, the eliminators have access to conversion, should we not make enough lines of warding, resulting in a potential swing of three to the eliminators from the village in a turn.

If, as has been mooted, we split into two groups and cycle our lines of warding, and assuming perfect activity, we begin with nine lines of warding. Assuming the three eliminators posited earlier in the thread (not unlikely, given they don't have access to an immediate conversion), the seven or eight village lines of warding face 3 chalklings, and potentially two lines of vigour, assuming the eliminators make a kill.

This is a clear victory for the village, and it's possible that the next turn might have 5 or six lines of warding (7/8-village lynched-eliminator kill), against three chalklings (and two lines of vigour of the eliminators delay their use). Again, a clear village victory.

The issue starts to become clear on turn three. Although unlikely, it's not entirely impossible that all four deaths at this point have been village, and that they're all in the first group. At this stage, the eliminators have access to three chalklings, and two lines of vigour - enough to break even with a potential village defence, even assuming the odd cycles have 8 villagers rather than 7 (assuming 15 villagers divided evenly between the odd and even cycles).

Day four is of yet greater threat. Unless we have lynched an eliminator by this point, we face potentially three eliminators, along with two lines of vigour (if not used on turn three), against six deaths. It's not at all improbable that three  or four of these deaths are of villagers on even turn warding, which means the village will be pushed to hold against 5 distinct attacks to the defence.

With a conversion on day three or four, the villages' problems are compounded. Deaths continue to accumulate at 2 a cycle, and the eliminators would have 4 chalklings, and up to three lines of vigour. At this stage, the game is essentially over - we cannot muster seven lines of warding every other cycle, ensuring the balance tips further and further in the eliminators favour. 

If we do not lynch an eliminator by the end of day two, and at the latest by the end of day three, I think it very possible that the game will be unwinnable by day four. 

As such, discussion and high activity from every player is of paramount importance. We need material to analyse, and need to force players to commit to views. 

It follows from the above that we cannot afford the contribution crusade this game. We can't afford for our lynches to be wasted, and need to use them as a tool to generate discussion. We do not have time to spend a cycle allowing the eliminators to hide in the shadows, not committing to any views.

@BrightnessRadiant, welcome to SE! What are your thoughts on this?

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I think Elenion's suggestion for dividing the defense makes sense. I had actually drawn up an alternative defense-plan, but it really only works for more than 2 cycles if there are only 3 elims (or less), and I won't assume that now that there are 18 players. If anyone disagrees with the coin-flip idea, now would be the time to present alternatives, as we'll need everyone to commit to that one for it to work (if only half the players do this, and the rest just go with 'what feels right', or another plan, we'll likely just end up with a pretty half-baked defense).

I'll have RP up in a bit. For those who want it, here's a link to all illustrations in The Rithmatist, in case people need a refresher on the defenses.

Edit: RP:

Neil stood alone, a massive horde of white bearing down on him. He knew there was something he needed to do, but he couldn’t set himself to do it. His entire attention was consumed by the mass of white chalklings bearing down on him. He could feel the raw hunger, washing like a wave-front ahead of the horde. People had told him he imagined things, that the wild chacklings didn’t feel anything at all, but Neil knew better. He’d seen the horde’s hunger first-hand, and now it would consume him. There was nothing he could do.

His chalk slipped from his hand, and the horde washed over him. Thunder struck. The earth shook.

Neil woke up.

He let out a relieved sigh. It had just been another nightmare.

“Everyone, to your battle positions. We can’t let them get through!” Similar shouts started going throughout the entire camp and the other Rithmatists started rushing out of the cabin in a hurry.

Neil rushed outside with them, but froze a couple of steps from the door. There where wild chalklings everywhere. They came rushing in from the direction of the circle like an unstoppable tide. The monsters spread out as they approached the camp, with groups splitting up to go after different Rithmatists. Someone nearby yelled something about shields, but it barely got through to Neil. His attention was consumed by a triplet of chalklings that for some reason stood out from the horde. They came crawling over one of the camps buildings, headed straight for him.

“So, this is how I die.” Neil had grabbed a piece of chalk, but didn’t start drawing. It would be pointless. Nothing he or anyone else could do would stop the horde. They’d consume everyone in the camp, then spread out to…

Three lines of Vigor snaked in from his left, neatly decapitating the chalklings that had been rushing towards him. The death of the creatures broke the hold on Neil, and he slapped his chalk down to the ground, drawing a neat circle. He quickly glanced to his left, where another Rithmatist was shooting off lines of vigor from the confines of... Neil really hoped that was supposed to be an ellipse.

