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Post by Pleonast on Aug 28, 2009 10:55:20 GMT -5
No powers may be used ToNight.
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Post by NAF1138 on Aug 30, 2009 20:42:15 GMT -5
Oh well, no powers it is.
How's everyone doing?
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Natlaw
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Post by Natlaw on Aug 31, 2009 5:48:32 GMT -5
Except for our powers of Intellect, Charm and Luck. Firefox can't remember different passwords for different forums on the same site it seems . I think I read a previous Conspiracy game, but don't remember to much from it. Need too check what the setups were there but a first guess: 4 Cabal 5-6 Wolves 1 Vampire (more than one kill seems unlikely) 2 Necromancers 12-13 town, possibly with 3 witches Undead numbers with two Necromancers: 2-23 2-20 (only lynch is death and probably blessed) 3-17 5-14 7-11 9-8 - Day Six Undead win (but only 4-9 if a Necromancer gets killed). Depending on their group power, maybe do add another Vampire or Necromancer Earliest possible win: 5-7 wolves + 2 Undead = 6-7 kills = N3 or D4 With a Warlock or Vigilante it could be earlier (but I doubt both will be in the game). Tempting to use them up before you die, but of course it is much more powerful later with more info on who to target. It can be semi-used to fake a Magician by redirecting a kill from you to someone else, but hard to pull off and any other power will lack the 'target gets to know your identity'.
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Post by Pleonast on Aug 31, 2009 11:23:01 GMT -5
Firefox can't remember different passwords for different forums on the same site it seems . It's a royal pain in the rear for the moderator.
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Merestil Haye
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Post by Merestil Haye on Aug 31, 2009 18:37:51 GMT -5
1. Use different browsers.
2. Natlaw, C2 had a large number of Wolves and 2 Vampires - NAF was one, and (iirc) Boozy the other. C1 had only one Vampire.
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Merestil Haye
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Post by Merestil Haye on Aug 31, 2009 18:41:16 GMT -5
Oh yes; there is a Cabal, so there are Witches. No maybes about it.
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Post by Boozahol Squid, P.I. on Sept 1, 2009 23:09:41 GMT -5
I don't know if this is a general Cabal power, or a Me-Only power, so I'll assume the latter. I can redirect another player's power, Day or Night. I don't remember any Day powers from the set-up, offhand, so it seems that some of the other players' secret abilities might be Day-Activated ones (other than, perhaps the Scotsman's immunity to lynch). Also, if I fail on this, we'll know that we've hit a Witch. This game is set up so that all four factions have an equal probability of winning, so multiple Vampires is definitely not out. In C2, I -was- a Vamp along with NAF, but as I recall, I got outed and lynched and NAF killed the Necromancer, and the game was lost for our side fairly quickly. Again, having said that, I think the Cabal always will have the toughest row to hoe, being essentially a tiny version of the Town with secret communication and a block, as we can't kill anything. That being said, I really like our chances here, as three of us have been doing this so long it hurts, and NatLaw seems like a really promising new player.
Day One tends to be a random lynch kind of deal, and if there's any Day where it's safe to steamroll a player, it's Day One. Do we want to pick a target early on in Day One and have all four of us attack the hell out of one player?
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Post by Boozahol Squid, P.I. on Sept 1, 2009 23:19:35 GMT -5
Sorry about that double post. I'll leave it to Pleo to delete, I don't want to use my (still active?) admin powers for anything suspicious.
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Merestil Haye
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Post by Merestil Haye on Sept 2, 2009 4:05:53 GMT -5
I don't know if this is a general Cabal power, or a Me-Only power, so I'll assume the latter. I can redirect another player's power, Day or Night. I don't remember any Day powers from the set-up, offhand, so it seems that some of the other players' secret abilities might be Day-Activated ones (other than, perhaps the Scotsman's immunity to lynch). Also, if I fail on this, we'll know that we've hit a Witch. Each of us has a one-shot use of the power. Off the top of my head the Detective has a Day power. I'll have to reread the list to see others. Traditionally a Cabalist gets hng on Day 1; a tradition I am all out for breaking. Steamrollering someone has it's risks; not only has it been done (see the death of Inner Stickler in GB's Ragnarok game, in which the whole team piled on Inner Stickler the Vig and got him lynched) but NAF and I were both in that team. So we've got previous form. Nonetheless if we can swing it that would be useful.
