Mafia CLXX: Internal Affairs 2.0 Game over (Town wins!)

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Re: Mafia CLXX: Internal Affairs 2.0 Game thread (Day 1)

Postby RedSun » 06 Mar 2018, 01:01

kimbyrle wrote:
kimbyrle wrote:
RedSun wrote:Hold up guys should we be revealing investigation results? If the scum figure out whose correct and whose incorrect they'll know who to kill because of their accuracy.

Yes. Read the strategy post I linked above. We need all our IRs out and on the table because those are where scum will have to lie.

And they don't necessarily know. I got an Honest on Harb, but I could be naive, random, or insane and that result might be wrong. Scum doesn't know our cop type any more than we do.


K I investigate Harb too and I got innocent
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Re: Mafia CLXX: Internal Affairs 2.0 Game thread (Day 1)

Postby ExiledAtHome » 06 Mar 2018, 01:02

Man, this is a strong roster, with not one really new player. This should be good.

The immediate and obvious discussion in my mind should be how to use this cop mechanic to narrow down and identify the reliable IRs.

Did anyone read the original game thread that Wyse linked to? Admittedly, I forgot about this game until I logged in early this morning and saw N0 was nearly over. I just barely got my IR order in. But, I did then take a look at the original game thread and read the first few pages. Looks like they discussed finding a single target for everyone to IR starting N1 so that the town could cross reference the results. On its face, this seems like a decent proposal, along with concise tracking of everyone's results throughout the game to try to paint a clearer picture of who may be assigned each role.

In the original game they also had a N0 kill --happened to be Wyse-- so anyone who IRd him on N0 had the added benefit of being able to compare their result to his actual alignment. We don't have that ability with no N0 kill, but reveals and coordinating our IRs still seems like the best approach for us to pursue.

I still need to finish reading that game thread to see how it ultimately worked out for them, but as of right now that approach seems town positive.

Also, just a quick alibi before we get too far into this, I'm currently working the midnight/graveyard shift (PST time zone), so my involvement might be a little erratic at times as I'm sleeping during the days now.

I investigated Harb last night and he came back Honest.
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Re: Mafia CLXX: Internal Affairs 2.0 Game thread (Day 1)

Postby ExiledAtHome » 06 Mar 2018, 01:05

Shit, total brain fog, Harb came back Dirty.

So that rules out Naive Cop for me.
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Re: Mafia CLXX: Internal Affairs 2.0 Game thread (Day 1)

Postby kimpossible » 06 Mar 2018, 01:09

Since I have some unexpected extra bonus time because day started earlier than the clock said...

I read Wyse's strategy post from 2011 back at the beginning of February, so it's had plenty of time to percolate. The changes for the 12-player version definitely fuck with a few things, but the core of it where he suggests mass IRs on one person... that's still a powerful tool we can use. 1) It forces scum to fit a lie in, and 2) It gives them a strong disincentive to kill someone we've mass read. And since our reads happen before they kill, if we pick a target today, they aren't going to die tonight, and they're unlikely to in the near future either. So it's a sort of lingering pseudo-doctor.

I've also been pondering whether we should consider splitting the IR between two different targets, half on one person, half on the other. The downside is that it would muddy up any data we get from the IRs and eventual flip. But the upside is that it speeds up the point at which scum have to kill someone we've investigated. I'm still not sure what the best approach is.

The other obvious change is that with no-lynches off the table, we have two mislynches before we have to get it right. But I also keep thinking that isn't really all that different from the 8-player version: they were able to no-lynch once and mislynch once before being at MYLO, so... it's not really a huge difference in terms of how quickly we need to catch scum. So I think pressure is somewhat higher for good scumhunting, but not so much that we're significantly worse off than the 8-player group would have been.

Ok, that's my immediate stuff. Looking forward to actual interaction.

SHIT I'm excited about this game. Logic puzzle is exactly what I need to recover from hidden rule frustration.

PPE: Yep, read it. And interesting. We're opposite results on Harb.
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Re: Mafia CLXX: Internal Affairs 2.0 Game thread (Day 1)

Postby kimpossible » 06 Mar 2018, 01:09

RedSun wrote:
kimbyrle wrote:
kimbyrle wrote:Yes. Read the strategy post I linked above. We need all our IRs out and on the table because those are where scum will have to lie.

And they don't necessarily know. I got an Honest on Harb, but I could be naive, random, or insane and that result might be wrong. Scum doesn't know our cop type any more than we do.


K I investigate Harb too and I got innocent

Why did you pick Harb?
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Re: Mafia CLXX: Internal Affairs 2.0 Game thread (Day 1)

Postby kimpossible » 06 Mar 2018, 01:12

ExiledAtHome wrote:The immediate and obvious discussion in my mind should be how to use this cop mechanic to narrow down and identify the reliable IRs.

Predictaly, Kim is starting a spreadsheet.
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Re: Mafia CLXX: Internal Affairs 2.0 Game thread (Day 1)

Postby ExiledAtHome » 06 Mar 2018, 01:12

kimbyrle wrote:
ExiledAtHome wrote:The immediate and obvious discussion in my mind should be how to use this cop mechanic to narrow down and identify the reliable IRs.

Predictaly, Kim is starting a spreadsheet.


Hell yeah. I don't have the brain bytes for that. Thanks.
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Re: Mafia CLXX: Internal Affairs 2.0 Game thread (Day 1)

Postby Parabellum » 06 Mar 2018, 01:13

Hi guys! Super excited to play again, after sitting out wrestling mafia (which was awesome to watch - y'all are so creative!).

I'm kind of confused on the reveals thing - should we be giving up all that info right off the bat? Since we have no idea who is right and who is wrong, it seems like it might help mafia more (since they already know alignment).
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Re: Mafia CLXX: Internal Affairs 2.0 Game thread (Day 1)

Postby ExiledAtHome » 06 Mar 2018, 01:14

I picked Harb because he's the Devil incarnate, and if I ever get to figure out my role, he's the top person I'd want to have a reliable read on.
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Re: Mafia CLXX: Internal Affairs 2.0 Game thread (Day 1)

Postby kimpossible » 06 Mar 2018, 01:16

Parabellum wrote:Hi guys! Super excited to play again, after sitting out wrestling mafia (which was awesome to watch - y'all are so creative!).

I'm kind of confused on the reveals thing - should we be giving up all that info right off the bat? Since we have no idea who is right and who is wrong, it seems like it might help mafia more (since they already know alignment).

At the risk of repeating myself, scum doesn't know our cop flavors any more than we do. Sharing info gives us a chance to triangulate in on who is what type of cop.
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