Post by Allison Reynolds on Dec 13, 2012 14:06:25 GMT -5
I am going to agree with much of what SPARTAN has to say here in the post above (Page Before this). I've read over some of this thread already and I'll put more responses and read more after I do my basic Role PM postings, Night actions, running notes.
Basically I saw the same thing. The Lynch of Maryann Forrester/MasonK (Cult Leader) and her poisoning/taking down Franklin Mott along with her led to what I'd say was the eventual turning point of the game. I was telling Brad that I really felt that town had gained momentum/morale from that and (with you using Snowball Effect here... which is actually a better term) I called it a Domino effect.
You find scum then the pieces just keep falling together. It's what could have happened in Saved By The Bell Mafia, if we had more days. =P
Honestly, not taking away from any of the scum at all. Mason and SnS were perhaps the two smartest scum players in this game. Mason had been targeting all loud/active players, weakening the town and doing a decent job seducing the town. Her elimination helped the town get on the right track from what looked like an impossibility to win to a rejuvenated, 'they could actually still win this' route.
But it was def the upcoming scum person's death that didn't just lead to the shifting of a possible win for the town, but also the fall for the mafia
Scum MVP: SnS.
NOT TAKING ANYTHING AWAY FROM THE MAFIA AS A WHOLE - SnS I thought was the glue that sort of kept the mafia together. He was incredibly crafty in certain points and had captured most of the town's trust. His planning/discussion helped the mafia see different possibilities. I also reaally like the fact that at the same time he was trying to keep the game fun, by not only eliminating active players. He tried keeping some active players around for the fun of the game, but also looked at it in ways that would make winning possible.
Franklin Mott/SnS being poisoned turned the game around. The glue was loss and the momentum helped discover the Godfather Rev. Newlin/Sharpshooter - being the godfather, which further raised morale (he was the leader after all).
*To be honest, through observation, SnS did have some trouble adjusting to the scum role I felt, in the beginning part of the game. He was semi-believable, but a skilled player could def see through his attempted deception in his first 3 days in particular. His random/subtle hinting, persuading, and 'soft pushing' for certain people/ideas with persuasive language in his initial 'planting of seeds' with a few choice questions had me on my seat to see if anyone would actually catch that. He's the type of player I always get paranoid for and try to dig into with some of my own playstyle (for those that were in SBTB mafia), rather than the up front ones that I have a tougher time finding.
His initially deceptive play was eventually seen through by Pegasuswarrior, fortunately. So SnS had to change his playstyle a bit.
It was through basically injecting some honesty, I felt even if it was 100% that made him more believable to everyone. I def would have fallen for it as well, along with the "Mason" soft claim with Evil M.
I felt that SnS, really did feel the way he did during certain points of the game, such as his reactions to Gus' abrasive plays and the play-styles of others that he came across as an honest townie. His thoughts I bet were actually real, when looking at the thread, seeing iffy plays, even from his own side. His frustrations at specific things seemed very, very real as compared to his initial 'hinting' and 'playing innocent' route at the beginning, especially when it came to activity and it probably was.
So very, very good job injecting what I felt was a sort of 'honesty' in your playing as scum SnS. It made you super convincing, even if it may not have been on purpose at first. (I believe that was the day phase when Gus' really took the game by the horns and Brad/Peg were killed off)
------------
Town MVP: Street Spartan & Jazzman (Version 2 for each) Heck, the final four survivors even.
I understand what Ritt was saying earlier in this thread about luck/power-roles, and I think it did play a big part, but I have to say that two vanilla town players in particular actually helped make it work, in the end, as there was still a possibility the mafia could have tricked the town even with lucky power-role hits.
Sure, there were power-roles that helped, but I don't think it was just that. It was def the two Vanilla Townies Spartan/Maxine Fortenberry & Jazzman/Arlene Fowler that really pushed things along during the day-phases - which is where it mattered most.
I think even with power-roles, it wouldn't have helped if it weren't for the voting stage day play of these two, who looked at things in the thread that helped win it. They checked for evidence and read into play strategically doing process of elimination and all that, with proper guess work.
Spartan in particular, like SnS was the Town's glue I felt. He kept things together and helped set observations in the thread for everyone and pushed for discussion. He was willing to change his mind or votes for the better of the town.
Same for Jazzman, who actually also saw the importance of the vote and looked into some very strong clues, like the one Mr. B had when he stalled on lynching Zack Morris.
Magiconz did well in contributing and cooperating as well.
So good job the both of you.
---------------
The final townies did turn the game around and I wished the game was more like that as a whole. It would have been awesome.
I was honestly starting to get bored with what looked like an obvious mafia win that would come eventually with very poor town plays and constant NO LYNCHES, (Heck even Pegasuswarrior and I were disappointed in private seeing all that) but the last phases turned the game around for the better.
Those final few townie, were actually active. Many of the inactives were out already, but the final few left after Joker/SOOOOKEH!'s death were actually sort of brilliant to watch. That's how guys.