The man had the right idea though. With the camp under attack, and most of the Rithmatists scattered around, Lines of Vigor would be the way to go. Neil quickly started adding the ellipses of a Shoaff defence, as unlike the other Rithmatist, Neil wasn’t willing to trust a bare circle of warding for protection. He added a couple of simple defensive cracklings for additional protection as he went, his hand steadying as he quickly completed the familiar defence. He’d just started drawing the final ellipse when a wild chalkling came scuttling down the cabin he’d just been staying in. He pulled back his hand in fright, skewing the bottom half of the elipse and connecting it in the wrong place to the circles as he did so. Luckily, one of his defensive chalklings, an armored knight, attacked the creature in the side before it could make use of the newly created weakness in his defence.

Spoiler

rithmatist_diagram_ch-16_webres.jpg

Neil headed back to the side of his defence facing the breach and put his chalk down to start putting out lines of Vigor. He finally looked up from his own defences to pick out a target. Neil froze again. The amount of chalklings scuttling around seemed to have increased rather than decreased. They seemed to be everywhere, crawling, running, biting. Hungry.

“Why did I think I could fight this?”

 

So, if anyone could come by and knock Neil over the head, so he can try and focus on shooting chalklings, I'm sure he'd appreciate it.

Edited by randuir
RP
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Further thoughts. Again, somewhat rushed, as I'm on a lunch break, but potentially worth discussing.

I think we need to be conscious this game that there is a high potential for a form of dictatorship. 

There are strategies this game that we could employ to severely handicap the eliminators.

If players were paired up randomly, and alternated drawing lines of warding or making against their partner, we could halve the actions available to the eliminators, through forcing them to draw lines of warding every other turn.

Such a strategy, however, relies upon removing player autonomy over their actions.

Personally, I'm strongly against dictatorships in SE games, and raise this only for the discussion it might bring. I hope I've been overly pessimistic with my analysis of the game's timeframe in my earlier post, but even if not believe that we'll all get greater enjoyment out of the game if we get to play as we want to for a few cycles, rather than without freedom for longer.

@Darkness Ascendant, what thoughts do you have on the mechanics or the posts in thread so far?

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5 minutes ago, OrlokTsubodai said:

@Darkness Ascendant, what thoughts do you have on the mechanics or the posts in thread so far?

Don't know don't care :P 

Alright, so I won't be much active but I'll give this the shot it deserves.

If you guys want to know my role or whatever PM me or something, cos honestly I won't be invested in this game as much as I would like to be >>

So far it seems as if  @Silverblade5 is actually looking for someone to put his vote on... lynches aren't entirely necessary early in games, and well if I were an elim...I'd be trying to be as efficient as possible and eliminate as many villagers as I can.

I'll need to reread the mechanics too, been a while since I read them...

--------------------------------

K'Sarben looked at the horde of white, vision out of focus. And he felt something within him, some primal emotion told him to simply go and join the horde Gah He shook his head violently and returned to reality, his eye twitched as he readied his buckets of acid.

He looked at the person next to him...Neil he thought his name was, Gods....he's trembling so badly, poor little lamb left Mary home did he...thought he could fight the wild ones and stare at them dead in the eye, and draw his lines with the strength he should have had...

Neil was like himself in a way...but K'Sarben knew that whereas his lines weren't as powerful as he would have liked them, he could at least draw with a steady and firm hand. He sighed and muttered to himself, "I should help him..."

They were gushing into the room, clawing and skittering, covering the ground in their sea of white. He saw Neil freeze, NO, That idiot will get us all killed!...should they breach his defense...bleh I should really help him.

So he threw a bit of chalk at @randuir's head.

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Orlok, while I agree that the form of dictatorship you're talking about is a danger with my plan of pairing players, I purposely did not suggest that every pair just use Lines of Making on their partner. This is a futile action in and of itself, considering the Forgotten could just do what any normal Rithmatist might do while we lynch villagers and they kill them.

Something else you're forgetting is that not everyone is a Rithmatist. It's likely that we've got Non-Rithmatists and I'm guessing we've got at least one Acid-Specialist to block the first conversion. This somewhat clears up the issue of dictatorship as well, given not every pair will be made up of 2 Rithmatists. So the Forgotten won't be quite as crippled as you suggest, though they still might play it safe. I'd guess we have somewhere around 13-15 Rithmatists, leaning more towards the higher side, considering multiple Non-Rithmatists makes it possible for a lot of kills early and multiple Acid-Specialists makes it really hard for the Forgotten to get a conversion.

