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McLeodGaming Mafia III [Crew vs Space Pirates] 
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Joined: Tue Jul 27, 2010 2:01 pm
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Okay! Ready and waiting...

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Wed Mar 16, 2011 3:30 pm
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Hooray opening text! I... got a little bit carried away.

Twelve people (or, more precisely, eleven people and one... pink, round thing) made their way down the hallways of the ANIRACO, following the little map drawn on the note each had found taped to the door of the place they had woken up in. As they neared the entrance to the Conference Room, the large double doors swung inward, revealing a space approximately thirty feet wide and one hundred long. A lengthy table with six chairs on either side, a thin manila envelope resting in front of each one, could be seen directly in front of of them. A single chair, much larger than the rest, sat at the far end of the table. Unsure of what to do, the group stopped at the entrance. A robotic-sounding voice came out of the speaker located on the domed ceiling some fifty feet above them. “Welcome.” The foremost members of the group in the doorway gave a start, jumping back at this unexpected sound. The voice continued: “Please, take a seat. You will find your name on one of the folders on the table. Sit in the chair closest to it. Thank you.” Not knowing what else to do, each went forward, searching for their name. It was, after all, one of the few things they remembered. A few moments later, all were seated. Six on one side, six on the other.

Five minutes past, as demonstrated by the giant clock on the far wall. For the people sitting in the chairs, it felt like an eternity. No one spoke. There was nothing to say, really. All they could do was wait, and wait they did. The hands on the clock were now parallel, one pointing up, the other pointing down. Light began to flicker on the big empty chair. As if by magic, a form took shape on that throne, at first a faint illusion, now fully visible. It was a man in a suite of startling white. He was at least six feet tall, with short, jet black hair that contrasted his clothing. A goatee framed his serious mouth, and his sharp eagle nose went back and forth as his eyes scanned the persons sitting along the table. These eyes were probably the most disturbing part of his otherwise normal, if intimidating, appearance. They had no pupils, and were instead just as white as the suite he wore. None of the guests found that they could suffer to stare at those eyes for more than a few seconds at a time.

Finally the man spoke. “Greetings. I trust that your rest was enjoyable? I should certainly hope so. You have all been asleep for several hundred years.” The man gave a little chuckle at this point, as if he found the fact really quite funny. “Your blank stares tell me that you have no idea what I’m talking about,” he continued. “This is perfectly fine and is in fact intentional. You have been chosen to participate in a little game, see. Those that win will be taken to whatever point in space they may wish to go. For those not so fortunate... you will all find out soon enough.” The man tapped the table, and a holographic projection appeared in front of him. There appeared on it twelve little figures, three red, two purple and eight green. “You have been divided into teams, see. The objectives of one team are different from the next, but all of you will play an important role. Every day you will come here and vote on who to eliminate. What happens at night is up to you. Everything else you need to know is in those little folders. Read yours, but don’t let anyone else see it. When you’ve finished, place them in the center of the table and I will ensure they are disposed of.”

The holograph went down, and the man stood up. He smiled in an odd way, put his hands on the table, and spoke in a dark tone. “Game on.” With this phrase he began to disintegrate, a reversal of how he had entered the room. Before he was completely gone, the player sitting closest to him plucked up the courage to speak. “Sir, if you don’t mind my asking, who exactly are you?” The fading man turned to the individual, smiled again, and spoke just as he was nearing invisibility. “I, am The Game Master.” And he was gone.


It is now Day 1.

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Wed Mar 16, 2011 6:16 pm
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Alright, there's eight of us, and five that aren't of us. Two of them aren't even sided with the Pirates directly, meaning they only make it to a three versus ten.
This is definitely something we can work with.
With an incorrect lynch and mafia-kill, the worst possible scenario by tomorrow is that we lose two people, dropping us to eight (ignoring any special role-kills) versus three, still significantly outnumbering them. For this reason, I believe that a random lynch would not be out of order.
However, one could also argue that with such a small Pirate-Village rate, why bother? Chances of hitting a pirate are miniscule. But that's forgetting what I said earlier, which was that two of us aren't technically sided with any of us, meaning a total of five people would be considered successful lynches by us. Five of twelve, just under half.
Seems like pretty good odds, considering that even if we lynch badly we're still significantly ahead of the pirates.

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Thu Mar 17, 2011 12:45 am
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The problem with a random lynch here is that this is a no-role-revel setup (last time I checked). If we lynch somebody random now, any work we do now could be thrown off by a "what if..." On the other hand, when the Mafia attempt to kill someone at night, we can be sure that their target was either village-sided or third-party. The Mafia would be stupid to kill one of themselves (I've seen that before) when there are three of them.


