Halloween 2024: The Time Travellers' Party [D3]

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Seven
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Re: Halloween 2024: The Time Travellers' Party [D3]

Post by Seven »

Santygrass wrote: Mon Nov 18, 2024 8:06 pm I think with this + your post of somi calling bessie paranoid as a sort of 'soft' that implicates them being scum and not having daychat you are like.... Burning the kitchen really bad Seven . Reaching too much and focusing on mech stuff with no basis . I hope you recalibrate soon
You’ve been telling me to recalibrate since D1 and I’ve been on the right side of things. Perhaps this advice better applies to you?
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Re: Halloween 2024: The Time Travellers' Party [D3]

Post by Seven »

Santygrass wrote: Mon Nov 18, 2024 8:09 pm
Seven wrote: Mon Nov 18, 2024 8:06 pm
Santygrass wrote: Mon Nov 18, 2024 8:04 pm

No, it still doesnt. Because it wouldnt be bastard regardless /shrug
From Adum’s perspective it would. He’d be expecting a town result and thought there was someone faking an investigation on him.
Faking no. It would be an investigation that goes through their godfather camouflage or whatever is called here. Is always the more natural conclusion.

They would be bothered by a possible very op cop, not the game being bastard
Nah
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Re: Halloween 2024: The Time Travellers' Party [D3]

Post by AdumbroDeus »

Santygrass wrote: Mon Nov 18, 2024 8:04 pm I will say that Adum saying that 8-1-3 is plausible , and using that to defend themselves is... A very bad look though. That balance doesnt make sense in the slightlest and at least I think they should be aware of that
Genuinely por qué?

I only see two mafia and one Indy making sense if the Indy is specifically an SK. Non-killing indies on the other hand, like survivor, marker, unjester (which happened last Halloween), still make sense.
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Re: Halloween 2024: The Time Travellers' Party [D3]

Post by Theallieza »

Thea - Mason (N1 - none, N2 Track Santy)
Fred - Mason (N1- none, N2 Watch Wam)
Seven - JoaT 1 (N1 cop on Adum, N2 parrot on bessie)
Wam - JoaT 2 (N1 watch on Adum, N2 cop on Thea)
JC - JoaT 3 (N1 track Seven or target Adum???, N2 target moody???)
Moody - Backup (N1 inherit Traffic cop + ???, N2 roleblocked)
Adum - ??? (???)
Santy - Even Doctor + ??? (N1 ??? - N2 target Adum)
Mak - Motivator (N1 target Seven, N2 target Wam)
bessie - Publishing Cop (N1 target Adum, N2 target Adum)

Current claims and abilities, FWIW.
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Re: Halloween 2024: The Time Travellers' Party [D3]

Post by Theallieza »

Oh, Seven also has a roleblock on moody.
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Santygrass
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Re: Halloween 2024: The Time Travellers' Party [D3]

Post by Santygrass »

Seven wrote: Mon Nov 18, 2024 8:09 pm
Santygrass wrote: Mon Nov 18, 2024 8:06 pm I think with this + your post of somi calling bessie paranoid as a sort of 'soft' that implicates them being scum and not having daychat you are like.... Burning the kitchen really bad Seven . Reaching too much and focusing on mech stuff with no basis . I hope you recalibrate soon
You’ve been telling me to recalibrate since D1 and I’ve been on the right side of things. Perhaps this advice better applies to you?

As in : Only right on somi?

(Which I think is plausible that softed being mafia to you but we will not talk about this now)

When logic isnt logicc'ing Im going to call it out /shrug. I think I have a good track record on my games for you to value it regardless .
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Re: Halloween 2024: The Time Travellers' Party [D3]

Post by Seven »

Santygrass wrote: Mon Nov 18, 2024 8:15 pm
Seven wrote: Mon Nov 18, 2024 8:09 pm
Santygrass wrote: Mon Nov 18, 2024 8:06 pm I think with this + your post of somi calling bessie paranoid as a sort of 'soft' that implicates them being scum and not having daychat you are like.... Burning the kitchen really bad Seven . Reaching too much and focusing on mech stuff with no basis . I hope you recalibrate soon
You’ve been telling me to recalibrate since D1 and I’ve been on the right side of things. Perhaps this advice better applies to you?
I value you, I just value me more.


As in : Only right on somi?