Anyways, this also affects your numbers about how safe we are. If we only have 13 or so Rithmatists, the amount of Rithmatist deaths until we're able to be overrun on a given Cycle is lower than you're suggesting, although it would be a risk for all of the Forgotten to use Lines of Vigor considering some villagers will likely be using Lines of Making on suspicious/lurking/questionable players. I do like the sense of urgency you're suggesting we play with though.

All of that being said, I am okay with plan 'let's all flip coins.' I think it'll work just as well to get the Lines of Warding up, though it doesn't give the added benefit of giving players some accountability.

Seonid, you haven't posted yet, even though you were online. Do you have any thoughts about the plans put forward, or what they might say about the players who suggested them?

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Also, we must take into account that not everyone will be able to create lines of wardings or whatever, and that they are non-rithmatists.

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I'm cool with the coin flip suggestion (unless something better comes up) if everyone else is up for it. 

19 minutes ago, TheMightyLopen said:

 Something else you're forgetting is that not everyone is a Rithmatist. It's likely that we've got Non-Rithmatists and I'm guessing we've got at least one Acid-Specialist to block the first conversion. This somewhat clears up the issue of dictatorship as well, given not every pair will be made up of 2 Rithmatists. So the Forgotten won't be quite as crippled as you suggest, though they still might play it safe. I'd guess we have somewhere around 13-15 Rithmatists, leaning more towards the higher side, considering multiple Non-Rithmatists makes it possible for a lot of kills early and multiple Acid-Specialists makes it really hard for the Forgotten to get a conversion.

We also have a Sentry to rely on 

Also, regarding the Special Roles (i.e. Non-Rithmatist and Acid-Specialist), is there only one of each? Judging by this bit from the rules:

Quote

A Rithmatist starts out with one specialization, but they can gain more by listening to the Non-Rithmatist.

Emphasis mine

^ seems to suggest there's only one non-rithmatist and, presumably, one acid specialist. Would be a shame to lose one of these peeps to the wild chalkings.

Oh, and out of all the people making helpful improvements to/coming up with plans, I expect at least one of them to be a Forgotten. Just sayin :ph34r:

Edited by _Stick_
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Oh just throwing some suspicion on Lopen, he's asking me to start some chaos :P 

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6 minutes ago, _Stick_ said:

Oh, and out of all the people making helpful improvements to/coming up with plans, I expect at least one of them to be a Forgotten. Just sayin :ph34r:

That doesn't read to me as a terribly helpful comment, Stick. Would you care to substantiate your view further?

Comments like this dissuade people from getting involved in planning and active discussion, which both limits the effectiveness of the village actions, and makes it more difficult to find eliminators. 

@TheMightyLopen, apologies, I'm at work, but will respond to your post as soon as I can.

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35 minutes ago, TheMightyLopen said:

Something else you're forgetting is that not everyone is a Rithmatist. It's likely that we've got Non-Rithmatists and I'm guessing we've got at least one Acid-Specialist to block the first conversion. This somewhat clears up the issue of dictatorship as well, given not every pair will be made up of 2 Rithmatists. So the Forgotten won't be quite as crippled as you suggest, though they still might play it safe. I'd guess we have somewhere around 13-15 Rithmatists, leaning more towards the higher side, considering multiple Non-Rithmatists makes it possible for a lot of kills early and multiple Acid-Specialists makes it really hard for the Forgotten to get a conversion.

Emphasis mine. If I didn't misread the rules, acid-specialists are also rithmatists. They just don't get a specialization.

Quote
  • Acid-Specialist: The first time the camp's defense fails, you will use up the camp's acid supply to prevent the conversion. You do not have a Specialty if you have this role.

Taking that into account, I expect there to be 15-17 rithmatists+forgotten. Regarding coin-flipping, it might be a good idea if everyone informs 2 other persons what group (odd or even) they are in. That way we can track how many losses one group takes, and redistribute if necessary, without having it as public knowledge who is in what group. Doing it this way would mean the elims would know the group of at least some people unless we get really lucky, but I think the added security against breaches is worth it. If we've got multiple acid-specialists it won't be necessary, as we can reshuffle after the first breach, but reshuffling will almost guarantee a breach, so if there's only one, we need to keep track of defenses and make sure we pre-empt a breach.

