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You're actually right that baddies can push for ties. Ironically, I can think of two cases in games I GMed where two baddies were tied because of other baddies sniping them into it. Of course Aedan was involved in both of them...

The main thing to remember for the future is as a goodie don't use destructive powers like assassin or distill unless you are damn sure the target is a baddie.
As much as I get the label of ruthlessly selling out my pack, I'll have you know that my first and last wins as a baddie have been Stalingrad's. No comment on any wins in between.

And in one of those two baddie ties I didn't know I was causing one. I just thought I was pushing a pack cultist into a tie, didn't know it was with the sorc that was the other member of it.
 
You're actually right that baddies can push for ties. Ironically, I can think of two cases in games I GMed where two baddies were tied because of other baddies sniping them into it. Of course Aedan was involved in both of them...

The main thing to remember for the future is as a goodie don't use destructive powers like assassin or distill unless you are damn sure the target is a baddie.

Early on a tie looks like people trying to kill off a lot of people while there is time there. I dunno. Just me.
 
Early on a tie looks like people trying to kill off a lot of people while there is time there. I dunno. Just me.

Most of the time you're right. Probability is of course against the village. However, in the absence of clear frontrunners, tie-ing two suspicious players can be a good play. That way, you make sure that none of them attract attention the next day, or the next, or the day after that, as eventually happened with Jacksonian Missionary.

Of course, tie-ing Gen. Marshall and Yakman also failed spectacularly in this game. :p
 
Most of the time you're right. Probability is of course against the village. However, in the absence of clear frontrunners, tie-ing two suspicious players can be a good play. That way, you make sure that none of them attract attention the next day, or the next, or the day after that, as eventually happened with Jacksonian Missionary.

Of course, tie-ing Gen. Marshall and Yakman also failed spectacularly in this game. :p

Fair enough. Good job btw.
 
You're actually right that baddies can push for ties.
Goodies can also easily be the ones going for a TIE.
 
I didn't like the continued voting for ties. In the other games I played on another forum the ones who went for ties generally ended up being wolves. Albeit this was years ago but I allowed that to influence my thinking here. And to be fair, I was proven mostly right as most ties killed multiple villagers rather than doing anything to wolves. I mean, I should have waited, yeah, but I didn't trust to survive another round and was suspicious of ya.

I played a very improper game and would be interested in doing another. Hopefully this time not making silly plays here and there.

No worries. Shooting the seer is sort of a tradition for goodie assassins around here. Just ask johho. Or EURO.

As for TIEs, the theory behind making them as a villager is somewhat sound (though arguably less so in Bigs than in Lites): more kills by lynching as opposed to hunting means the village has more influence in who dies. Of course, you have to be careful that the wolves aren't just as happy to see the targeted players die as the village is to kill them.
 
As much as I get the label of ruthlessly selling out my pack, I'll have you know that my first and last wins as a baddie have been Stalingrad's. No comment on any wins in between.

And in one of those two baddie ties I didn't know I was causing one. I just thought I was pushing a pack cultist into a tie, didn't know it was with the sorc that was the other member of it.
True, what made that one funny was that the same time you were trying to lynch your cultist MC was trying to lynch his sorc.
 
True, what made that one funny was that the same time you were trying to lynch your cultist MC was trying to lynch his sorc.
Why was MC trying to lynch the sorc?
 
What is a "Stalingrad" in WW?
 
There's a difference between trying to lynch him and thinking he's beyond saving.
Was it that time you were sorc's apprentice and later got in contact with my pack which won the game? (And where you almost were hunted due to us thinking you sold us out.)