(Which I think is plausible that softed being mafia to you but we will not talk about this now)

When logic isnt logicc'ing Im going to call it out /shrug. I think I have a good track record on my games for you to value it regardless .
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Re: Halloween 2024: The Time Travellers' Party [D3]

Post by Seven »

Evwop: I value you, I just value me more.
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Re: Halloween 2024: The Time Travellers' Party [D3]

Post by Santygrass »

AdumbroDeus wrote: Mon Nov 18, 2024 8:12 pm
Santygrass wrote: Mon Nov 18, 2024 8:04 pm I will say that Adum saying that 8-1-3 is plausible , and using that to defend themselves is... A very bad look though. That balance doesnt make sense in the slightlest and at least I think they should be aware of that
Genuinely por qué?

I only see two mafia and one Indy making sense if the Indy is specifically an SK. Non-killing indies on the other hand, like survivor, marker, unjester (which happened last Halloween), still make sense.

And SK was the indy being discussed.

Usual balance is 1 scum for 3 town.
8 - 3 - 1 would be 1 scum for 2 town.

Very basic to see that is not balanced at all. Maybe if the indy is neutral and non harmful to town, and even still I would say is very scumsided
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Re: Halloween 2024: The Time Travellers' Party [D3]

Post by Theallieza »

Seven wrote: Mon Nov 18, 2024 7:33 pm
Theallieza wrote: Mon Nov 18, 2024 5:36 pm
Seven wrote: Mon Nov 18, 2024 5:25 pm Scum has night chat only. Bessie doesn’t know the order of her sanities. She’s informed at the start of day what it was the previous night. Somi was communicating with her in that feeling paranoid post.
I'd be surprised if scum has night chat only while we have both day and night chat. Like it's possible but seems needlessly crippling.
Regardless, somi saying the paranoid thing is too coincidental for me to let it pass.
I get where you are coming from here, I just don't see the point of somi tipping his hand in this way.
somitomi wrote: Tue Nov 12, 2024 10:15 pm You know those moments when you use the wrong equation and your math is wrong but you somehow get the right result? This is one of those moments :lol:
I don't think somi would have said this if your analysis was exactly correct TBH.
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Re: Halloween 2024: The Time Travellers' Party [D3]

Post by AdumbroDeus »

Santygrass wrote: Mon Nov 18, 2024 8:17 pm
AdumbroDeus wrote: Mon Nov 18, 2024 8:12 pm
Santygrass wrote: Mon Nov 18, 2024 8:04 pm I will say that Adum saying that 8-1-3 is plausible , and using that to defend themselves is... A very bad look though. That balance doesnt make sense in the slightlest and at least I think they should be aware of that
Genuinely por qué?

I only see two mafia and one Indy making sense if the Indy is specifically an SK. Non-killing indies on the other hand, like survivor, marker, unjester (which happened last Halloween), still make sense.

And SK was the indy being discussed.

Usual balance is 1 scum for 3 town.
8 - 3 - 1 would be 1 scum for 2 town.

Very basic to see that is not balanced at all. Maybe if the indy is neutral and non harmful to town, and even still I would say is very scumsided
And I was arguing SK is wrong because there's too few kills for it to make sense.

Last Halloween was 3-2-1-7.
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Re: Halloween 2024: The Time Travellers' Party [D3]

Post by Seven »

I don’t think he would either but I can’t let it go. Plus as I said, Mak is always right when he’s like this.
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Re: Halloween 2024: The Time Travellers' Party [D3]

Post by AdumbroDeus »

Seven wrote: Mon Nov 18, 2024 8:10 pm
Santygrass wrote: Mon Nov 18, 2024 8:09 pm
Seven wrote: Mon Nov 18, 2024 8:06 pm
From Adum’s perspective it would. He’d be expecting a town result and thought there was someone faking an investigation on him.
Faking no. It would be an investigation that goes through their godfather camouflage or whatever is called here. Is always the more natural conclusion.

They would be bothered by a possible very op cop, not the game being bastard
Nah
Seven, Santy is 100% correct and this thought process pretty clearly shows you don't understand how I think as a player at all.

So when I flip town, just accept that I'm right about everything and yeet who I say. Keep in mind, we had to have basically this exact same exchange last Halloween.
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Re: Halloween 2024: The Time Travellers' Party [D3]

Post by Seven »

Theory: bessie + santy, and scum has a double-kill ability. My parrot wouldn't work if there were multiple targets. Only works if the ability targets one person.