RP:

The tide of chalklings kept coming closer and closer, and still Neil couldn't force himself to look away and focus on drawing his lines of Vigor. His hand had started shaking, losing the firmness it had had when he drew his defense. It didn't matter to him. He knew it was over, that soon these monsters would eat the skin from his body and. A sharp pain blossomed from the back of his head.

Neil reflexively looked behind him, to see where the attack had come from. Apparently one of the people still inside the cabin had thrown a piece of chalk at him. Before he could figure out who had throw it his attention was drawn back to the front of his defense.

He forced his gaze down before he could get distracted by the oncoming horde again. Looking at them hadn't yet done him any good. Instead, he looked at the tethers of the two defensive chalklings he'd positioned there, using them to judge where the oncoming chalklings where. Then he started drawing, firing line of vigor after line of vigor blindly into the rough direction of the enemy. As he drew, his hand steadied again, and his lines regained their familiar near-perfection. He made an effort to keep in mind where his fellow Rithmatists where, so that he wouldn't accidentally blast their circles of warding, but he didn't look up to make sure he was right. As long as he kept his eyes down, and focused on his drawing, instead of what he was drawing at, he would be fine. Yes, as long as he kept drawing, everything would be just fine.

Edited by randuir
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9 minutes ago, Darkness Ascendant said:

Oh just throwing some suspicion on Lopen, he's asking me to start some chaos :P 

I said that you could, not that you should. It might make things interesting though. ;)

Sart, is there only one Non-Rithmatist and Acid-Specialist?

Whoops, forgot about that Randuir. Or did I? :ph34r:

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3 minutes ago, TheMightyLopen said:

I said that you could, not that you should. It might make things interesting though. ;)

Sart, is there only one Non-Rithmatist and Acid-Specialist?

Whoops, forgot about that Randuir. Or did I? :ph34r:

Ah yes...wouldn't want to have a dull game with the villagers winning easily, we elims don't want that now do we ;) 

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23 minutes ago, OrlokTsubodai said:

That doesn't read to me as a terribly helpful comment, Stick. Would you care to substantiate your view further?

Comments like this dissuade people from getting involved in planning and active discussion, which both limits the effectiveness of the village actions, and makes it more difficult to find eliminators. 

@TheMightyLopen, apologies, I'm at work, but will respond to your post as soon as I can.

Yeah, from what I've noticed, elims try to suggest (or sometimes just strongly support) ideas that may seem helpful to the village but actually aren't. Of the ideas proposed in the game uptil now, I don't see it yet, but I think that we should keep out eyes open for them is all. 

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I agree with the coin flip idea.

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13 hours ago, Paranoid King said:

Yo, my man Joe, (I'm no good at making rhyme,)

I'm sure you have some stuff that is filling up your time,

but we've got a lot of chalklings that are swarming in the camp,

and they're not the sort of kind you can wipe out with a stamp.

I'd suggest that you come over to see what's going on,

(bring your chalk, 'cause this problem ain't the sort that's solved with brawn,)

Once you're here, I am sure that I will remove my vote

Unless you're a forgotten, in which case I will lynch you.

Joel started awake, staring about desperately. "I was awake! Totally awake, uh, what?"


Anyway, don't poke vote me please. If you vote me, actually vote for me. I'm going to be a bit busy today catching up on homework (Not blue texting that because I'm going to be on and off the game despite needing to be doing homework) So I'm not going to be thinking up clever plans to catch the forgotten. That said, I like Len's Coin flip idea, and I like that Orlok brought up the dictator possibility. 

*Goes back to Sleep

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Fair enough. I'll try and build up some votes on someone, see how they react. Joe. Stick. I notice that Elims tend to be active in thread, but not too active. I haven't played for a while, but you seem to fit that pattern.

Edited by Paranoid King
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I'm going to try to keep this post terse, so let's see how that goes.

Coin-flips versus player-pairs. The first option is safer in that the elims won't immediately know who's doing what, although there's a danger for an imbalance in Wardings. The second, obviously, allows balance at the cost of giving elims a little more information earlier. My first thought is that everyone flipping coins is the better idea of the two, partly because I'm an advocate of PM safety, and partly because of what Orlok said regarding dictatorships. Also because the longer we can delay the elims from getting any conversions the better. However, as Lopen and Stink pointed out, Acid-Specialists and Sentrys are a thing, so it's unlikely a conversion will happen anyway, unless the Forgotten get really lucky with their kills, or if the relevant players claim their roles to them. Which brings me to a slight tangent...

