Re: The unholy story of Count Giure "Grando" Stregone
Posted: Fri Sep 27, 2024 8:14 am
by Ragian
Lynching Fusi blindly isn't really my bag, baby... We don't really learn anything from that.
Re: The unholy story of Count Giure "Grando" Stregone
Posted: Fri Sep 27, 2024 9:53 am
by pmchugh
Going to be a bit of a push to get someone by Monday. I don't love the fusi choice as he can be a useful player but we are going to have to get a bit bandwagony if we want something to happen.
Re: The unholy story of Count Giure "Grando" Stregone
Posted: Fri Sep 27, 2024 12:21 pm
by Loose Canon
There's a warning in Sonics story that nobody should leave their homes at night.
Question is should any town apparent power roles not exercise any such powers at night, and maybe even should masons desist from masonic chat at night, and even leave the masonic chat channel before the night starts?
I think this needs to be considered with urgency even if you all discount it as crazy batshit and think it maybe comes from a crazy vampire who oozes crazy batshit.
Re: The unholy story of Count Giure "Grando" Stregone
Posted: Fri Sep 27, 2024 12:34 pm
by SoN!c
Loose Canon wrote:There's a warning in Sonics story that nobody should leave their homes at night.
Question is should any town apparent power roles not exercise any such powers at night, and maybe even should masons desist from masonic chat at night, and even leave the masonic chat channel before the night starts?
I think this needs to be considered with urgency even if you all discount it as crazy batshit and think it maybe comes from a crazy vampire who oozes crazy batshit.
It depends: do you just wanna survive the night or go out - against all odds - BUT with a good plan and all united together to kill that thing?
Yes, Count Grando his powers are like never seen before. But town has something else..
And perhaps look again at the special date D1 mentions : 13 may 1604.. Spoiler
[url]https://www.numbersaplenty.com/1604[/url]
This game took a lot of time to make. Pearls thrown at swines.., your al swines![/color]
Re: The unholy story of Count Giure "Grando" Stregone
Posted: Fri Sep 27, 2024 12:39 pm
by Votanic
Loose Canon wrote:There's a warning in Sonics story that nobody should leave their homes at night.
Question is should any town apparent power roles not exercise any such powers at night, and maybe even should masons desist from masonic chat at night, and even leave the masonic chat channel before the night starts?
I think this needs to be considered with urgency even if you all discount it as crazy batshit and think it maybe comes from a crazy vampire who oozes crazy batshit.
Yeah, telling Town not to use any of their PRs is definitely suss, LC... I'll give you a FOS for that.
And misinterpreting the storyline 180º is just as bad. Sonic's intro story clearly states that the Striga comes to the homes of his victims.
Maybe everybody should go out every night and party up on the exciting 17th/19th Century rural Croatian club scene.
Staying home sounds deathly dull.
FPed by Sonic
Re: The unholy story of Count Giure "Grando" Stregone
Posted: Fri Sep 27, 2024 12:44 pm
by Votanic
Ulams, Plaindromes, and Nialpdromes, Oh my!
1604 is evil, and wasteful, ...but polite. Good to know.
Re: The unholy story of Count Giure "Grando" Stregone
Posted: Fri Sep 27, 2024 1:05 pm
by SoN!c
Not exactly what i ment (besides the evil part).
Anyways: mod advice is to go out every night with polished swords and have fun ! You will have super dance powers if you do!
Re: The unholy story of Count Giure "Grando" Stregone
Posted: Fri Sep 27, 2024 1:18 pm
by Loose Canon
SoN!c wrote:While we are waiting on the last confirmation to start the game with official votes (thank you Fusi!) we can already kick off with the D1 opening story to get the flavor! So Our story starts a few hundred years ago in a very remote village somewhere deep in the woods.
On a certain day a black stagecoach arrived at the town. It had no windows and looked mysterious. The driver stopped and bought a farm on the edge of town with strange looking gold coins. Then he started to offload barrels in the basement. No other person from that stagecoach was ever seen. The village was very curious why somebody would do this but when some villagers confronted the stagecoach driver, he only replied “it's none of your business, this house is paid in full and in gold for my master”.
A few weeks passed and some people from town started to die in very strange circumstances. It was not long after before the village priest discovered that sometimes at night, a dark shadow would knock on the doors around the village and on whichever door that black creature knocked, someone from that house would die within the next few days. When their body was found later in the morning it looked dried up, and each dead body that was found was giving a grimace of pain looking utterly frightened.
The bodies were quickly buried and the village priest wrote a letter to his bishop about these strange unholy events. Not long after another stagecoach entered the town. Again one driver, but this time two persons got out the stagecoach and they introduced themselves to the town priest as two Lords of a secret Masonic society, with the driver being their bodyguard helper.