Theory: Seven and Adum are the team. They wanted to eliminate TA so they shot JC and RBed moody.
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Re: Halloween 2024: The Time Travellers' Party [D3]

Post by Makhaira »

AdumbroDeus wrote: Mon Nov 18, 2024 7:10 pm
Makhaira wrote: Mon Nov 18, 2024 4:56 pm
Again, why did you motivate Wam?
Thought I addressed this already sorry if I forgot, I targeted wam because he was the leading wagon before somi swing and red flip, I think he is relatively townie by play, but I do think his role seems suspiciously powerful and has plenty of potential utility for an antitown slot. His JOAT powers not being loud by default in contrast to the other JOATs made me suspicious. I wanted to motivate him and make him loud so we can get some extra value out of his claimed powers and direct them as we see fit because his abilities will be loudened and thus made public so if he steps out of line with our directions we will be told so and can elim him. Basically I'm trying to hold his seemingly overpowered role and powers accountable to town consensus
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Re: Halloween 2024: The Time Travellers' Party [D3]

Post by Makhaira »

Theallieza wrote: Mon Nov 18, 2024 7:34 pm
@Mak, do you have any modifiers to your rolename besides Motivator? (Loud, etc.)
I am specially a town "Motivating Loudener"
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Re: Halloween 2024: The Time Travellers' Party [D3]

Post by AdumbroDeus »

Makhaira wrote: Mon Nov 18, 2024 8:33 pm
AdumbroDeus wrote: Mon Nov 18, 2024 7:10 pm
Makhaira wrote: Mon Nov 18, 2024 4:56 pm
Again, why did you motivate Wam?
Thought I addressed this already sorry if I forgot, I targeted wam because he was the leading wagon before somi swing and red flip, I think he is relatively townie by play, but I do think his role seems suspiciously powerful and has plenty of potential utility for an antitown slot. His JOAT powers not being loud by default in contrast to the other JOATs made me suspicious. I wanted to motivate him and make him loud so we can get some extra value out of his claimed powers and direct them as we see fit because his abilities will be loudened and thus made public so if he steps out of line with our directions we will be told so and can elim him. Basically I'm trying to hold his seemingly overpowered role and powers accountable to town consensus
Ok that does make sense.

What I'm concerned about is it's possible that could allow them to do a double factional kill.
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Re: Halloween 2024: The Time Travellers' Party [D3]

Post by AdumbroDeus »

And yes, that would be suicide and we're not quite close enough that it would auto-win, unless they had a vote block or something but still that was my concern.
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Re: Halloween 2024: The Time Travellers' Party [D3]

Post by Makhaira »

I would urge people to exercise restraint in clearing slots as being unable to kill based on claims of roleblocking. I would not be even remotely surprised if scum had a strongman and I'm surprised so many people are considering ninja without similarly considering strongman potential. Also not all mods consider factional abilities, such as an NK, to be roleblockable. Sometimes mods consider roleblocking to only apply to individual abilities. Also if we have an SK in game there is almost 0% chance the SK isn't atleast ninja or strongman. But given how few kills we have seen this game I don't think we are dealing with 2 killing roles/factions. If anything I'm getting vibes we may be dealing with a non-killing scum faction with special parity rules a la Jungle Republic. Like a 2-3 size non killing antitown faction and a 1-2 size killing antitown faction
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Re: Halloween 2024: The Time Travellers' Party [D2]

Post by Theallieza »

somitomi wrote: Tue Nov 12, 2024 9:56 pm
Seven wrote: Tue Nov 12, 2024 9:51 pm
I'm a Role Cop, each night I can learn someone's role (but not their alignment). N1 I targeted Mak because I didn't catch his crumb
I knew you were role cop which is why I included it in the known/anticipated role list. I don’t believe you though on why you targeted Mak. What is his role?
Motivating Loudener, but also how did you know my role?
Interesting. So somi knew your specific role.
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Re: Halloween 2024: The Time Travellers' Party [D3]

Post by Seven »

Makhaira wrote: Mon Nov 18, 2024 8:39 pm I would urge people to exercise restraint in clearing slots as being unable to kill based on claims of roleblocking. I would not be even remotely surprised if scum had a strongman and I'm surprised so many people are considering ninja without similarly considering strongman potential. Also not all mods consider factional abilities, such as an NK, to be roleblockable. Sometimes mods consider roleblocking to only apply to individual abilities. Also if we have an SK in game there is almost 0% chance the SK isn't atleast ninja or strongman. But given how few kills we have seen this game I don't think we are dealing with 2 killing roles/factions. If anything I'm getting vibes we may be dealing with a non-killing scum faction with special parity rules a la Jungle Republic. Like a 2-3 size non killing antitown faction and a 1-2 size killing antitown faction
I asked and RB does stop factional kills, but yea strongman is a possibility.
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Re: Halloween 2024: The Time Travellers' Party [D3]