@Darkness Ascendant, I have a question and a request. First, why will you not be as active / invested in the game? Second, I would prefer it if you didn't just claim your role to anyone, and that everyone reading this doesn't either. I can't think of any reason why it would be important to claim this early in the game. Plus, whether or not you're a critical role, the moment the elims get that information, their perspective of the game broadens significantly. If you really want to claim or have a good reason to, give it a few turns for reads to develop and information to be released, at least. That way you can make a more informed decision, and hopefully make the right choice.

Regarding Non-Rithmatists. @_Stick_, the rules also say this: "Rithmatics: To combat the chalklings, most soldiers (excluding Non-Rithmatists) use Rithmatics." So I think it might just be a wording thing rather than a definitely rule (that there's only one). Just in case, I'll @Sart and ask. Almighty GM, is it possible for there to be multiple Non-Rithmatists in this game? What about Acid-Specialists?

As for the Non-Rithmatist(s): be careful who you give your specializations to. You can only hand one of each out, and the last thing we want is to give the elims more power. I'd probably recommend you not use your power at all this turn, so that way you at least have four days worth of discussion, a lynch and a kill to decide who deserves what, not to mention any conversations you have in PMs during that time.  However, assuming there's 3 Forgotten, the statistics are on your side. Just think about it carefully. Especially if Sart answers that there can only be one.

One thing I didn't realize when I first read the rules that I did just now is that this game is essentially role madness. Every Rithmatist begins the game with a specialization (most of which are pretty dang powerful), and that even the two special roles have useful powers of their own. That on top of the fact that regardless of our specialties, we can use any other Lines, so really, the village has a significant amount of power here. As a result, I think it's natural that the elims will have to play cautiously to start because every player is automatically a wildcard.

A good example would be the Assassin(s). I, and many players I reckon, are against vigilantes making early kills for good reason. In most games this means the kill role would use now power for the first few turns, but in this game they have the ability to spy on others for suspicious activity. While protecting yourself on the turns you're not Warding might be a good idea, being able to see for yourself what players you're considering killing are doing with a Line of Making can help you figure out if a player is good or evil for sure... which brings me to Lines of Making.

Since this game is role-madness with a ton of options, everyone should be using a power every turn. If you use a Line of Making on a player and you don't see them drawing a line, there are really only two options. They're the elim who put in the kill, or they're the Non-Rithmatist. Of course they could be inactive / have forgot, but I would probably hope that no one is wasting Line of Making on the former, and that no active villager would commit the latter. As such, I'll try to remind every player to get their order in, either via PMs or @mentions.

Speaking of @mentions, @Seonid, @Jondesu, @Ecthelion III, @Frozen Mint, @Ornstein, @BrightnessRadiant: none of you have posted so far. We still have over 24 hours in this turn, but the sooner you all get involved, at least a little bit, in the conversation, the better.

Now, a vote. Straw, Joe and Seonid have all been essentially been poke voted for inactivity, which is a peeve of mine. I'd rather not go on another rant about poke votes, so I'll just refer to my post about it during LG32, instead. That being said, of those three, Straw had posted, although as SB pointed out, was not helpful, and his only post since being voted on was that he agrees with the coin-flip idea. Joe's response to PK was satisfactory enough, and we're still waiting on Seonid to post, who hasn't been online for 13 hours (9 hours before Lopen voted on him), so that's not immediately suspicious, especially since he's usually not very active, particularly in the beginning of games, IIRC. That being said, does anyone know Seonid's time zone?

Also, @TheMightyLopen, why aren't you using @mentions to alert people? I noticed you didn't do it for Sart, as well. I know it shouldn't be necessary, but the only players following this thread are Stick, Joe, yourself and me, so Seonid wouldn't receive a notification either on the shard or his email from a simple post.

As for Stick... At the very least, I don't see a point in pursuing her lynch. While it is important that we exercise a healthy amount of paranoia, it's also bad if we allow it to limit discussion. Orlok has illustrated that point enough that I don't see a reason to emphasize it.