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Natlaw
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Post by Natlaw on Sept 2, 2009 5:27:35 GMT -5
That being said, I really like our chances here, as three of us have been doing this so long it hurts, and NatLaw seems like a really promising new player. It's Natlaw with only a capital N - I think the random capitalization comes from Mahaloth It tends to get me killed though (I got blown up by a lynch bomb for being the most analytical and either NK'ed (or again blow up, not spoiled yet) after one Day as vanilla while there where 4 or so claimed power roles around). And it is switch my play style it might get interpreted as 'power role hiding' I think. Advice? So tempting for me to use my redirect early. Same goes a bit for MHaye in my opinion - typically useful summaries at the end of the Day although you typically survive quite long I think. NAF/Boozahol both seems to have a more natural suspicion following them (again my opinion , so can better save there redirect. I skimmed it being a Day power though, which leads to the question: Can we use the redirect on the Day we are lynched? I assume Day actions are resolved at Dusk?
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Post by Pleonast on Sept 2, 2009 10:29:34 GMT -5
Can we use the redirect on the Day we are lynched? I assume Day actions are resolved at Dusk? Is this a question to me? Rule questions need to be sent via PM, even here, due to the possibility of recruitment. However, since this is Night Zero, and no powers can have been used, I'll answer here. Actions are resolved simultaneously, at Dusk or Dawn. Death does not block, so you can successfully use your power the same Day you are lynched. And since dead Cabal can talk here, you can even report your results.
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Post by NAF1138 on Sept 2, 2009 10:31:35 GMT -5
Oh man, have I mentioned how excited I am that this is the team for the cabalists.
I am going to be a bit swamped at work today, so I will probably be quite for the next 24 hours or so and will likely miss the start of the Day. I will see what I can do about getting ahead on my workload so I will be around at game start for a bit at least.
This shouldn't continue to be a problem for long though.
Re steamrolling. I think it's a good shot for us on Day 1. It seems to be a scum strategy that not a lot of people but much stock in yet. That's going to change sooner or later, but for now I think early steamrolling of players is the least risky way to go. Also, I think it's vitally important that we communicate durring the Day. Since we don't have a kill our best bet is to stay alive and hunt scum for the lynch.
In the past scum teams in Conspiracy have taken a "anyone but town" approach, but I think for Cabal that's a losing strategy. We need to be pro town at the start of this thing.
Also, we need to be damn sure we post to the correct board.
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Natlaw
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Post by Natlaw on Sept 2, 2009 13:13:32 GMT -5
Is this a question to me? Rule questions need to be sent via PM, even here, due to the possibility of recruitment. However, since this is Night Zero, and no powers can have been used, I'll answer here. Yes, it was and thanks for answering. Checking the earlier games, we get some insight in the moderator's balancing: And a whole lot of secret powers. Game Two setup: 31 Players 5 Cabalists (secret power: one shot unblockable, untrackable kill instead of block, needs 2 Cabalists alive) 7 Wolves (one Alpha , one Omega, secret power: mass block instead of kill excluding secret power kills + curses, need two wolves alive) 2 Vampires 1 Necromancer (secret power: can raise blessed death vampire (and know when they die), if not blessed vampire becomes Zombie automatically) 4 Freemason 3 Witches 1 Witchdoctor 1 Vigilante 1 Seer 1 Vicar 1 Coroner 1 Scotsman (secret power: actually doctor until successfully self protects) 1 Detective 1 Magician 1 Warlock Some conclusions: -probably 3-5 free masons. How useful is a fake free mason group claim for (some of us)? -with 25 players there are a couple of town roles which cannot be counter-claimed, but which? -any possible recruit is a secret power, in game one as a curse on kill for the wolves + vampire once per game (player comes back as wolf/vampire) In the past scum teams in Conspiracy have taken a "anyone but town" approach, but I think for Cabal that's a losing strategy. We need to be pro town at the start of this thing. In Not-So-Simpletown there were also four factions which basically in totally none town play. But it wasn't known at the start there were four factions and the fourth faction stayed hidden for four or five days or so.
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Post by NAF1138 on Sept 2, 2009 14:20:29 GMT -5
I think a fake free mason claim is a bad idea for us. I think. Again, going on the theory that in order to win we need to play as town, I think it is bad to lie. We obviously can't come out and claim Cabal, but otherwise we need to get into that townie mindset. Play pro town all the way to start with, then stay alive. Find wolves, wolves are our biggest threat in this game. Earn town cred any way we can using the wolves, and don't be afraid to co-ordinate.
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