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PostPosted: Thu Jul 21, 2005 12:16 am 
PPT God
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1. How were the experimental roles (The Taggers)? Any suggestions/comments on those?
That was me! I really don't like roleless innocents, but this gave us something to do, at least for a few days. Next time though, I think it would be better if they didn't get a dead person's role, or if they didn't get to choose. Also, maybe next game keep them, but possibly make it more subtle.

2. Small amount of people, yet it took a fairly long time to finish... any comments on how that happened?
I think since there were few killing roles, and a lack of majorities, and the randomizer being dumb, all added up.


3. Too many SPs? Too little SPs? SPs at all? Comment.
I like the SPs. It gave people something special with their role, it gave the roleless innocents a possible chance of having something to do (the tags did that too), and they can stir up the game, which is always fun.

4. General stuff of this round. Go go go.
We had some very powerful roles this time, it was a great length, and it was fun. Great job Scott :)


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PostPosted: Thu Jul 21, 2005 3:20 am 
Beyond Godly
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1. How were the experimental roles (The Taggers)? Any suggestions/comments on those?
(Note, they were originally roleless innocents, but I changed 'em last minute)

I thought they were a great touch. TS kinda made it... just a little obvious what they were so... kinda ruined it since some players wouldn't post the colours (Including me) In case it gave the innocents/baddies something.

2. Small amount of people, yet it took a fairly long time to finish... any comments on how that happened?
The amount of no executions and failed killings added up. But that's what made this game a little more enjoyable.

3. Too many SPs? Too little SPs? SPs at all? Comment.
There are never too many SPs. xP

4. General stuff of this round. Go go go.
I'd like to thank you Scott for a wonderful game and for my brilliant Co-members of the Mafia team! ^_^ We almost won too... *glares at the innocents*

Great game everyone!


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PostPosted: Thu Jul 21, 2005 5:40 am 
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1. How were the experimental roles (The Taggers)? Any suggestions/comments on those?
I kinda ducked out a few days after dying, but from what I saw it looked cool. I like roles where someone has to say something or get someone to say something to activate a role. It takes a bit of the guesswork out and actually makes it so people can be suspicious.

2. Small amount of people, yet it took a fairly long time to finish... any comments on how that happened?
Powerful defensive roles, ala zombies?

3. Too many SPs? Too little SPs? SPs at all? Comment.
More SPs! The more abilities around, the more variety, and more variety is good!

4. General stuff of this round. Go go go.
I've lost track of how many times I've died on the first day. Please have mercy and give me a role with a good shield of something, please!


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PostPosted: Thu Jul 21, 2005 5:56 am 
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1. How were the experimental roles (The Taggers)? Any suggestions/comments on those?
Loved it. It gave me something to do and made me feel important :P Winning was awesome, its just a shame that I was executed. I had a whole plan made out as well. Great fun.


2. Small amount of people, yet it took a fairly long time to finish... any comments on how that happened?

Long games are always good fun. Always. Probably the amount of defensive roles and shields as everyone said.


3. Too many SPs? Too little SPs? SPs at all? Comment.
The SPs added a nice bit of variety to it. I liked em.


4. General stuff of this round. Go go go.
As everyone else says, a Scottnak game = great fun. Keep up the good work amigo!


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PostPosted: Thu Jul 21, 2005 8:00 am 
Beyond Godly
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1. How were the experimental roles (The Taggers)? Any suggestions/comments on those?
(Note, they were originally roleless innocents, but I changed 'em last minute)

I like the idea of a person being able to choose a dead player's role to take on, but I didn't like the competition of trying to get people post colours. It became stale and slightly juvenile after a while.

2. Small amount of people, yet it took a fairly long time to finish... any comments on how that happened?

Hermit was killed off too early. I feel that the posting requirements the Hermit had to accomplish were too stringent and hard-to-disguise. That was mainly what got LAQ.

3. Too many SPs? Too little SPs? SPs at all? Comment.
SPs are always great, and players always like getting SPs. Though from personal experience I know they make things much more complicated for the MC. :P

4. General stuff of this round. Go go go.
Overall, the game was nice and sweet, and I was happy my team lasted that long. :)


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PostPosted: Thu Jul 21, 2005 12:05 pm 
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1. How were the experimental roles (The Taggers)? Any suggestions/comments on those?
(Note, they were originally roleless innocents, but I changed 'em last minute)

Eh, they were ok. Tad annoying though, all those colors.

