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Old 05-31-2017, 12:40 AM   #21
Wayward Vagabond
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Default Re: Turbo XIV: Fourteen - Postgame

Don't worry I believed you freezin
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Old 05-31-2017, 12:49 AM   #22
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Default Re: Turbo XIV: Fourteen - Postgame

GAME NOTES:

series of unfortunate events for wolf team tbh.

d1: funny got nailed d1. She's done the whole afk wolf thing one too many times and got dinged for it early. 2 dead votes on me gave wolves a way out. unfortunately, it also doomed them because the door got slammed in their face when mello and haku both went against funny, leaving the wolf team out cold on the wrong wagon and one member down. i also sniff cel as a wolf near end of the day, which laid the foundations for my suspicions.

n1: blind kill. love it or hate it, it wasnt a terrible kill. it was just the ultimate wifom.

d2: today was all about figuring out the mindset of the surviving wolf, and checking it against the facts. Bussing in a 2 wolf setup is almost never a thing so that made clearing a large amount of people till f3 extremely easy. Cel was the obvious first choice here with the 3rd vote on me, with nakah/FFA bringing up the rear. all that was left to do was resolve it and town wins. this quote pretty much sums everything i was thinking near the end

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Originally Posted by FreezinIce View Post
the bulk of the suspicion against you is you tried to swing a wagon against me to save your wolf teammate.

it was unlucky for the wolf team that both mello and haku chose fg over me, because that made it extremely easy to expose the wolf on the wagon.

the funny thing is it almost doesnt even matter what order we die in. Theres so many confirmed towns that wolves are sunk either way. if seer lives another day wolves are mechanically unable to win.

if you die and by some miracle your town, i could die the next phase and town would STILL be in an amazing position with potentially 2 confirmed towns entering f3.

but nothing against you, you're going to die before me.
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My guess at this point is that there aren't actually any wolves, and all the humans are just going to kill each other until only a few are left. Then the remaining survivors will realize they are the real monsters.
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Old 05-31-2017, 12:54 AM   #23
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Default Re: Turbo XIV: Fourteen - Postgame

I saw mentioned in the game that ffr almost never does night starts and is there a specific reason for that? TBH I like the format DM has a lot better where there is always a night start and there is never card flips. I know forum and live have a lot of differences and I'm sure there's a good reason for why forum needs to use different standards but I have no idea what they would be.
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Old 05-31-2017, 12:58 AM   #24
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Default Re: Turbo XIV: Fourteen - Postgame

I really wanted to play this one but I knew I would have to be gone for most if not all of the eods. Looked like a fun game.
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Old 05-31-2017, 01:02 AM   #25
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Default Re: Turbo XIV: Fourteen - Postgame

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Originally Posted by tiloco217 View Post
I saw mentioned in the game that ffr almost never does night starts and is there a specific reason for that? TBH I like the format DM has a lot better where there is always a night start and there is never card flips. I know forum and live have a lot of differences and I'm sure there's a good reason for why forum needs to use different standards but I have no idea what they would be.
eh, i don't really know how we've grown up the way we have

back in twg history we did have games with no cardflips. i suspect not having a night start is so people have a chance to play each game and at least post. there is the occasional game without role flips, or with a night start (Tokzic's Allies and Adversaries was a recent one with a night start), but otherwise i'm not sure that we have different standards, just things we've done that seemed to work out ok so we kept doing them
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Old 05-31-2017, 01:14 AM   #26
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Default Re: Turbo XIV: Fourteen - Postgame

Have you guys ever run the "all-star" setup (3 mafia 2 kp til 2, parity cop, nerfed medic, and a vigi, night start, no card flips)? It's our standard format on DM. I'd be interested to see how it ran on forum compared to live.
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Old 05-31-2017, 01:18 AM   #27
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Default Re: Turbo XIV: Fourteen - Postgame

Also thoughts on my playing c/c plz
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Old 05-31-2017, 01:22 AM   #28
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Default Re: Turbo XIV: Fourteen - Postgame

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Originally Posted by tiloco217 View Post
Have you guys ever run the "all-star" setup (3 mafia 2 kp til 2, parity cop, nerfed medic, and a vigi, night start, no card flips)? It's our standard format on DM. I'd be interested to see how it ran on forum compared to live.
i don't think we've run it before here, no

only thing i'd need to know to do it myself is what's nerfed about the medic, because i just see the name all the time and don't know what it is
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Old 05-31-2017, 01:45 AM   #29
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Default Re: Turbo XIV: Fourteen - Postgame

...I feel like we did once actually (run a DM setup).