The Masons convinced the village priest that the dead bodies had to be dug up quickly for examination and when they finally dug up the coffins they found in each coffin a dead body further decayed..
On closer inspection each body had bitemarks in the neck but in one case, the last coffin they opened, they discovered a perfectly preserved corpse, looking even better then on the day of its burial, and with a smile on its face.
The second Mason quickly said some exorcism prayers, then took a silver object looking like a weapon that seemed a combination of an axe and saw and with it, he sawed the head off the corpse like he had done this many times before. As soon as the silver saw tore the skin, the vampire screamed, and blood started to flow from the cut. Once fully beheaded it was dead.
After this gruesome event the Masons explained that the village is haunted by a Striga Vampire and that the striga must be searching someone. That the vampire they just killed was just a freshly turned (converted) one. And that the Striga evil powers could grow even more once this unholy creature gets what it's searching for. Then the Masons asked the priest to find 5 brave villagers so together they could form a holy fellowship to hunt and kill this Striga and the evil it brings. Once the brave villagers stepped forward the Masons explained their plan and they rushed to the farm that was recently bought by the stranger but found nobody there. In the basement they only found the barrels holding strange sand next to an empty coffin..
Everybody was asked to return to their homes and warn the rest of town, so nobody should leave their homes at night while the Masons would come up with a new plan.
Sorry it says at the bottom here that the(then) masons warned nobody should leave their homes at night.
And who tries to hunt vampires at night?
I can be FOS'd as much as anyone likes.
This is a genuine concern.
Re: The unholy story of Count Giure "Grando" Stregone
Posted: Fri Sep 27, 2024 1:29 pm
by Loose Canon
And there's also EWs post about balancing roles and the suggestion in it that to "balance roles" a lot of roles that appear to be balanced between town and scum are town favoured.
What if the balancing here is that the town roles are inherrently self destructive where at night.
And if that were to be the case wouldn't any and all suggestions (including EWs) as well as Vots that town should take night actions be inherrently dangerous.
The other thing to consider is that vampires might already know the game set up or at least more of it than town (like in the semi open matrix game)
Sonic says he's revealing the game setup (more) after N1.
Re: The unholy story of Count Giure "Grando" Stregone
Posted: Fri Sep 27, 2024 1:38 pm
by SoN!c
Try 1+6+0+4 and read it as 13 may be 11.
The "6" already mentioned a few times in here before (1 priest + 5 town), so is the "4".. I wonder who the "1" represents? And who is or what are symbolised by the "0"?
Today is 13 may 1604. The year of our Lord. And Full Supermoon is coming tonight.
Re: The unholy story of Count Giure "Grando" Stregone
Posted: Fri Sep 27, 2024 1:58 pm
by Votanic
SoN!c wrote:Try 1+6+0+4 and read it as 13 may be 11.
The "6" already mentioned a few times in here before (1 priest + 5 town), so is the "4".. I wonder who the "1" represents? And who is or what are symbolised by the "0"?
Today is 13 may 1604. The year of our Lord. And Full Supermoon is coming tonight.
13 may be 11...
At some point in the game, 13 will be whittled down to 11 ...and then further beyond that.
If we lynched today and scum killed tonight, we'd be at 11 on Day 2.
Storywise, it seems we are up to 12 of the 13 now. 1. Striga 2. Striga Driver 3. Mason 1 4. Mason 2 5. Mason Driver/Bodyguard 6. Priest 7. Villager 1 8. Villager 2 9. Villager 3 10. Villager 4 11. Villager 5 12. Hermit, formerly (or still?) a Mason Some have suggested the Hermit could be the Striga, ...but what if the other missing Mason and Driver are now the Striga & Driver?
So what is #13?
Thirteen at Dinner?
Jesus? Judas? Mary Magdelene?
Re: The unholy story of Count Giure "Grando" Stregone
Posted: Fri Sep 27, 2024 2:04 pm
by SoN!c
Votanic wrote:
SoN!c wrote:Try 1+6+0+4 and read it as 13 may be 11.
The "6" already mentioned a few times in here before (1 priest + 5 town), so is the "4".. I wonder who the "1" represents? And who is or what are symbolised by the "0"?
Today is 13 may 1604. The year of our Lord. And Full Supermoon is coming tonight.
13 may be 11...
At some point in the game, 13 will be whittled down to 11 ...and then further beyond that.
If we lynched today and scum killed tonight, we'd be at 11 on Day 2.