So I'm going to add my vote to Straw. @Straw, do you honestly have nothing more to say? I'm aware that short posts / lurking fits your MO from both sides but that doesn't mean I'm going to let it slide. Last time I played a game with you (QF22) I left you in my blind spot and came to regret it, so I feel it necessary to put the spotlight on you now. If you are village, than I'd really like you to get more involved. Otherwise the elims are likely going to leave you alone while they target vocal players, thus putting the village at a larger disadvantage. While you're unlikely to attract a kill even if you do say more, your insight and/or interactions might help us reach an actual lead, or at the very least, keep us from wasting our effort on killing you. Unless, of course, you are evil, which right now you've got about as equal chance of being as anyone else. Can you give me at least your opinions on a quarter of the players who have posted so far? Has anyone said anything that makes you lean one direction or the other in terms of their alignment?

Similarly, I'd like to see more from @Hemalurgic_Headshot, @Silverblade5, @Paranoid King@_Stick_ and @A Joe in the Bush. For all four of you, the same question I asked Straw applies (and for those I @mentioned earlier who haven't posted yet, I'd appreciate a response to it, too). HH, as great as your RP is, we need to know what you're thoughts are on the game, too. Silverblade, has anyone else "caught your eye" since your vote on Straw? PK, was Joe's response enough for you, or would you like to push him for more? Stick, when you mentioned plans that aren't as beneficial for the village as they seem, in the past what have you seen that fulfills these requirements? You seem to imply that you see none now, but without referencing something, I could see an elim using that as an excuse for them attempting to "sow chaos." Finally, Joe, I know you said you're busy, but I've got to ask. Why are you so worried about a poke vote? 

Anddd I've been ninja'd by PK retracting his vote. Fortunately I don't have anything more to say, so it shouldn't happen again. Although I am trying to figure out why you green'd Sticks name, too. Was that meant to be a vote on her?

As always, here's a vote tally a la Aman, day one edition.

(2) StrawSilverBlade5Amanuensis

(0) A Joe in the BushParanoid King,

(1) SeonidTheMightyLopen

(2) _Stick_OrlokTsubodaiParanoid King,

 

EDIT: Yup, very terse...

Edited by Amanuensis
Saw PK's edit
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Okay, I've looked over the rules again, and there are a couple of comments about the various lined I'd like to make. Note that these are all my opinions, adn should tehrefore nto be treated as fact, or as orders to the village to take certain actions.

We've already discussed the line of warding somewhat, so lets start with the next line, the line of Forbiddance. It is my opinion that people who aren't currently up for drawing a line of warding should seriously consider drawing this one instead. It protects someone from a single attack, so by spreading this one around, we can get a decent chance of stopping attacks by the elims. As Orlok has pointed out, we are under a significant time-pressure, but this line can help alleviate that somewhat.

Next up is the line of vigor. This line breaks lines of warding (which are extremely important) and lines of forbiddance (which are somewhat important). I don't really see any good reason why non-sepcialist villagers should be using these. The specialists, however, can use these as a kind of soft-seek, however. If they role-block someone they suspect, and subsequently no kill occurs, then they know they probably have a good suspect. I would recommend not shooting these around at will, even if you are a specialist, as hitting a villager could compromise the camp's defenses.

The line of making can be used to check on other people's lines. this can be very useful, especially for specialists, as catching someone draw a line of Vigor should at the very least warrant some suspicion. If a specialist catches someone drawing a line of vigor who doesn't have the duelist specialization then that's doubly suspicious.

The line of revocation is another line that I believe the non-specialists should be using very little. It temporarily removes someone's specialization, which is almost always a bad thing if it hits a villager. The only exception is when you're pretty sure you've found an elim with a dangerous specialization, such as assassin. Regarding assassins, I recommend you practice good fire-discipline. Don't just kill someone every two turns because you can. Shooting suspicions is fine, of course, just don't role a dice to see who dies whenever you can draw this line.

I don't really have much to say about the line of silencing, apart from the recommendation, once again, to use it wisely, as it can end up hurting the village if you hit the wrong person.

Edit: Ninja'd by Amanuensis's short and terse post.

 

Edited by randuir
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Boo! Here I am Aman! I'm bored so I'll look at what you posted.

1. Yay! You agreed with me?

2. I'm pretty sure it's because he has RL stuff.

3. No comment.

4. Good idea!

5. However, we will have to often use lines of warding, thus decreasing the number of wildcard players per turn. Also, a player is far more likely to use a line of warding or a line related to their specialty.

6. Listen to Aman. Assassins can be deadly.

7. Good idea. I've already put in a order.

8. @mentions galore!

9. Yeah people, stop it with the poke votes. BTW @Silverblade5.

10. That's why I made this post!

11. No comment.

12. :ph34r:

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