Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
WW27 Game Thread: Once there were 12

Still keen to play.
Reply

I think we should private message our preferences, to avoid any further meta-ing that could be done.
Reply

(September 3rd, 2013, 19:48)Gazglum Wrote: I think we should private message our preferences, to avoid any further meta-ing that could be done.

Yeah, good idea.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Reply

Okay, so everybody that has contacted me wants to keep playing. I'm still open for PMs, but it looks like for now that the game will restart at 21:00 UTC. I'll announce exactly what will happen a few hours before that.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Reply

Okay, so the solution (and I deeply apologize to Gazglum; thank you for being such a good sport): Azza was lynched. Gazglum will be night-killed. We're going to skip Night Three and go directly to Day Four, starting with a post that I will make at 21:00 UTC.

There are some other changes, but they were behind the scenes and mostly just rectified a game set-up decision that wasn't correctly balanced in the first place.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Reply

At the end of Day Three, The Admin made a terrible mistake. Miscounting his charges votes, The Admin sent Death to the wrong villager, striking down the comedian Gazglum while the normaly silent Azza twisted, alive but in incredible pain, on the noose. Quickly realizing his error, The Admin did the first thing that came to mind, and stopped time for the village. He could not let Azza survive, not when the village had requested his death, and certainly not in such a painful state, but neither could he simply resurrect Gazglum, since multiple villagers had seen his body fall without a hint of a lycanthropic transformation. He should not affect the game once it had begun by certifying a villager's innocence, as all admins should not, and the werewolves were his charge just as much as the villagers. Sadly, The Admin let Gazglum's soul drift away with Azza, whom He finally granted death. As a recompense to the remaining villagers, however, The Admin let the village slide back into the normal timeline at the morning of the next day, Day Four.

Azza was lynched Day Three. He was a vanilla villager.

Gazglum was mod-killed Night Three. He was a two-shot village tracker.

Merovech asked who had the most votes
He couldn't count fast, so he just killed them both

Azza and Gazglum were praying to heaven
They burnt down to dust, and then there were seven


Begin Day Four
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Reply

Well that actually resolved itself pretty neatly. I thought at least one of our lynchees would be scum which would probably have been even more awkward. Now, scum lost a mislynch candidate but apparently got recompensed behind the scenes.

I have to admit I've kind of lost steam with the pause though, but we do have lots of new info available now to analyze with a fresh mind.

By the way, Merovech, may I recommend using this script to double check your vote tallies in the future? http://realmsbeyond.net/forums/showthread.php?tid=6349 smile

Oh and thanks for playing, Gazglum and Azza. Phenomenal effort, Gazglum. Maybe you were even right about Mattimeo.
I have to run.
Reply

Well played Gazglum, seems like you can't catch a break. Sorry for lynching you, Azza.

Good to get some more confirmed alignments, at least. And we also know it's true that Azarius did visit Novice.
If you know what I mean.
Reply

It just couldn't be easy :P There is more to analyze now that we know the alignments of the two dead, but my top suspects are Azarius, Zak and Novice. Not sure yet what order would get us the most information. I've pretty much taken my town leans off of everyone who were on MJW, because it would have ultimately lead to two villager miss-lynches next. Now we only had to miss-lynch one of them though, thanks to the mistake, so that's at least a positive thing for us. Shouldn't forget about Q either, but I kinda think he would have tripped by now if he has a wolf, because of how much he writes. There were a few small slip-ups I thought, but no-one else agreed with me on them, so I guess I was jumping at shadows.

Now the "long shot" theory of a scum play with Azarius fake claim is much more relevant. But the thing is, those theories do assume that scum voluntarily no lynched in the night. I still question whether the scum would find it worth it to hand us one more miss-lynch in return. If Azarius really did block the night kill, then it was either scum trying to kill novice or novice being the one who was supposed to perform a kill in the night. Atm I only have three suspects. If Azarius and Novice are both village, that only leaves Zak as a wolf, but there should be two left, not one. And I also doubt Zak would want to kill novice because following novice is the perfect cover for him. So maybe Azarius is the only village of the three, and novice and zak are a scum duo, which would certainly explain their early game shenanigans. Novice seems to be the most likely to be scum in either scenario (whether Azarius' claim is true or not), so my vote is for him for now.

I'll have to re-read and see if it's worth it to bring any new suspect on the table.
Reply

(September 2nd, 2013, 14:42)novice Wrote: Vote tally when Azza votes Mattimeo on day one, courtesy of my development version of MafiaHelper:




Note that Azza's weakly founded vote makes it 4-4 (Gazglum's vote on Mattimeo is listed on Matt).

Also, Mattimeo pushed MJW to 4 votes when nobody else had more than 2, that's a pretty good village tell on Mattimeo. (And shows why Azza's vote on Mattimeo is poorly founded, as it's a bit early to start voting self defense at that point. (Azza answered this later saying it was self defense because Mattimeo was going offline.)

Okay, Azza pushed it to 4-4 but was town. Q was on Mattimeo before the MJW wagon built up. JKaen, however, pushed it to 3-4 just before Azza made it 4-4. Here was JKaen's justification:

(August 27th, 2013, 05:26)Jkaen Wrote: Well, we at least got 1 more post out of Serdoa, and truth be told I am not going to push hard for a day 1 policy lynch.

The MJW train as has been pointed out is just so obvious as a day 1 safe bet for votes, I can't bring myself to vote there as he is generally just a mislynch waiting to happen.

Mattimeo however complains about the discussion being all on zak's post, then mentions nothing else in his email, finally (as the last person of the day) voting the easy MJW. Also Serdoa and MJW mislynches tell us pretty much nothing, if we do end up wrong on Matt, then there is at least a link through to Gazglum that we can poke at a bit

Mattimeo

Not a brilliant case, but best option I can currently see day 1

Serdoa jumped on this post, and was night killed.

Jkaen
I have to run.
Reply



Forum Jump: