ElfQuest Mafia - Game Thread

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oblivion
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Re: ElfQuest Mafia - Day 8

Post by oblivion » Sun Mar 27, 2011 3:15 am

charlou wrote:
I picked the wrong bloody Elf I've already apologized for that .
:smooch:

I think everyone played really well, actually. Town got lucky eliminating scum in short order, then the specials did well to stay in the game so long and contributed to keeping it going right up to a very interesting (and as Bolero said, rather stressful) finale.

The more I think about it, the more I'm impressed by the work that went into creating this game. Absolute win, right down to the bittersweet pic of our tragic lovers :date: at the end :cry:

oblivion :clap:
this one was a labor of love. I totally enjoyed designing and running the game. I'm really grateful to gib for helping me with the design. There were still a couple of issues that I hadn't put quite enough thought into, but the game would have been a lot rougher around the edges without his help.

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Re: ElfQuest Mafia - Day 8

Post by irretating » Sun Mar 27, 2011 3:17 am

...Bolero has just blown out of the water the notion that supposed n00bs should be given a decent run in a game and not lynched off early :nono:

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Re: ElfQuest Mafia - Day 8

Post by Magicziggy » Sun Mar 27, 2011 3:45 am

Lynch all n00bs.

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Re: ElfQuest Mafia - Day 8

Post by irretating » Sun Mar 27, 2011 3:55 am

Magicziggy wrote:Lynch all n00bs.
Word.

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Re: ElfQuest Mafia - Day 8

Post by Magicziggy » Sun Mar 27, 2011 3:56 am

Thanks to gib as well. :td:

I thought this game was well balanced and that each team had a fair chance. Very well designed and the flavour was great even though I'm really none the wiser about Elfquest.

Until next time....

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Linus
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Re: ElfQuest Mafia - Day 8

Post by Linus » Sun Mar 27, 2011 4:06 am

oblivion wrote:From my perspective, which is not a player perspective, bolero dropped several sk tells, and I really didn't expect her to make it this far, much less to win.

I'm wondering if SK tells aren't on folks radars for some reason.
I think the problem was that not only Bolero dropped scum/SK tells.

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Re: ElfQuest Mafia - Day 8

Post by Mantisdreamz » Sun Mar 27, 2011 4:11 am

Awesome job Bolero. :clap: My god - right up to the end, on the whiteboard we went back and forth between everyone on who it was. :lol:

Thanks so much for the game Oblivion and gib. Very very cool theme, not too mention all the twists :td:

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Re: ElfQuest Mafia - Day 8

Post by Linus » Sun Mar 27, 2011 4:12 am

Magicziggy wrote:Thanks to gib as well. :td:

I thought this game was well balanced and that each team had a fair chance. Very well designed and the flavour was great even though I'm really none the wiser about Elfquest.

Until next time....
TBH, I think the game was a bit imbalanced against scum. E.g. two one-shot vigs are very powerful, not so much because of the kills per se, but because one-shot vigs can clear themselves by claiming their kills.

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Re: ElfQuest Mafia - Day 8

Post by oblivion » Sun Mar 27, 2011 4:16 am

this game's zombie whiteboard was awesome. It was great to see you guys working out pieces of the design elements.

I've been faulted in the past for some of my designs not being transparent enough for players to figure out what's going on. So this game, I did go with more transparency, so that the outcome of the game would be based on player skill/talent more than luck.

I think I accomplished that, while still presenting a challenging, though still somewhat unbalanced game.

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Re: ElfQuest Mafia - Day 8

Post by Magicziggy » Sun Mar 27, 2011 4:17 am

Linus wrote:
Magicziggy wrote:Thanks to gib as well. :td:

I thought this game was well balanced and that each team had a fair chance. Very well designed and the flavour was great even though I'm really none the wiser about Elfquest.

Until next time....
TBH, I think the game was a bit imbalanced against scum. E.g. two one-shot vigs are very powerful, not so much because of the kills per se, but because one-shot vigs can clear themselves by claiming their kills.
I think you dismiss the fact that town played very well in the opening days. Those one-shots could have missed.

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Re: ElfQuest Mafia - Day 8

Post by oblivion » Sun Mar 27, 2011 4:17 am

Linus wrote:
Magicziggy wrote:Thanks to gib as well. :td:

I thought this game was well balanced and that each team had a fair chance. Very well designed and the flavour was great even though I'm really none the wiser about Elfquest.

Until next time....
TBH, I think the game was a bit imbalanced against scum. E.g. two one-shot vigs are very powerful, not so much because of the kills per se, but because one-shot vigs can clear themselves by claiming their kills.
I agree. I should have gone with one vig. A day vig. I really like what a day kill does to a game. Really shakes up the day where it happens.

there were simply too many clearable players in this game, though many of them came under suspicion for living too long. That dynamic happened too late to help the scum team.

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Re: ElfQuest Mafia - Day 8

Post by Linus » Sun Mar 27, 2011 4:21 am

oblivion wrote:this game's zombie whiteboard was awesome. It was great to see you guys working out pieces of the design elements.

I've been faulted in the past for some of my designs not being transparent enough for players to figure out what's going on. So this game, I did go with more transparency, so that the outcome of the game would be based on player skill/talent more than luck.

I think I accomplished that, while still presenting a challenging, though still somewhat unbalanced game.
It was certainly a very fun game. And I think you've remarked somewhere that you tend to root for the indies when not involved in the game, so I wonder how intentional was it that it helped to be kind to one of the indies? Not lynching irre turned out to be a big advantage.

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Re: ElfQuest Mafia - Day 8

Post by oblivion » Sun Mar 27, 2011 4:29 am

Linus wrote:
oblivion wrote:this game's zombie whiteboard was awesome. It was great to see you guys working out pieces of the design elements.

I've been faulted in the past for some of my designs not being transparent enough for players to figure out what's going on. So this game, I did go with more transparency, so that the outcome of the game would be based on player skill/talent more than luck.

I think I accomplished that, while still presenting a challenging, though still somewhat unbalanced game.
It was certainly a very fun game. And I think you've remarked somewhere that you tend to root for the indies when not involved in the game, so I wonder how intentional was it that it helped to be kind to one of the indies? Not lynching irre turned out to be a big advantage.
the game design definitely was impacted by my fascination with indie roles. but I knew that with 2 indies, they couldn't both be town compatible. the last man standing win condition is a real bitch, even with the compensations I added, especially given the significance of Rayek's knife in the ElfQuest saga.

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Re: ElfQuest Mafia - Day 8

Post by oblivion » Sun Mar 27, 2011 4:36 am

but yeah, the Two Edge role was intentionally designed to suck town in with promise of pressies.

Night zero, the only night action was irre making and gifting an invention. When the role went to irre, I knew that the night zero action would probably give her more longevity than she would otherwise manage, because she was likely to be viewed no matter who was seer, and whether she was mayor or not.

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Re: ElfQuest Mafia - Day 8

Post by irretating » Sun Mar 27, 2011 4:41 am

I didn't think I'd survive to endgame. Thank christ I didn't get the SK role, there is no way known I could make it to last man standing (overlooking the "I'm not a man" issue). It was fortuitous to be someone newish, otherwise meta would have kicked in (as it actually did in the game, to bolero's favour).

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