But it's been a super hot minute since last time so...
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All in all I would say that Charu not only won this game, his play made me reconsider how I play it.
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Old 05-31-2017, 02:20 AM   #30
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Default Re: Turbo XIV: Fourteen - Postgame

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Originally Posted by Wayward Vagabond View Post
Also thoughts on my playing c/c plz
Stay more null and balance out your interactions so you don't look like someone that's trying to figure out what's the best check tonight because this is one of the ways for wolves to find you.

Getting town read is good for avoiding the lynch, but it's also dangerous for avoiding the night kill.

I would have checked FreezinIce N1 after Funny flipped just to gain 100% information about the votes since we only had 2 wagons.

That's just a preference for pushing the game forward. Blind check was fine too because it was a controversial slot D0.

You played well imo for your first PR game. (?)

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Old 05-31-2017, 02:30 AM   #31
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Default Re: Turbo XIV: Fourteen - Postgame

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Originally Posted by AragakiAyase View Post
freezin so towny idk how he got votes
Ehhh

Really love how WV's been playing in the forums lately, good shit dude
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Old 05-31-2017, 03:02 AM   #32
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Default Re: Turbo XIV: Fourteen - Postgame

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Originally Posted by Wayward Vagabond View Post
Also thoughts on my playing c/c plz
you ask good questions and you're really good at putting things together.

playing as a PR is different depending on the situation but you nailed one important aspect of it, which is dont try to lead the game if you want to avoid the night kill. You did a good job of projecting town while not controlling the flow of the game.

tbh the thing that tipped me off you were seer first was your check on a dead player, its the kind of thing that people who are faking seer dont think to do.

your so good its scary tbh for such a new player and you're improving, keep it up!
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AHHHHHHHHH SKEET SKEET SKEET SKEET
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AHHHHHHHHH SKEET SKEET SKEET SKEET


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Originally Posted by Afrobean
Lynch all liars is good meta. Period.
Quote:
Originally Posted by Red
My guess at this point is that there aren't actually any wolves, and all the humans are just going to kill each other until only a few are left. Then the remaining survivors will realize they are the real monsters.
Quote:
Originally Posted by TWG Ike View Post
SCUM THEATER AA SCUM CHARU WOLF ALIEN ROUNDBOX IS TOWN AND FRAMED
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Old 05-31-2017, 03:31 AM   #33
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Default Re: Turbo XIV: Fourteen - Postgame

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i guess town isn't allowed to lose turbos i host

also i was thinking of letting wolves talk during the day since apparently this setup skews townsided overall, but not sure about that

the other option people have talked about is removing the greencheck at the start of the game, which i like less because it could create a meta where strong townies just die
I'd try letting wolves have day talk for a game just for science purposes.
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Old 05-31-2017, 04:39 AM   #34
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Default Re: Turbo XIV: Fourteen - Postgame

Freezin's reads hit the nail on the head so gj dude
The read on Cel playing like a traveler going on a journey with the destination already in mind was :100emoji:

For the same reason people are criticizing the blind kill, I think WV was a bad kill for the same reasons. His response to the idea of seer cover felt to me like there was no way he was ever the seer.

You have to remember that the seer is going to try to NOT look like the seer, and WV is a player that is going to try and do this. This is all hindsight here though on my end.
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Old 05-31-2017, 07:59 AM   #35
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Default Re: Turbo XIV: Fourteen - Postgame

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Originally Posted by FreezinIce View Post
GAME NOTES:

series of unfortunate events for wolf team tbh.

d1: funny got nailed d1. She's done the whole afk wolf thing one too many times and got dinged for it early.
as i said during the game, it wasn't intentional. i forgot i was in a twg until 15 min b4 eod
sorry celery. i feel like this game woulda gone differently if i werent a dumb dumb
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GET DUNKED FUNNY
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Old 05-31-2017, 11:53 AM   #36
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Default Re: Turbo XIV: Fourteen - Postgame

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For the same reason people are criticizing the blind kill, I think WV was a bad kill for the same reasons. His response to the idea of seer cover felt to me like there was no way he was ever the seer.

You have to remember that the seer is going to try to NOT look like the seer, and WV is a player that is going to try and do this. This is all hindsight here though on my end.
eh, if that's your criterion then a few other people did the same thing too, but cel read him as wanting consensus on who should be seered which is why he was almost the kill

(sunfan was not spoiled btw)
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Old 05-31-2017, 01:04 PM   #37
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Default Re: Turbo XIV: Fourteen - Postgame

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Ehhh

Really love how WV's been playing in the forums lately, good shit dude
well I only read a few posts to be fair

agree on WV, keep it up dude
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Old 05-31-2017, 01:05 PM   #38
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Default Re: Turbo XIV: Fourteen - Postgame

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i don't think we've run it before here, no

only thing i'd need to know to do it myself is what's nerfed about the medic, because i just see the name all the time and don't know what it is
nerfed medic can't save same person twice in a row
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