Storywise, it seems we are up to 12 of the 13 now. 1. Striga 2. Striga Driver 3. Mason 1 4. Mason 2 5. Mason Driver/Bodyguard 6. Priest 7. Villager 1 8. Villager 2 9. Villager 3 10. Villager 4 11. Villager 5 12. Hermit, formerly (or still?) a Mason Some have suggested the Hermit could be the Striga, ...but what if the other missing Mason and Driver are now the Striga & Driver?
So what is #13?
Thirteen at Dinner?
Jesus? Judas? Mary Magdelene?
Last clue im giving away D1 (as clearly most don't want to read another story D2):
N°13 is the one the Striga is looking for...
Pearls for sWINES! Your all Swines!
Re: The unholy story of Count Giure "Grando" Stregone
Posted: Fri Sep 27, 2024 2:05 pm
by kongming3
So I understand why people might be hesitant to focus too much on flavour sometimes, but I don't really get that for this game where the mod is going out of his way to brag about how intricate and genius and carefully constructed the keys to the game are included in the many clues he's dropping. Obviously there's a point where baseless speculation by itself doesn't do much for us, but we should legitimately take a close look at what sonic is so desperate for us to figure out. Scum likely knows at least some of the key mechanics to play around already, so dismissing analysis out of hand comes across as scummy to me. (That said, most of the theories so far have not come across as particularly well-founded or based on concrete things sonic has laid out so I'd like that to change.)
To start - The full moon. My understanding is that there will be one tonight, and that this has gameplay repercussions not just flavour. The striga will be most powerful on full moon nights (which I assume relates to the amount and extent of their powers they can access), but a full moon is also just generally a power boost for occult related abilities. Based on balance related discussions, I'd guess town also has some benefits/different options that open up during a full moon otherwise half the game would be spent with us just cowering and hoping for the best on those days. The other very important thing on this I'd like to address is "The Mason explain's that it's probably no coincidence that this unholy creature is exactly here for this reason, because if the creature can drink the blood of the one he is searching for, then mankind is surely doomed." That reads to me like if the striga finds/kills a specific townsfolk and drinks their blood during a full moon night (it's stated they're here now specifically because of the full moon happening, so they likely can't do this on days where it's covered), town might just lose the game on the spot even if we have other people left alive. I'm stating this clearly because if this is true as I suspect, then scum would already know this (with it being one of the striga's stated 4/5 swords or abilities), while most of town currently may not. I would imagine that this town counterpoint has their own form of mystical powers from their special bloodline, but it is something to be wary of. I would also say that it increases my priority on lynching more than it would otherwise be in such a role-heavy game, and so I will vote fusi.
Regarding the numbers and dates, I honestly can't make much of substance out of them till we get further information/dates. Player reads are also hard to make at this point, but the more conversation and votes made the better. Game doesn't have to be solved on day 1 as long as we lay a foundation for the future.
Re: The unholy story of Count Giure "Grando" Stregone
Posted: Fri Sep 27, 2024 2:07 pm
by kongming3
I've been FPed, but yes that elusive mystical number 13 is the one we all have to be aware of.
Re: The unholy story of Count Giure "Grando" Stregone
Posted: Fri Sep 27, 2024 2:40 pm
by SoN!c
Sofar:
Kong, EW, Vot: +1 (dry feet)
Traf, Fusi, Strike: -1 (3 times under)
Rest of you: in between, some more up (Ragian, Loose, DDS, PMC), some more down (Charle, Devante, Pixar), but your all still in the shit; only the depth varies!
Not reading flavour clues or not contributing with (good) ideas : tssss!
So don't hold back and play! Have fun! And play the game!
But at last - we have a game and players are make something of the flavor clues!
Keep playing Fan-Tan boys (by placing two on a board and guessing the remaining Count when divided by four), because the world is coming to an end!
Re: The unholy story of Count Giure "Grando" Stregone
Posted: Fri Sep 27, 2024 2:44 pm
by Votanic
SoN!c wrote:Pearls for sWINES! Your all Swines!
sWINES? Like dissolving a pearl in wine? An old legend about Cleopatra and her lavish wealth, ...probably nothing there.
Stregone's wife is an important character in the original story. Could she be #13?
Okay, 6 is Priest + 5 villagers, ...but what is 4?
Striga = 1
Striga + Driver = 2, or maybe Striga + Driver = 0 because they are undead.
Two Masons = 2
Two Masons + Driver = 3
Hermit = 1
Mysterious #13 = 1
Two Masons + Driver + Hermit = 4
Is this it?
Mysterious #13 = 1
Priest + Five villagers = 6
Striga + Driver = 0
Two Masons + Driver + Hermit = 4 Meh, I dunno...
