@Aero: What would you see the Priest being used for in this circumstance? Like I don't see any benefit to a Priest that can res any normal player.Aerosteam said:Priest: Keep, but can't revive the Spy.
Aye, I honestly should have changed up my behavior in previous rounds, I just never expected anyone to choose me as a lawyer. That's certainly something I noticed myself, but I already have a plan for future rounds to account for that. Namely, I'm going to 'act' in every round. It may not be the same schtick I did this time, though this might recur, role or not. But in acting every round, it eliminates any kind of benchmark to compare me to in previous rounds.Caramel Frappe said:@Jux: I'm not going to side with anyone in this argument but I will say a few things ...
I was working with Neruo, along with keeping an eye out on most of you baddies (please note I am using baddies as a team name, not an insult) and noticed how you guys talked while being evil. Was interesting, seeing how people act differently when they're innocent or when they have a role but trying to act normal.
I appreciate that. I'll spill the beans now, because I don't think I could ever do it, but when Armadox said on page 6 if he was the killer, he'd choose you as his lawyer because he believes in you, then kill you round 1 because he believes in chaos more, I honestly thought about making you my lawyer, then killing you round 1 and framing Armadox, pointing back to this post, whenever they make me the killer. I laughed so hard at the thought I almost ran myself off the road on the interstate.You probably are the best Lawyer i've seen, and this is coming from a guy who was chosen to play out the Lawyer when it got made (well that might sound rubbish, since I died cycle 1 lol ...) BUT I was able to help the Killer win because I found the Spy before my death so my point still stands.
Respect for the integrity of the game is what I am passionate about. I don't want to beat a dead horse any more on that, I feel my specific grievances are enumerated pretty well in my previous posts on the matter. That said, I'm not interested in dwelling on it, though I'd be lying if I said this won't likely colour my judgement on people going forward, on how they act when it comes to breaking rules, threatening to break the rules, or just plain being rude and cutting the GM out of the process when there is something questionable in the rules. Simply being tricked in the context of the game is one thing. It's part of the game, and is to be expected.I can't tell you whether or not to take the game personally, because in all due respect I got very passionate about the SK game at least 2x now (and i'd be a hypocrite if I told you to calm down which is rude). Instead, let's look over how crap happened and try preventing such things from happening in the future. Whether it's with tighter rules / clearer rules, or reworking how roles / people can do things.
I appreciate that, thank you.Of course, no matter what opinions we voice- it's up to the GM and knowing Armadox we're going to have a treat with this upcoming SK Round. I'd personally take in pride if I were you, to help Armadox survive for this long. People already wanted him dead, and forces were working against him but you kept up as the Lawyer and ensured he got to live more cycles than originally planned.
Well done mate.
Those actually would be pretty decent cases too, and much less likely to happen so the priest might actually live a whole game.Aerosteam said:@Dema & @Frac: Reasons why you might revive a player, if they can't do it on a Spy:
1. The Arbiter could use the ability if they died before doing it.
2. If the Medic is dead, that's one less way of telling if a player is the Killer, reviving them fixes that.
3. If the Priest is a suspect, they can revive a non-suspect and reduce the suspect list.
4. Reviving an Entwined pair brings both players back, increasing players who can vote against suspects.
The other roles I didn't mention I'd like to keep the same.
And the fate of that round rested in one-half of my hands... If only I saw the irony sooner!Dirty Cop James funs said:Now you got me all teary eyed..... *Sniffle*FPLOON said:@Nexus Mod Manager: It's a good thing I feel no sympathy for the Killer because, in my eyes, [user]Nouw[/user] has been the best Killer I've seen out of all of the SK rounds I've been in...
Nouw is one hell of killer. He won despite the round having only 3 roles (Killer, Medic, Spy) and us calling for his head.
You probably already contacted [user]Armadox[/user] by now...Drummodino said:Oh hi guys, can I join the next round? It's been a while since I played.
Eh but can any others end the game instantly of not locked? Lawyer can. I don't think you can easily find something to compare. It's game ending and not very hard to have occur.Demagogue said:Killer: No Change
Medic: This role really seems to be hit or miss on it's usefulness, unless we can end up thinking of a good way to implement it, I'm actually thinking lets just scrap it.
Spy: Can only ask two questions, first on on cycle 2 and second on cycle 5[footnote]I really like Fractral's Idea, so I stole it[/footnote]
Arbiter: Go back to the rules from a few games ago, where the Arbiter could kill at any time after the second round, no more linking it to the voting phase.
Priest: Remove. While I see Aerosteam's situations where it would be helpful, it also feels like the checklist of automation for when they die is just getting bigger. Should A, B, or C happen. Priest is expected to kill themselves for the 'greater good'.
Lawyer: No Change
Trickster: Remove, added a level of chaos that really doesn't seem to be working out in most rounds.
Doppelganger: With the change to Spy would be no longer needed, Remove.
Entwined: I'd like to see them know who each other are so that they aren't advocating for their own death, otherwise no change.
Traitor: Remove all together.
Role Locking: As Hippo said... if were going to do it, then do it, don't half-ass it. If people can think of a reason to justify role-locking the Lawyer or Priest, then I promise you, I could make a reasonable argument for any other role to be locked as well... So if we're going to do away with some, get rid of them all.
Killer Victory Condition: Last Man standing (Minus the Lawyer)
Commoners Victory Condition: Kill the Killer by any means possible
Well Dirty, the biggest enemy of role-locking, seems to think the good ol' days where the Killer could be betrayed by his own lawyer were so fantastic. So I'd say we give it a shot and see what the consequences are.Secondhand Revenant said:Eh but can any others end the game instantly of not locked? Lawyer can. I don't think you can easily find something to compare. It's game ending and not very hard to have occur.Demagogue said:Killer: No Change
Medic: This role really seems to be hit or miss on it's usefulness, unless we can end up thinking of a good way to implement it, I'm actually thinking lets just scrap it.
Spy: Can only ask two questions, first on on cycle 2 and second on cycle 5
Arbiter: Go back to the rules from a few games ago, where the Arbiter could kill at any time after the second round, no more linking it to the voting phase.
Priest: Remove. While I see Aerosteam's situations where it would be helpful, it also feels like the checklist of automation for when they die is just getting bigger. Should A, B, or C happen. Priest is expected to kill themselves for the 'greater good'.
Lawyer: No Change
Trickster: Remove, added a level of chaos that really doesn't seem to be working out in most rounds.
Doppelganger: With the change to Spy would be no longer needed, Remove.
Entwined: I'd like to see them know who each other are so that they aren't advocating for their own death, otherwise no change.
Traitor: Remove all together.
Role Locking: As Hippo said... if were going to do it, then do it, don't half-ass it. If people can think of a reason to justify role-locking the Lawyer or Priest, then I promise you, I could make a reasonable argument for any other role to be locked as well... So if we're going to do away with some, get rid of them all.
Killer Victory Condition: Last Man standing (Minus the Lawyer)
Commoners Victory Condition: Kill the Killer by any means possible