Tasunke and Ryan are both pretty bad. I don't think anyone comes close to them. I would prefer a vig shot on Tasunke as it would tell us more about what happened to day. And I like him worse than Ryan.
(January 5th, 2013, 17:24)MJW (ya that one) Wrote: I don't think it's is Rowain's style to eat a lych like that, Serdoa. He ether wanted to prove a point or just could not keep up with the Tasunke blitz.
He's been known to self-vote out of frustration. Maybe Serdoa is right, he suspected that we wouldn't let him go anyway if he survived today. Which is a faulty assumption, since we'll have a lot more information to go on on day 2.
(January 5th, 2013, 17:24)MJW (ya that one) Wrote: I don't think it's is Rowain's style to eat a lych like that, Serdoa. He ether wanted to prove a point or just could not keep up with the Tasunke blitz.
He's been known to self-vote out of frustration. Maybe Serdoa is right, he suspected that we wouldn't let him go anyway if he survived today. Which is a faulty assumption, since we'll have a lot more information to go on on day 2.
Then again he could have simply have been convinced that Tasunke was innocent and didn't want us to lose an item.
Well this is fruitless. GG, Rowain.
I think I agree with Uberfish that we shouldn't take a vig shot, so we don't risk passing it on to scum.
(January 5th, 2013, 17:33)MJW (ya that one) Wrote: Tasunke and Ryan are both pretty bad. I don't think anyone comes close to them. I would prefer a vig shot on Tasunke as it would tell us more about what happened to day. And I like him worse than Ryan.
And if we were to take a vig shot I wouldn't take it on these guys, I have village leans on both Tasunke and Ryan, based on how they responded to (my) questioning today.
(January 5th, 2013, 17:34)novice Wrote: I think I agree with Uberfish that we shouldn't take a vig shot, so we don't risk passing it on to scum.
That was my starting point. We definitely need to think about safeguards.
Nobody should be vig shotting blind in this game.
One of the things though... the Vig shot represents a way to remove the fool card. We can vote for somebody to "lynch", then throw them the fool card on the same night. Then the item will be removed from the game with them without having to eat any mislynches.
Selrahc, I don't think your gun proposal is very workable. At any rate, I want 24 hours off, so I'd rather just keep it simple and leave it up to the gun holder to decide.
(January 5th, 2013, 17:33)MJW (ya that one) Wrote: Tasunke and Ryan are both pretty bad. I don't think anyone comes close to them. I would prefer a vig shot on Tasunke as it would tell us more about what happened to day. And I like him worse than Ryan.
And if we were to take a vig shot I wouldn't take it on these guys, I have village leans on both Tasunke and Ryan, based on how they responded to (my) questioning today.
The scum may have lockpicks. And the night-kill can take out the vig. Despite the risk getting two lyches is so uber. I would shoot night two at the latest.
If the vig does not trust himself at all not to give the gun to the scum (most of the time!) he should not shot for obvious reasons. I would trust myself to get the right answer 90% of the time to find one villager to pass the gun off to. The longer you wait the harder it gets.
(January 5th, 2013, 17:34)novice Wrote: I think I agree with Uberfish that we shouldn't take a vig shot, so we don't risk passing it on to scum.
That was my starting point. We definitely need to think about safeguards.
Nobody should be vig shotting blind in this game.
One of the things though... the Vig shot represents a way to remove the fool card. We can vote for somebody to "lynch", then throw them the fool card on the same night. Then the item will be removed from the game with them without having to eat any mislynches.
Good idea but not a sure thing because scum may have a jailer. It's probably worth the risk though.
Ryan, who are you referring to when you say "Sarl?"
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.