FINALLY A TOWN WIN - A FAIR ONE AT THAT.
------------------
More on Game-setup to come. But finishing on role-posting, night actions and running commentary first.
Basically I saw the same thing. The Lynch of Maryann Forrester/MasonK (Cult Leader) and her poisoning/taking down Franklin Mott along with her led to what I'd say was the eventual turning point of the game. I was telling Brad that I really felt that town had gained momentum/morale from that and (with you using Snowball Effect here... which is actually a better term) I called it a Domino effect.
You find scum then the pieces just keep falling together. It's what could have happened in Saved By The Bell Mafia, if we had more days. =P
Honestly, not taking away from any of the scum at all. Mason and SnS were perhaps the two smartest scum players in this game. Mason had been targeting all loud/active players, weakening the town and doing a decent job seducing the town. Her elimination helped the town get on the right track from what looked like an impossibility to win to a rejuvenated, 'they could actually still win this' route.
But it was def the upcoming scum person's death that didn't just lead to the shifting of a possible win for the town, but also the fall for the mafia
Scum MVP: SnS.
NOT TAKING ANYTHING AWAY FROM THE MAFIA AS A WHOLE - SnS I thought was the glue that sort of kept the mafia together. He was incredibly crafty in certain points and had captured most of the town's trust. His planning/discussion helped the mafia see different possibilities. I also reaally like the fact that at the same time he was trying to keep the game fun, by not only eliminating active players. He tried keeping some active players around for the fun of the game, but also looked at it in ways that would make winning possible.
Franklin Mott/SnS being poisoned turned the game around. The glue was loss and the momentum helped discover the Godfather Rev. Newlin/Sharpshooter - being the godfather, which further raised morale (he was the leader after all).
*To be honest, through observation, SnS did have some trouble adjusting to the scum role I felt, in the beginning part of the game. He was semi-believable, but a skilled player could def see through his attempted deception in his first 3 days in particular. His random/subtle hinting, persuading, and 'soft pushing' for certain people/ideas with persuasive language in his initial 'planting of seeds' with a few choice questions had me on my seat to see if anyone would actually catch that. He's the type of player I always get paranoid for and try to dig into with some of my own playstyle (for those that were in SBTB mafia), rather than the up front ones that I have a tougher time finding.
His initially deceptive play was eventually seen through by Pegasuswarrior, fortunately. So SnS had to change his playstyle a bit.
It was through basically injecting some honesty, I felt even if it was 100% that made him more believable to everyone. I def would have fallen for it as well, along with the "Mason" soft claim with Evil M.
I felt that SnS, really did feel the way he did during certain points of the game, such as his reactions to Gus' abrasive plays and the play-styles of others that he came across as an honest townie. His thoughts I bet were actually real, when looking at the thread, seeing iffy plays, even from his own side. His frustrations at specific things seemed very, very real as compared to his initial 'hinting' and 'playing innocent' route at the beginning, especially when it came to activity and it probably was.
So very, very good job injecting what I felt was a sort of 'honesty' in your playing as scum SnS. It made you super convincing, even if it may not have been on purpose at first. (I believe that was the day phase when Gus' really took the game by the horns and Brad/Peg were killed off)
------------
Town MVP: Street Spartan & Jazzman (Version 2 for each) Heck, the final four survivors even.
I understand what Ritt was saying earlier in this thread about luck/power-roles, and I think it did play a big part, but I have to say that two vanilla town players in particular actually helped make it work, in the end, as there was still a possibility the mafia could have tricked the town even with lucky power-role hits.
Sure, there were power-roles that helped, but I don't think it was just that. It was def the two Vanilla Townies Spartan/Maxine Fortenberry & Jazzman/Arlene Fowler that really pushed things along during the day-phases - which is where it mattered most.
I think even with power-roles, it wouldn't have helped if it weren't for the voting stage day play of these two, who looked at things in the thread that helped win it. They checked for evidence and read into play strategically doing process of elimination and all that, with proper guess work.
Spartan in particular, like SnS was the Town's glue I felt. He kept things together and helped set observations in the thread for everyone and pushed for discussion. He was willing to change his mind or votes for the better of the town.
Same for Jazzman, who actually also saw the importance of the vote and looked into some very strong clues, like the one Mr. B had when he stalled on lynching Zack Morris.
Magiconz did well in contributing and cooperating as well.
So good job the both of you.
---------------
The final townies did turn the game around and I wished the game was more like that as a whole. It would have been awesome.
I was honestly starting to get bored with what looked like an obvious mafia win that would come eventually with very poor town plays and constant NO LYNCHES, (Heck even Pegasuswarrior and I were disappointed in private seeing all that) but the last phases turned the game around for the better.
Those final few townie, were actually active. Many of the inactives were out already, but the final few left after Joker/SOOOOKEH!'s death were actually sort of brilliant to watch. That's how guys.
FINALLY A TOWN WIN - A FAIR ONE AT THAT.
------------------
More on Game-setup to come. But finishing on role-posting, night actions and running commentary first.