|Link||Poltergeist Mafia N1Poltergeist Mafia D1Poltergeist Mafia N2Poltergeist Mafia D2Poltergeist Mafia N3 BTSC threads|
|Size||10 Players (Small)|
|First to Die||yuiop|
|Last Remaining||dee, maurice, Dr.SaaB, EDM|
Poltergeist Mafia was a game designed and hosted by plasmid
It began on April 20, 2016 and ended in a Goodie win in N3 (April 25).
Game Mechanics Edit
The game starts off with everyone in the mortal realm, which is the "main thread" of the game and will take place in BTSC #2 (not visible to everyone, just the living players in the game). When a player dies, instead of being completely out of the game they will (usually) continue to exist as a poltergeist in the spirit realm (BTSC #3, invisible to mortals) and be able to affect the mortal realm, but they will not be able to post in the mortal realm and will not be able to follow it in real time – at the end of each night and day phase, the mortal realm's thread for that phase will be locked and moved to the game's main forum where it's visible to everyone. Day posts and night posts will be the opening post in the next phase's thread, so the most recent DP/NP will not be visible to the poltergeists while they're acting. Poltergeists will have their own lynch voting and can vote for a mortal, counting as half a vote in the mortal realm. Poltergeist votes will not be posted in the mortal realm. Baddie poltergeists will lose access to the baddie BTSC.
NP shows: Kills, saves, the ODTG stun. Does not differentiate between baddie NK and baddie RID obliterate. Tie lynch: No one dies OOP: block > redirect Lynches show "Mason" and do not differentiate block mason from turncoat mason RID does not need to differentiate between block mason and turncoat mason to work Players in unfavorable time zones may PM instructions about flashvoting, including conditional statements based on the roster visible to that player 2 minutes before deadline, as long as the instructions can be unambiguously evaluated (i.e. flashvote for player X if they're tied and it would put them in the lead, or flashvote whoever would be necessary to make the lynch votes tied if it's within range to tie at the deadline).
Choice of NK with a carrier, or unsaveable RID obliterate (target is completely out of the game and not just poltergeisted) on up to two targets without a carrier. If two RID kill targets are named, then both RIDs must be correct or else both RID kills will fail. Either the NK or RID may target a poltergeist to take them completely out of the game. Wincon: Have a majority of the players left in the mortal realm
- Vote multiplier.
Mortal – Own vote counts x1.5 (optional to use, not compulsory)
Poltergeist – RID kill on even nights, only works on other poltergeists and takes them completely out of the game
- Lynch frame.
Mortal – ODTG lynch frame, may be used on self while getting lynched
Poltergeist – ODTG stun (all mortal and poltergeist actions for the night and following day fail except the baddie NK)
Mortal – Block. Returns success only if it prevents an action (including un-needed saves). Blocked players are not informed.
Poltergeist – Sees the mortal realm in real time
Wincon: Get all of the baddies out of the mortal realm
Mortal – Sees the spirit realm but may not post there
Poltergeist – Lynch save
Mortal – Redirect, may not redirect a player back to themself, does not return success or failure, affects both the NK and regular action if used on the NK carrier
Poltergeist – Targets a living player during a day phase, and that player will be able to use the redirect in addition to their regular action on the following night if they survive the lynch. Each player may only be targeted to receive a redirect once during the game, even if the redirect was not actually given due to an ODTG stun.
Mortal – Kill
Poltergeist – Kamikaze. Used on a poltergeist and takes both the target and self completely out of the game and prevents actions and voting for that phase. May be used in either a day or night phase.
Mortal – Save, cannot save self
Poltergeist – ODTG may send a game related post to the mortal realm. The post may be submitted in either a night or day phase, and will appear in the transition to the next phase.
Mortal – Opposite spy. Names a player each night. From N2 onward, is told whether the player they spied is in the same or opposite faction as the player from the previous night. May not spy self.
Poltergeist – Vanilla
Mortal – Mason, BTSC is lost upon death
Poltergeist – Block, not twice in a row on the same player. Only works on mortals. Returns success only if it prevents an action. Blocked players are not informed.
Mortal – Mason, BTSC is lost upon death
Poltergeist – Turncoat. As a poltergeist, wincon changes to win with the baddies. If obliterated as a mortal then wincon remains with goodies, if obliterated as a poltergeist then wincon remains with baddies.
Host's Summary Edit
Game Idea and Expectations Edit
The poltergeist realm ended up not playing much of a role in this game. Partly because yuiop was the seer and was killed N1, partly because the small 10-player roster and the game only going to N3 meant that the poltergeist realm didn't get very many players, and partly because the baddies came under such heavy suspicion so early. A poltergeist setup might work better in a larger game with about 16 or more players so there would end up being more poltergeists with more clout by mid/end-game, and with an inheritable seer ability so there's always that link between the poltergeists and mortals.
