Things seem to check out, assuming that the IC uses their ability every time (and the only situation in which it could be beneficial to the town for them to not is if they're the only one left standing, a likelihood we probably shouldn't be playing for.) It also then follows that we would want to find a way to go into night with a confirmed DV, as suggested, and no other roles claimed. Unless somebody has a compelling argument against it I'm missing, DV claiming is likely correct.
I think it's probably safe to assume scum plus dv going into day is town win, right? But going into night is a loss. In which case option (b) from Xyre's list results in a draw in the case of dv/scum/scum, assuming optimal play from all players.
I am incline to agree, however, that we're essentially at LyLo. Granted, there are a number of 'random' outs in the case we don't lynch successfully, which decreases the need for a random lynch if we cannot somehow become confident in a kill-but our goal (more so than normal day 1s, that is) should be to suss out scum.
Also, I believe that the Innocent Child should activate their ability as soon as possible-it seems unlikely that moving to day 3 is even a possibility, so if we can walk into day 2 with at least one confirmed town, that's well worth doing. It also presents us with an optimal play draw situation, presuming we have confirmed town/sk/mafia left day 2.
I'm not sure I like Tordeck's choice to FoS Xyre for suggesting a mass claim; I believe the setup is very much designed to bait out such a suggestion (and it might actually require it.) That being said, considering we've only seen a couple of posts per player, I don't think it actually says anything about either of them.
Necarg-A pretty fun design. When we knew miracle was coming, I was really hoping to see designs like this-very powerful cards that could only be cast as a miracle. I think the power level is pretty right on the money, though I might have pushed it a bit higher (4/1, maybe?). 8.5/10
scarbo-Not exactly following the challenge, and a bit too complex for a common. An extra point or so for trying a common, though-in my experience, people are afraid to design commons for these sorts of games, and this one looks good. 6.5/10
willows-I like the new mechanic, and it does feel like it would fit right at home on Ravnica for the Boros. Resonating on bot flavor and mechanics is nice. 9/10
SelsnyaNewLife-I like the thought here a lot, but I don't think this design is quite right templating-wise. Or timing wise period-looking at the top of your library, when you're allowed to do so, is an all the time thing; makes handling this trigger hard. 5/10
Yah I agree that Tom shouldn't have been quick lynched. He was scummy cut that could be discussed a bit further before lynching.
I thought shinen was possibly scum, but I liked Tom more.
I'm glad to have drawn the role block though.
When you said that there was something the scum might not have noticed yet, was that a plant to try and draw attention? Or was it just something that I thought was more obvious about the set up than you did?
And yeah, even if that bit specifically wasn't a plant, you did a decent job of setting yourself up as the trapsmith. Of course, it was also just the case that as the most active town player, you made an obvious block.
I knew the scum was within 3 options. I picked one. It was wrong. It happens. The speedlynch of tom was the greater mistake IMO.
Who else were you considering for scum, out of curiosity? As I said in the scumchat, I pegged you for a pretty good player; so I'd definitely like to hear your thoughts and the reasoning behind them.
Obviously it's a bit wifom-y, and I don't know his meta whatsoever, but I suspect Tom would not be so actively involved in the rp if he was scum. Sure, it's possible that it's some sort of distraction target-but I think it's far more likely to draw ire than deflect it.
Do we know what happens in the result of a tie vote during the day? Obviously it's not something we can risk after day 1, but if a scum last minute votes outing themselves while we have all seven to lynch a random townie, that's a good trade.
There is also the merit, I suppose, of 'controlling' the vigilante by having them claim and act as a lightning rod. It removes the possibility of them shooting scum, as I said, but it does also remove the possibility of them shooting a townie. Unfortunately, how valuable that is depends highly on how much the vigilante can be trusted to play well.
Unvote lest I forget to, since it only takes a plurality to lynch, not a majority. (Though I suppose that means I'm the one currently on the chopping block, so to speak.)
That means the roleblock doesn't hit the trapsmith, having a confirmed town or confirmed scum D2.
There's another option that I don't wanna say in case the scum don't know it yet, but there are other possibilities other than that.
