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WW 19 Lurkers: The Corner of Statler and Waldorf [SPOILERS]

Bad day to be offline so much. I suppose I should have defended myself better.
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.
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Oh, dang it! I was going to use my last post to scream "Catch the snitches, or I'll bust ya in da teets!"
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.
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(January 8th, 2013, 17:20)Bigger Wrote:
(January 8th, 2013, 17:16)Gaspar Wrote:
(January 8th, 2013, 16:13)novice Wrote: Ryan and Q, stop crossposting walls of text that nobody reads, and vote for one of the relevant lynch candidates. Oh, I guess Q already is.

*applause*

I can't believe I was wrong on Merovech. Like, no fecking clue how I was wrong there. That was like the scummiest scum scum that ever scummed.

Have to reassess tomorrow.

lol, well he did fake claim last time he was villager. I guess he just gives off scum vibes.

Shh, it's all cover for when I finally do become scum. JK, I was pretty busy today...and, uh, I was trying not to act like I did last game. It certainly didn't help my activity level to try to read three hundred nigh-indecipherable posts by Ryan and Q.
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

Hmm, Gaspar's posts have been very enlightening as to why I appeared scummy.
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

Yeah - the post novice ended up highlighting was the one that convinced me. There's a pattern for less experienced scum to make a lot of hedged reads. Villagers tend to hedge their reads less because they expect to be wrong. Scum hedge more because they KNOW they're wrong. Its very hard to fight your basic nature - MJW used to say that its hard to fake passion - I disagree, you can just tap into something you do feel passionate about. What's hard is to fake believing something you know to be false. That's why reads are always the biggest scumtell. Lazy reads often indicate scum because its very hard to make a convincing argument against someone you know is innocent.
I've got some dirt on my shoulder, can you brush it off for me?
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(January 8th, 2013, 23:07)Gaspar Wrote: Yeah - the post novice ended up highlighting was the one that convinced me. There's a pattern for less experienced scum to make a lot of hedged reads. Villagers tend to hedge their reads less because they expect to be wrong. Scum hedge more because they KNOW they're wrong. Its very hard to fight your basic nature - MJW used to say that its hard to fake passion - I disagree, you can just tap into something you do feel passionate about. What's hard is to fake believing something you know to be false. That's why reads are always the biggest scumtell. Lazy reads often indicate scum because its very hard to make a convincing argument against someone you know is innocent.

I would say that unless I'm fooling myself I think that's part of the reason I survived WW15, Towards the end there I tried my hardest to make the strongest reads possible.
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(January 8th, 2013, 23:07)Gaspar Wrote: Yeah - the post novice ended up highlighting was the one that convinced me. There's a pattern for less experienced scum to make a lot of hedged reads. Villagers tend to hedge their reads less because they expect to be wrong. Scum hedge more because they KNOW they're wrong. Its very hard to fight your basic nature - MJW used to say that its hard to fake passion - I disagree, you can just tap into something you do feel passionate about. What's hard is to fake believing something you know to be false. That's why reads are always the biggest scumtell. Lazy reads often indicate scum because its very hard to make a convincing argument against someone you know is innocent.

Agree completely. I'll only add that being passionate when you are a wolf is beyond easy. Why? Because you only need to passionate when you are being attacked by someone in the thread. And when you are being attacked by someone as a wolf, basic nature is to think that whoever is attacking is doing it wrong/for the wrong reasons, since usually you don't consider yourself to have played badly as a wolf (i. e. giving signs/hints/reasons for others to believe that you are a wolf). So, whoever is attacking you is doing it wrong and if people are doing things wrong, you can get mad and passionate really easy.

And that's also why multi-pack games lose a lot of the fun, in my opinion. As a wolf, it's nice to try and hide, it isn't the same thing if you can just hunt wolves too.
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(January 8th, 2013, 15:56)BRickAstley Wrote:
(January 8th, 2013, 15:37)Serdoa Wrote: Btw: I really think that change is not fair. If I would do meta-speculation, I would have to believe that it was done to give scum a leg-up after they got hurt so badly N1. And imo it is not part of the GM to change the rules WHILE playing, just because one side might be at a disadvantage. It is not his job to (re)balance the game while playing.

I can see why it might be better for game-balance (and I have not disputed it when he changed it the first time while we were playing) but I can't get the thought out of my head that the wolves just whined about how unfair it is that village can confirm itself quickly enough that they basically have kills locked in for them. What I would fully understand because it is not fun at all. Gah, yes, it certainly is better to keep it fun for all, but I hate taking a disadvantage. Give me a least a gas can, pretty please? frown

This was not changed for the benefit of the scum, they didn't ask me to change the rules, and i would not change rules for the purpose of keeping people crying unfair. The rule in question was brought up because it was not clear. I considered it hard, and realized that it was not effective or even right, as when I had delivered it for some reason I was still thinking about the alternate night order. So I changed it to what I felt was the best change at this time. That's all.

Just wanted to post this here to see what lurker opinion was and explain myself a bit better.

I didn't like having to make a rule change in game, especially one that involves a random element, but since I had botched up with creating a rule wrongly before I figured I needed to make a change to something that made more sense and was balanced for both sides. I looked at it in vacuum of current situations, but of course it affected some and generated some consternation.

If I was a player I would be mad at me too, but as a GM who doesn't have a precedent for a game like this to refer to and has to generate rules as they come I feel this is what I had to do. And I don't wanna keep editing the rule more because of the frustration, cause I don't want in-game rule changes to keep happening.
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How did you change the rules?

Ichabod please PYFT. frown
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(January 4th, 2013, 09:40)Molach Wrote: And wary of people saying sensible things now, so Zakalwe or uberfish are definately scum.

Rowain innocent.

(January 9th, 2013, 12:55)pindicator Wrote: Pretty sure we had a scum on the block yesterday. I think it's zak and i wonder if uberfish is a teammate of his.

So.
Hope Pind is innocent (going after *dangerous* targets, but could of course be a ploy) and I guess I'll be ded-lurking him now...

a. Who dies tonight?
b. And will they finally nail an item?
c. Ryan - innocent or guilty?

a. Lewwyn.
b. Sure.
c. Innocent. Otherwise he's got me very fooled, good acting and post volume in that case.

PYFT = 'plant your family tree'?
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