Thu Mar 17, 2011 2:41 pm
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Yeah, this is apparently a no-reveal. I just looked, in fact! So, uh. Brik, will at least allignment be revealed upon death?

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Thu Mar 17, 2011 3:00 pm
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That's a negative, good sir. However, I will provide the town with a vague role list.

In this game, there are:

- 3 investigative roles of some sort.

- 4 people that can kill.

- 2 people that can role-block.

- 2 people that can recruit.

- 2 people that can protect.

- 2 "other" type roles.

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Thu Mar 17, 2011 6:06 pm
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Now that said by Tid, we need to know who to lynch.
For now, it can be anyone. Even me, perhaps. But like Tid said:
Quote:
even if we lynch badly we're still significantly ahead of the pirates.

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Thu Mar 17, 2011 7:51 pm
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Hmm... well, that certainly changes some things.
There are three Mafia, but there were also two other purple icons.
I am greatly inclined to think that one of these icons is the other, non-mafia killing role.
Thus, we no longer outnumber the bad guys 10 to 3, as Tid mentioned, but perhaps something more along the lines of 9 to 4, assuming that this "purple killer" is completely independant of us.
The other purple icon is almost definitely an "other" role, a recruiting role, or perhaps even an investigative role, as that would balance the odd number three, and bring it to a two, which would be likely because all the other roles are in multiples of 2.
Although, I am failing to see what advantage an investigative role would bring to a non-townie allied persona, so I may just have to cross out this possibility.
If this other purple icon were an "other" role, then it is difficult to examine the possibilities of this situation, as we are given no clue as to what these "other" roles can perform.
Now, then, we can assume that if the non-killing purple role is a recruiting role, that there is a high chance that this role is a charmer or a similar sort of person, and that the other, townie-allied recruiter is a mason. (or a similar role)
With this knowledge, there is a good chance that there are only four people we really need to keep an eye out for; the four killing roles.
This brings our total of people we do not have to look out for to 9 people, which determines that the rate of succesful targets of a random lynch is over a third.
Right now, I think that a random lynch is just about the best chance we have, because, even if we do not discover the role of the one lynched, we have a pretty good chance of hitting a "bad guy".

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Thu Mar 17, 2011 7:56 pm
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Brikmaethor wrote:
That's a negative, good sir. However, I will provide the town with a vague role list.

In this game, there are:

- 3 investigative roles of some sort.

- 4 people that can kill.

- 2 people that can role-block.

- 2 people that can recruit.

- 2 people that can protect.

- 2 "other" type roles.

I'm guessing all the investigative roles and protective rolls aren't pirates.
The killers might all be pirates except one, and one pirate may be a role-blocker, one might be a recruiter, and one can be a regular pirate.
Now, considering this is true, protective roles should either protect a recruiter or an investigative. Those two are probably the most important in finding the pirates/making the crew's chances of winning bigger.

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Thu Mar 17, 2011 8:12 pm
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Vote: No Eletricution
It's better if we get a little more information before randomly eletricuting someone.

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Thu Mar 17, 2011 9:15 pm
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@Everyone: My mistake.
I didn't realise it was a no-reveal setup, RLing is a terrible idea, please disregard my previous post.
Tid votes for no-lynch
Also, I'm assuming that the third party roles can joint-win?

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Fri Mar 18, 2011 12:50 am
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Tid wrote:
Also, I'm assuming that the third party roles can joint-win?

I'm not quite sure what you mean. Are you asking if the third party roles can win independently, allowing for a simultaneous third-party and townie/mafia victory?

Game status:

Voting No Lynch: Tid, snowflakecat, Shin Akuma
Not voting: Fly or Die, [:], War P. Anda, Toad
Haven't yet posted: Peperuru, Bandana Dee, Kirby, SomebodyUDon'tKnow, Blitzamirin

With 12 alive, decisions require 7 votes.

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Fri Mar 18, 2011 1:26 am
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Kirby says no lynch

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Fri Mar 18, 2011 6:19 am
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Not even allignment, hm? That makes things rather difficult. So yeah, I guess I'll just sorta Vote: No Lynch. Hopefully we'll have some information by the next Day Phase.

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Fri Mar 18, 2011 12:13 pm

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Recruiting roles could mean cult or mason. Cult is a real threat if the leader isn't killed soon...
Anyway, RL, as everyone has said, is bad in no-revel situation. So,
Vote: No Lynch


Fri Mar 18, 2011 2:36 pm
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