Winning Faction Edit
- yuiop - Seer
- Dr.SaaB - Redirect
- EDM - Kill
- dee - Save
- Okosan - Spy
- maurice - Mason-block
- Nana7 - Mason-turncoat
Day and Night Posts Edit
So far I think luck is favoring the baddies.
yuiop's N1 death was unfortunate. The seer of the poltergeists was a role that I was hoping would add a novel twist to the game and potentially be a useful role for the goodies since the seer could steer votes toward whoever the poltergeists were voting in order to overcome baddie votes. If I run another poltergeist mafia I should make the seer ability inheritable. But even without the seer, the poltergeist votes can still play a role in creating uncertainty for the baddies about the lynch votes so they won't know exactly how spread out their votes can be or whether they need to risk bandwagoning a bit to ensure a goodie gets lynched instead of a baddie.
Also in the baddies' favor is that Alllies is a baddie in his first game here, and will almost certainly not come under lynch pressure D1 and likely not D2. As long as he doesn't make any newbie blunders or anything of course.
A save to get a cleared goodie, a redirected NK to bust the carrier and possibly kill a baddie in the process, an informative opposite spy, or a goodie kill on a baddie would probably even things out though.
The day 1 lynch of the baddie turncoat was fortunate for the mafia because Nana is now completely baddie in the poltergeist realm, but that's about all that went well for them since all three of them are under heavy suspicion. (Granted, part of mo's suspicion seems to stem from thinking that other players have claimed roles which they actually didn't and aren't even theirs.)
The tied lynch vote ending with a Nana lynch came pretty close to proving to everyone that at least one out of Jay, Alllies, and Barc are the baddie vote multiplier, unless they want to entertain the idea that a poltergeist yuiop would vote Nana. If Jay isn't the one of those three that gets lynched next phase, they might want to use the lynch frame to frame whoever does get lynched as the vote multiplier to try to take heat off the others.
I admit that if I were playing and saw the three players voting Nana, I would probably think "there's no way all three of them could actually be mafia, that would just be too blatant, so there must be at least one goodie whose vote got bandwaggoned onto". I guess the lesson here is that sometimes if you're too wolfy to be a wolf, you might still be a wolf anyway.
With the baddie NK getting redirected, Barc being the only N2 casualty, and the goodies for the most part having the baddies identified, the game has pretty much turned completely in goodies' favor.
Day 2 result:
Good move by Nana in the poltergeist realm in telling Barc that she blocked him. With Barc seeing that his block on Okosan was successful, Barc will know that Nana's lying about blocking him and should be able to figure out that she's the turncoat. But yuiop seems to realize that Nana's logic for voting mo is just plain screwy so the cover probably doesn't really matter much.
Since Barc can follow the mortal thread in real time, and Nana's aware of that, she'll probably join in on whoever Barc votes.
If Barc realizes what's going on, he will probably vote only if the combination of his and Nana's votes would make a difference. Otherwise if Nana jumps on his vote it would just unnecessarily be a clue for the poltergeist thread that she's actually the turncoat.
It's unfortunate for the baddies that the lynch frame ends up being the last baddie left in the mortal realm. That means they won't get to use his ODTG stun as a poltergeist.
Still waiting to see if Alllies makes Saab have second thoughts about whether he's baddie and try to redirect EDM as another possible baddie candidate. Although if he redirects EDM to Alllies then it wouldn't make much difference.
And I've got to say that Saab's idea of announcing in the main thread who the redirect should be redirecting would seem horrible to me if I were a player in the game: baddies could just kill Saab directly to frame whichever player the redirect really did target.
But since I'm not a player in the game and I know that Saab's the redirect, and even though he hasn't submitted an action yet I know he's not going to redirect anyone to Saab (it would actually be pretty dumb for him to attempt to redirect the baddie NK to himself because then if he does target the baddie NK carrier he won't be around to say who he targeted with the redirect anyway), I'm guessing that he figured that the announcement would just reduce the chances that the baddie would intentionally NK whoever he's really redirecting to and make him feel more comfortable about having actually targeted the carrier if the NK ends up on the redirect-ee.
If it weren't for the fact that EDM were killing Alllies, Saab would have survived and seen an NP saying that Okosan was killed (not differentiating RID kill from regular NK) despite the redirect and would probably think that Alllies was clear. Granted, I sort of goofed when I was listing the baddie NK carrier in the nightposts when the regular NK and RID should be undifferentiatable and RID doesn't have a carrier, so an NP saying that the lynch frame killed Okosan instead of a carrierless kill would be deceiving, but it would have to be that way to follow the spirit of the rules in keeping NK and RID undifferentiable.
End of Game Roster Edit
- Barc - Block - killed N2
- dee - Save
- maurice - Mason-block
- Dr.SaaB - Redirect
- Allies - Lynch frame - killed N3
- Nana7 - Mason-turncoat - lynched D1
- EDM - Kill
- yuiop - Seer - killed N1
- Okosan - Spy - killed N3
- Jay Gold - Vote multiplier - lynched D2
|List of actions|