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Post by MrT on Jul 10, 2012 23:34:31 GMT -5
You are Inductive Reasoning:
You are a Good Argument! You know that, carefully qualified, specific facts can be used to make valid wider generalizations. If you can learn the identity of a neutral player, you can (one time during the game) logically conclude that the player is a Good Argument and they will be converted to your cause. You get three shots at this before your ability is exhausted.
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Post by greenbarons on Jul 10, 2012 23:37:13 GMT -5
You are Soundness: You are a Good Argument! You understand that things that can be proven are true, and that good arguments are true in the real world as well as the theoretical one. To win, your group must reduce the village headcount to a mathematically unwinnable number, not counting any surviving neutral players.
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Post by phyphor on Jul 10, 2012 23:37:54 GMT -5
You are Completeness: You are a Good Argument! You know that true statements can be proven, and that good logical systems avoid unproven statements.
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Post by jdarksun on Jul 10, 2012 23:39:36 GMT -5
You are Consistency:
You are a Good Argument! You are the enemy of hypocrisy and contradiction, knowing that a good argument is consistent in its application. Identify a fellow Good Argument to defend and one to target, and if the defended player dies by any means, your consistency ensures the target will inherit his special role in addition to any he may already have. This ability can be used every day, but will only work once in the game.
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Post by kime on Jul 11, 2012 8:27:22 GMT -5
You are Validity.
You are a Good Argument! You understand that arguments are valid only when their premises lead logically to their conclusions. If any special power (village or neutral) is aimed at you, the power is rendered invalid! The user will be informed that his role has been blocked by another player, and further that he cannot use it the next day.
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Post by rysk on Jul 11, 2012 9:16:34 GMT -5
You are a Good Argument! You know that if your premises are correct, your conclusion will be. Once per day, you can analyze a player to determine the logical fortitude of his arguments. If that player used a special ability, or had one used on him, you will know that this happened (but not what ability, who your target used it on, or who used it on your target).
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Post by premium on Jul 12, 2012 8:50:19 GMT -5
You are the Appeal to Authority! Frequently deployed as a logical fallacy, you can also be a legitimate argument when used correctly (you are neutral). Each day you can adjust the narration using your Authority, by adding flavor text or by obscuring the explanation for an occurrence. Choose to either insert a sentence into the narration or insert another player’s name into the narration at a point of my choosing.
Each day you can inflict the Appeal to Authority on a player. The next day, the player must claim in all posts and PMs that his opinions come from an unimpeachable source. This restriction expires at the end of the day, and cannot be inflicted on the same person twice in a row.
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Post by premium on Jul 12, 2012 12:25:23 GMT -5
Also, just because this could be useful info, these were my win conditions:
To win, you must either: 1) choose to be either a Bad or a Good Argument and gain access to your chosen side’s private communications. Once you have done so, you will convert to that side, inherit their win conditions, and appear as your new faction for the duration of the game. 2) cause at least three players to die by mafia, vote, or vigilante as a direct result of your manipulated narration.
It's very possible that other neutrals had a similar win con, making it (risky but still)possible that some mafia recruiting could be done on them.
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Post by stever777 on Jul 17, 2012 14:25:25 GMT -5
You are the Slippery Slope argument! Usually you are a logical fallacy, but sometimes you can be a legitimately good argument (you are neutral). Each day, you can demonstrate that votes for you will inevitably lead to votes for someone else! Choose Up or Down, and up to 5 votes (your choice) for you will be transferred during the tally to whoever is next in the vote order.
Each day, you can inflict the Slippery Slope on a player. The next day, that player must take the position in all public posts and in PMs that going against his opinion will lead inevitably to the utter destruction of the village. This restriction expires at the end of the day, and cannot be inflicted on the same person twice in a row.
To win, you must either: 1) choose to be either a Bad or a Good Argument and gain access to your chosen side’s private communications. Once you have done so, you will convert to that side, inherit their win conditions, and appear as your new faction for the duration of the game. 2) accumulate at least 20 votes without being removed from the game in any way.
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