Post by Seven »

Vote: moody

-Had TMI that Adum was targeted for kill N1
-Didn’t vote somi
-Lurked all of D1
-Pointing out stream of conscious posts rather than just making the posts
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Re: Halloween 2024: The Time Travellers' Party [D3]

Post by AdumbroDeus »

Makhaira wrote: Mon Nov 18, 2024 8:39 pm I would urge people to exercise restraint in clearing slots as being unable to kill based on claims of roleblocking. I would not be even remotely surprised if scum had a strongman and I'm surprised so many people are considering ninja without similarly considering strongman potential. Also not all mods consider factional abilities, such as an NK, to be roleblockable. Sometimes mods consider roleblocking to only apply to individual abilities. Also if we have an SK in game there is almost 0% chance the SK isn't atleast ninja or strongman. But given how few kills we have seen this game I don't think we are dealing with 2 killing roles/factions. If anything I'm getting vibes we may be dealing with a non-killing scum faction with special parity rules a la Jungle Republic. Like a 2-3 size non killing antitown faction and a 1-2 size killing antitown faction
Fair point, I actually thought roleblocker overrode strongman but checking the wiki it looks like I'm wrong.

That said, whose carrying the power? Both Bessie and (by POE) Moody have confirmed powers. This fits more with either being a full-time strongman or a JOAT with a one shot in their toolbox.

Do you think "mafia" is killing or non-killing in this scenario?
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Re: Halloween 2024: The Time Travellers' Party [D3]

Post by Makhaira »

AdumbroDeus wrote: Mon Nov 18, 2024 8:37 pm
Makhaira wrote: Mon Nov 18, 2024 8:33 pm
AdumbroDeus wrote: Mon Nov 18, 2024 7:10 pm

Again, why did you motivate Wam?
Thought I addressed this already sorry if I forgot, I targeted wam because he was the leading wagon before somi swing and red flip, I think he is relatively townie by play, but I do think his role seems suspiciously powerful and has plenty of potential utility for an antitown slot. His JOAT powers not being loud by default in contrast to the other JOATs made me suspicious. I wanted to motivate him and make him loud so we can get some extra value out of his claimed powers and direct them as we see fit because his abilities will be loudened and thus made public so if he steps out of line with our directions we will be told so and can elim him. Basically I'm trying to hold his seemingly overpowered role and powers accountable to town consensus
Ok that does make sense.

What I'm concerned about is it's possible that could allow them to do a double factional kill.
I am relying on a perhaps unwarranted assumption that my motivation ability would not double factional abilities such as an NK. I will admit that this is entirely my own personal experience and derivative bias speaking. If wam is an SK where the kill isn't factional and it enables him to double kill it should at least be made mechanically conspicuous by my loudening effect (unless he is a ninja and ninja status trumps my loudening), or it will be circumstantially conspicuous by 2 kills happening next night phase which is my motivating on wam will trigger
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Re: Halloween 2024: The Time Travellers' Party [D3]

Post by Theallieza »

AdumbroDeus wrote: Mon Nov 18, 2024 8:52 pm
Makhaira wrote: Mon Nov 18, 2024 8:39 pm I would urge people to exercise restraint in clearing slots as being unable to kill based on claims of roleblocking. I would not be even remotely surprised if scum had a strongman and I'm surprised so many people are considering ninja without similarly considering strongman potential. Also not all mods consider factional abilities, such as an NK, to be roleblockable. Sometimes mods consider roleblocking to only apply to individual abilities. Also if we have an SK in game there is almost 0% chance the SK isn't atleast ninja or strongman. But given how few kills we have seen this game I don't think we are dealing with 2 killing roles/factions. If anything I'm getting vibes we may be dealing with a non-killing scum faction with special parity rules a la Jungle Republic. Like a 2-3 size non killing antitown faction and a 1-2 size killing antitown faction
Fair point, I actually thought roleblocker overrode strongman but checking the wiki it looks like I'm wrong.

That said, whose carrying the power? Both Bessie and (by POE) Moody have confirmed powers. This fits more with either being a full-time strongman or a JOAT with a one shot in their toolbox.

Do you think "mafia" is killing or non-killing in this scenario?
Possibly mafia has a factional strongman and/or ninja ability that they can add as rider to their kill.
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