Survivors
FM Ajantis
FM Cernd
FM Khalid
FM Kivan
FM Korgan
FM Nalia
FM Xzar
FM Yeslick
The Deceased
FM Edwin the Cleric - beaten to death by enraged adventurers
FM Skie the Enchanter - killed by a trap
FM Eldoth the Explorer - killed by a trap
FM Viconia the Explorer - burnt to a crisp by enraged adventurers
FM Minsc the Herald - died by magic
FM Mazzy the Assassin - died by weapons
FM Quayle the Illusionist - died by magic
FM Safana the ??? - died by weapons
FM Sarevok the Arcane Trickster - died by magic
FM Anomen the Explorer - beheaded by enraged adventurers
FM Imoen the Diviner - killed by a trap.
FM Alora the Harper Guardian - struck down by Bhaal's wrath.
FM Shar-Teel the Quartermaster - hanged by enraged adventurers.
FM Jaheira the Explorer - stoned by enraged adventurers
FM Branwen the Avenger - died by weapons
FM Keldorn the Bard - killed by a trap
FM Jan the Doppelganger - drowned by enraged adventurers
FM Aerie the Ranger - died by weapons
FM Dynaheir the Grave Robber - died by magic
FM Xan the Evoker - died by weapons and magic
FM Valygar the Prophet - hunted and murdered by enraged adventurers
FM Yoshimo the Explorer - impaled by enraged adventurers
FM Faldorn the Explorer - died by magic
FM Garrick the Explorer - died by magic
FM Haer-Dalis the Explorer - dead by magic
FM Coran the Antagonist - lynched by enraged adventurers
FM Kagain the Harper Alchemist - died by magic
FM Montaron the Necromancer - died by magic
The Adventurers, Harpers, Antagonist, Avenger and Bounty Hunter have won!
Spoiler : Players & Roles :
Spoiler : Night Actions :
First off, this is not an epilogue. Epilogues include RP, this thread is solely meant to discuss the game. An afterparty if you will.
Our observations:
- The Adventurers made many, many mistakes and killed more fellow townies than any of the scum did. I was personally very surprised by that day 1 lynch. The chance of getting a good lynch was about 4 in 36 (with prophet and bhaalspawn being immune). I honestly believe shouldn't have won like this, but circumstances made it easy for them.
- The Harpers had a rough start with Alora's poor play, followed by her disappearance. On night 4 we had to modkill either Tiax or Alora. Tiax was being converted that night. We didn't want to hurt the cult even more, and in our opinion the Harpers would be better off with Alora out of the way as well. Their situation did indeed improve significantly as a result.
- The Cult started off being very deceptive and looked like they were gaining the upper hand early on. The prophet recruited some great players. But then they ran into some bad luck, and adjustments to the prophet's recruitment strategies turned out for the worse. They ended up in a position where they couldn't recover.
- The Bhaalspawn and the thief tried to side with the town, tipping the balance in the town's favour. Ultimately none of them won, because the town didn't need them. Granted, Aerie didn't leave Montaron much of a choice.
- The most disruptive neutrals who didn't care to buddy up with the town (Branwen and Nalia) were the most successful. This should be a lesson that it might not always be the best idea to attempt appeasement politics.
- The puzzle mechanic was interesting to experiment with, but unlike MFM 6 the impact on the game was too dramatic here. It was a lot of fun to watch people make an effort to solve the riddles we came up with, yet at the same time it distracted them from the main game quite a lot. Actual scum hunting was minimal while people were instead spending most of their attention on whose clues they thought were correct or false (based on entirely wrong assumptions).
- Night chats for everyone and the ability to "lynch" people with the puzzles at night caused too big a shift in the normal flow of the Forum Mafia game and was rather taxing to many players - as well as the hosts - because there were virtually no intermissions. It became incredibly time consuming to keep up with what was going on. It also made balancing the game that much harder.
- The special/unique roles played out quite well and definitely did make the game more interesting, even if they didn't all have the expected impact.
- Setup gimmicks can be fun in moderation. Sometimes less is more.
- Both hosts made quite a few mistakes handling player actions. We'd set up a quite extensive set of tables to register everything that was going on. What we failed to do was take a proper systematic approach to fill in the data, perform double checks and handle day/night transitions. If we had, there would've been less oversights.
- Both hosts had difficulties finding enough time to devote to our hosting tasks throughout the latter half of the game. Furthermore, scheduling the transitions so that both of us could be present became problematic (early evenings Western US vs late at night in central Europe)
- On the positive side, congratulations to everyone for being part of the most active FM ever hosted on SC2 Mafia! Even excluding the puzzle chats, no other FM had so many posts in the day chats. Other than a few players who didn't show up early in the game, there weren't any lurking problems.
We hope you enjoyed the game, despite its flaws (which we have learned from). Feel free to give us additional feedback and talk about the game at your leisure!
The missing roleplay will be updated in the coming days, including the full story behind Bishop's woes and the old Cult of Bhaal from the graveyard puzzle.
Awards will be given out at a later time.
You can vote for the player's choice award using the [ vote ] tags!