I'm really just trying to get this game started as we only have like 130 hours left and no one is doing anything.
Getting something started makes sense-and even if we end up deciding not to have the Vig claim, creating substantive discussion by suggesting it is a good thing. I just don't know if we should leap on the plan or not.
And if the trapsmith confirms a town day 2, then they just paint the target on themselves. Obviously if they hit scum n1, there's some very serious benefit to be gained-but if they don't, the only thing gained is that they can't hit the vig going forward.
Hm. Ok, I have a plan. Vig claims. Trapsmith does NOT claim. Then the trapsmith knows who the vig is so as not to target him. If Vig gets counterclaimed, Vig shoots the other one.
Trapsmith targets outside the dichotomy, hopefully catching scum.
There's no town protective role, so if the vig claims, they just get roleblocked and killed night 1, right? I guess it makes the traspsmith more accurate, but trading out one of the only town power roles night 1 for that accuracy boost seems risky at best, and potentially game-ending at worst.
If that's the best possible play, what's to stop one or two scum from counterclaiming DV?
And I'm looking through Xyre's spreadsheet now, will post with stuff about that shortly.
I am incline to agree, however, that we're essentially at LyLo. Granted, there are a number of 'random' outs in the case we don't lynch successfully, which decreases the need for a random lynch if we cannot somehow become confident in a kill-but our goal (more so than normal day 1s, that is) should be to suss out scum.
Also, I believe that the Innocent Child should activate their ability as soon as possible-it seems unlikely that moving to day 3 is even a possibility, so if we can walk into day 2 with at least one confirmed town, that's well worth doing. It also presents us with an optimal play draw situation, presuming we have confirmed town/sk/mafia left day 2.
I'm not sure I like Tordeck's choice to FoS Xyre for suggesting a mass claim; I believe the setup is very much designed to bait out such a suggestion (and it might actually require it.) That being said, considering we've only seen a couple of posts per player, I don't think it actually says anything about either of them.
scarbo-Not exactly following the challenge, and a bit too complex for a common. An extra point or so for trying a common, though-in my experience, people are afraid to design commons for these sorts of games, and this one looks good. 6.5/10
willows-I like the new mechanic, and it does feel like it would fit right at home on Ravnica for the Boros. Resonating on bot flavor and mechanics is nice. 9/10
SelsnyaNewLife-I like the thought here a lot, but I don't think this design is quite right templating-wise. Or timing wise period-looking at the top of your library, when you're allowed to do so, is an all the time thing; makes handling this trigger hard. 5/10
The winner is willows. Next challenge is weenies.
When you said that there was something the scum might not have noticed yet, was that a plant to try and draw attention? Or was it just something that I thought was more obvious about the set up than you did?
And yeah, even if that bit specifically wasn't a plant, you did a decent job of setting yourself up as the trapsmith. Of course, it was also just the case that as the most active town player, you made an obvious block.
Who else were you considering for scum, out of curiosity? As I said in the scumchat, I pegged you for a pretty good player; so I'd definitely like to hear your thoughts and the reasoning behind them.
And thanks, Tapping.
There is also the merit, I suppose, of 'controlling' the vigilante by having them claim and act as a lightning rod. It removes the possibility of them shooting scum, as I said, but it does also remove the possibility of them shooting a townie. Unfortunately, how valuable that is depends highly on how much the vigilante can be trusted to play well.
Welcome to your first game, then.
Unvote lest I forget to, since it only takes a plurality to lynch, not a majority. (Though I suppose that means I'm the one currently on the chopping block, so to speak.)
Getting something started makes sense-and even if we end up deciding not to have the Vig claim, creating substantive discussion by suggesting it is a good thing. I just don't know if we should leap on the plan or not.
And if the trapsmith confirms a town day 2, then they just paint the target on themselves. Obviously if they hit scum n1, there's some very serious benefit to be gained-but if they don't, the only thing gained is that they can't hit the vig going forward.
There's no town protective role, so if the vig claims, they just get roleblocked and killed night 1, right? I guess it makes the traspsmith more accurate, but trading out one of the only town power roles night 1 for that accuracy boost seems risky at best, and potentially game-ending at worst.