2. Small amount of people, yet it took a fairly long time to finish... any comments on how that happened?

We didn't have that many executions, did we? Plus we killed off the one-person baddie team so that definitely slowed the game down.

3. Too many SPs? Too little SPs? SPs at all? Comment.

No comment :P

4. General stuff of this round. Go go go.

I liked the game, my role was the shiz.


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PostPosted: Thu Jul 21, 2005 9:10 pm 
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ScottNak wrote:
1. How were the experimental roles (The Taggers)? Any suggestions/comments on those?

It was nice giving the roleless people something to do. I found it kinda pointless and annoying though. >_O
Quote:
2. Small amount of people, yet it took a fairly long time to finish... any comments on how that happened?

I generally prefer faster games because I'm impatient :P
Quote:
3. Too many SPs? Too little SPs? SPs at all? Comment.
The one that I got was nice (lie detector), but I thought it was somewhat difficult to use because so many red herrings are thrown out from people. :oops:
Quote:
4. General stuff of this round. Go go go.
The hermit's posting requirements were pretty obvious, especially the TOXIC. :P THe role was pretty cool overall though, and I liked my 100% shield. And, I went out with a bang! :D

Great game Scott! :D


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PostPosted: Thu Jul 21, 2005 10:13 pm 
Way Beyond Godly
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1. How were the experimental roles (The Taggers)? Any suggestions/comments on those?
(Note, they were originally roleless innocents, but I changed 'em last minute)

Erm...got me. I guess they were cool.

2. Small amount of people, yet it took a fairly long time to finish... any comments on how that happened?

I think it's because Werewolves didn't kill that many people. It was mainly executions and mafians.

3. Too many SPs? Too little SPs? SPs at all? Comment.

Too little. I like SPs, but I only got one. Atleast, I think so.

4. General stuff of this round. Go go go.

Being a Werewolf stunk. :P My teammate got shot on the first night.


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PostPosted: Sat Jul 23, 2005 7:31 pm 
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Woah, so it's over now? Jeeze. Innocents prevailed again. Oh well. There's always WW10, right?

1. How were the experimental roles (The Taggers)? Any suggestions/comments on those?
(Note, they were originally roleless innocents, but I changed 'em last minute)


The idea of being able to take a dead player's role was good, but the whole competition thing with the colors got a bit out of hand.. maybe keep the role, but choose a different way for them to compete.

2. Small amount of people, yet it took a fairly long time to finish... any comments on how that happened?

Hm. I don't really know, since I LIVED SO SHORTLY. But anyway, like everyone else said, it was probably a lot of special powers and powerful defensive roles.

3. Too many SPs? Too little SPs? SPs at all? Comment.

Well... special roles are always fun, but too many isn't good and making them too powerful isn't good either. As long as there's a reasonable ammount, and they're not too powerful or too weak I'd say they're a good addition to the game and add a bit of variety.

4. General stuff of this round. Go go go.

Like DM said, being a Werewolf really sucked. One of us got killed the first night, then I got killed the second night. Then we didn't send a list in one night and got our kills disabled for a couple days. Then a third teammate got killed, and the next day the last werewolf was finished off.

...wow. The werewolves only made 1 (or was it 2?) kills this whole game o.o

Oh well. I'll stop complaining I guess.


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PostPosted: Sat Jul 23, 2005 11:46 pm 
Way Beyond Godly
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1. How were the experimental roles (The Taggers)? Any suggestions/comments on those?
(Note, they were originally roleless innocents, but I changed 'em last minute)

Maybe I'm the only that was tolerant of the whole colour thing. Personally, I just skipped over the posts (skipped everything about the whole "Arrow" fiasco), so it didn't bother me that much. I like the role though.

2. Small amount of people, yet it took a fairly long time to finish... any comments on how that happened?

Too many dead werewolves. XD Actually, don't know.

3. Too many SPs? Too little SPs? SPs at all? Comment.

I liked the SP I had, the one that would disable part of a person's role, ad to it, or do nothing. The one that JayJay got.

4. General stuff of this round. Go go go.

I should have chosen to be Spokeswolf when AutumnElf died. >_< I was given the choice but gave it away as DM got there first.


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PostPosted: Sun Jul 24, 2005 12:35 am 
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Heheh, I guess I should apologise for taking that colour thing to such a high level. What with the coloured Arrows and my annoying sig.... anyway, sorry all :P


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Randomness- Werewolf and Other Stuff


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