Thank you for the kind words. S~V~S really helped me tailor this thing to make it right though, so she deserves credit too!MovingPictures07 wrote:Wow! What an absolutely stunning game. I have to say, Robert, for your first hosting experience ever and for anyone's hosting experience regardless of how experienced they could be, this was very impressive. I agree that you have a gift; your writing, as I've always known it to be, was very outstanding. I do agree with timmer that your game turned out to be balanced, a fact I did wonder about at times. It is insane when you think about it, baddie teams with 6, something as crazy as the Magna Beam, all the possible civvie BTSC, many unconventional and risky items, but it all seemed to work out somehow. Props to you. What a game. This will go down as one of my all-time favorite mafia games, I'm sure of it.
Zero names meant "I want to be human."MovingPictures07 wrote:On Night 4, I really desperately wanted to get rid of Mekaneck, who I was after Aces, was thinking could be DH. II wasn't sure about DH being Mekaneck, I also thought he could be Man-E-Faces. But then! This was a bizarre twist in the way I had everyone pegged as roles. But as Robert explained, we got to control DH's night actions and votes via the Slime Pit. Robert told us to submit 0, 1, or 2 names, which made me think he had to be one of the roles that submitted one or two names, so then I got rid of him as Mekaneck or Man-E-Faces and I was convinced he was Buzz-Off. This threw me off of DFaraday's trail and really kind of screwed up my pegging of civvies for quite some time.
I have to stress again, what a game this was! It will certainly go down in mafia history as something else, I'm sure.
One name meant "I want to be a robot and role check this person."
Two names meant "I want to be a monster and try to kill the second name."
This was how you could control DH's power as Man-E-Faces without me explicitly telling you what his role was.