Re: The unholy story of Count Giure "Grando" Stregone
Posted: Fri Sep 27, 2024 4:03 pm
by Ragian
Do we have any subs, @Son!c?
Re: The unholy story of Count Giure "Grando" Stregone
Posted: Fri Sep 27, 2024 4:05 pm
by Votanic
Ragian wrote:Do we have any subs, @Son!c?
Too much flavour for ya?
Re: The unholy story of Count Giure "Grando" Stregone
Posted: Fri Sep 27, 2024 4:57 pm
by DirtyDishSoap
I mean, it's D1 and it's more or less 7 pages of fluff with very little action. The amount of blue text alone is just staggering and it's like someone shoved a giant blue dildo into my face. No offense to the mod/Sonic, but I'm playing mafia dammit, not blues clues. I get that it's carefully planned out like a DnD game but good God, let the days play out.
Anywho. Strike is a big smelly willy. Change my mind.
Re: The unholy story of Count Giure "Grando" Stregone
Posted: Fri Sep 27, 2024 5:29 pm
by Votanic
DirtyDishSoap wrote:I mean, it's D1 and it's more or less 7 pages of fluff with very little action. The amount of blue text alone is just staggering and it's like someone shoved a giant blue dildo into my face. No offense to the mod/Sonic, but I'm playing mafia dammit, not blues clues. I get that it's carefully planned out like a DnD game but good God, let the days play out.
I don't find this Day 1 any worse than most... Heck, the focus on storyline clues might even prevent bored day 1 Townies from mindlessly climbing onto Town-damaging bandwagons (either randwagons or scum-driven...).
Yes, I agree, clues and flavour cannot replace the basic Mafia game dynamic of rooting out Scum (or preventing such rooting if one is Scum...), but I don't feel that is happening. On the contrary, I'm glad that there is a lot to do, with flavor, clues, and madness-style power roles. Usually, it is the games with little or no actions that really get bogged down with tunneling, blocks, vote splintering, and confusion. @ EW: Btw, just curious, why are such games called 'mountainous'? Is it because they are mostly just a huge pile of BS?
Re: The unholy story of Count Giure "Grando" Stregone
Posted: Fri Sep 27, 2024 7:43 pm
by DirtyDishSoap
Horrible timing on my end but had a family member pass away. Please sub/replace me.
Re: The unholy story of Count Giure "Grando" Stregone
Posted: Fri Sep 27, 2024 7:55 pm
by Votanic
DirtyDishSoap wrote:Horrible timing on my end but had a family member pass away. Please sub/replace me.
A noble gesture to be sure, ...but alas, I fear thou hast overestimated the limited powers of a mafia game mod.
For it is Fate alone that chooses the time and sequence of all such mortal passings...
But at least take some comfort in knowing that you will be able to ease your grief by playing this very game, on your phone, during the funeral. However, be sure to do so discretely, as you would not want to inadvertently cause any offense.
Re: The unholy story of Count Giure "Grando" Stregone
Posted: Sat Sep 28, 2024 12:46 am
by Ragian
Votanic wrote:
Ragian wrote:Do we have any subs, @Son!c?
Too much flavour for ya?
The amount of flavour is absolutely fine, but my preference lies with mafia rather than escape rooms and to be honest, I fear I won't be able to play this game to the mod's liking. My issue is with me not the game.
Re: The unholy story of Count Giure "Grando" Stregone
Posted: Sat Sep 28, 2024 1:28 am
by SoN!c
Just hold on to D2 and then it's a "normal" mafia game till end. With game mechanics in the open. And no more mod stories. The intended closing story D1 is already pretty much given away in some recent bastard modding posts.
D1 is all about story, flavor and clues. D2 and onwards will be "the regular" normal mafia game and normal game length.
At the moment 3 players seem to have a pretty good idea / understanding, while the rest seems to be in the dark. So N1 starts monday and then this rich flavor is over.
Re: The unholy story of Count Giure "Grando" Stregone
Posted: Sat Sep 28, 2024 1:58 am
by Loose Canon
I'm baffled but I'll give this number thing a shot.
13 might be 1 Striga and 3 acolytes
Sonics skeleton setup 2 2 4 0 1 might be 2 masons, 2 (I don't know what that signifies), 4 with powers, 0 is no powers =1, vanilla 1 =1 who the striga is searching for.
So that would give us 4 on vampire team.
2+2+4+1+1= 10 on town team
Don't feel very confident about this or anything in terms of interpreting this game really though.
Honestly I think I'd be better trying to deduce scum from the nature of posts, but flavour keeps getting thrown into this unholy brew.