Megapooooooooooooooost!!
condude1 wrote:Ok guys. I'm excited to start this one!
A few questions off the bat, with my answers to them:
1. Do you think that roles are alignment-relevant?
2. Should we reveal anti-town roles (framers, millers, vigs, even blockers all are thought of as not very town friendly, to name a few)
3. Should we reveal information that we know about the game state without endangering our role. (Ex. A miller says "I know that there are roles that screw with investigation results.")?
In response to #1: I think roles are not alignment-restricted. This game is unique in that a scum doctor can accidentally save someone, for example, such that pro-town roles are pro-town, no matter who controls them, and vice versa.
As for #2, I'm going to say no again, barring millers. The common arguments apply.
#3, I say yes. The example given could be any number of roles, and as such, if we have knowledge of anti-town roles in the game, we should reveal that they are out there. I think it keeps infosec intact while giving us an idea of what to be on guard for.
Those are just preliminary thoughts, I'm sure there's a way to improve our odds that I'm not thinking of ATM.
Ehh. I'm not sure that #1 is a question that matters. Unless we have an investigator who finds out what powers people control, it's unlikely to become an issue, yeah? If we're ever in a position that someone's power is revealed and we need to know if they're scum or not, their use of the power should be more indicative of their alignment than the power itself.
Which I guess means I just agreed with you - the roles aren't necessarily alignment indicative.
condude1 wrote:Ah heck, who am I kidding? I'll be posting a ton, I can't study 24/7!

Atta boy. Keep those priorities straight!
sjg11 wrote:Just trying to think about how we can have some sort of organisation/at least some form of respectable mechanical discussion and debate...
How about we have one player who volunteers to target someone who the town wants to investigate and which all potential town investigative roles can target?
So, for example, we have one, and only one player, stating in thread that they will target the player who gains the second most lynch votes in the thread. All vigilante roles can target that player to attempt to minimise the impact of any potential vigilantes in the game?
I'm suggesting this because I think that gaining some level of certainty with regards to targets could be incredibly useful to us.
Another suggestion is that everyone reveals who they're going to target in the thread before they do so. I... just think that that's too open to manipulation for the Mafia. Moreover... I kind of want to gain the data from how people decide who they're going to select every night.
If we follow my plan/vague idea of a plan, then my suggestion would be that any vig roles target that player. Investigative roles can do what they like. Doctor roles should remain unpredictable but should strongly consider targeting our daily vig sacrifice. No, wait, avoid doing so during Night One so that we can see if there are any actual vigilantes in the game during Night One and can then react accordingly on Day Two coming up with a new tactic.
So, in conclusion this is my plan:
One player volunteers to target the player with the second most lynch votes in the thread.
All vigilante roles target that player so the player with the second most lynch votes die tonight.
Doctors avoid protecting that player so that we can see if there are any vig roles in the game tonight.
There is still the possibility that Blockers screw things up by targeting a vig... but I think this is the best way for us to neuter any potential vigilante roles now before they become too dangerous.
The fact that vig roles were mentioned in the rules makes me worry about them and makes a desire to holster them my main concern today.
I tend to agree with this plan. I'd like to know if the vig exists, and this seems like a good way to direct the vig kill in an at-least-sorta town positive manner.
sjg11 wrote:And I don't bite. Much.

I do.

sjg11 wrote:Another thought...
If we have an inactive, it may be worth someone else volunteering to target an inactive during Night One. This may allow the investigative roles at our disposal to target someone who we have less information about and potentially learn something useful as a result.
Just an idea to potentially make our investigative roles a little bit more useful than they would be through random targeting.
Ehhh... I don't hate this idea. I'd rather target the second-highest vote getter, at least for tonight, as that gives us better information going forward. But it's something to keep in the back pocket for later days if it turns out we do have a vig.
Happymeal wrote:Besides potentially killing inactives, I think we need to keep any possible vigilantes under control. It's not really their fault they may have been put into this scenario, but I'd like to, in particular, control the vigilante from random night shooting. I mean that in the sense we need to stop him from killing town members at night and I think we can easily solve this problem by doing one of two things:
1. utilize, if we have one, a doctor to protect his target at night. The benefit in this is that the doctor probably won't need to reveal. The disadvantage is that we don't have a doctor to protect one of our own randomly though, to be completely fair, it's gonna be a complete shit show so the likelihood of a planned save is decreased while being able to interpret the data easily may not exist within this game (I'll comment more on this later)
2. Utilize, if we have one, the blocker to stop the vigilante's actions every night. The disadvantage is that it's probably necessary for a blocker to reveal. In most games I've played blocker, when there are roles, is a less common than all the major roles so I can't say I'm particularly confident in our chances on this one. The advantage is still having a doctor save being possible.
Also, I think we should have everyone reveal who they are targeting every night. We need someone to keep track of this. This allows people who save others and use their abilities to benefit the town to be more able to actually use their abilities correctly.
I'm strongly against everyone revealing who they target each night. This give the mafia a way to work backwards as the days go on to find out who has what role. For example, if I'm the doc, and I reveal that I've targeted Condude, and Condude reveals that he targets Keirador, and the scum try and fail to kill Keirador, they know that I have the doc powers. Likewise, it means our cop each night, if any, cannot reveal their investigation results without also revealing the source of the cop powers. I think these negatives strongly counteract any possible positive of controlling the vig - I'd much rather the vig be totally random and we still have the ability to reveal doc investigations freely.
condude1 wrote:Happymeal wrote:Besides potentially killing inactives, I think we need to keep any possible vigilantes under control. It's not really their fault they may have been put into this scenario, but I'd like to, in particular, control the vigilante from random night shooting. I mean that in the sense we need to stop him from killing town members at night and I think we can easily solve this problem by doing one of two things:
1. utilize, if we have one, a doctor to protect his target at night. The benefit in this is that the doctor probably won't need to reveal. The disadvantage is that we don't have a doctor to protect one of our own randomly though, to be completely fair, it's gonna be a complete shit show so the likelihood of a planned save is decreased while being able to interpret the data easily may not exist within this game (I'll comment more on this later)
2. Utilize, if we have one, the blocker to stop the vigilante's actions every night. The disadvantage is that it's probably necessary for a blocker to reveal. In most games I've played blocker, when there are roles, is a less common than all the major roles so I can't say I'm particularly confident in our chances on this one. The advantage is still having a doctor save being possible.
Also, I think we should have everyone reveal who they are targeting every night. We need someone to keep track of this. This allows people who save others and use their abilities to benefit the town to be more able to actually use their abilities correctly.
How about a combination of plans here?
Someone volunteers for doctor and vig targeting, and that person targets a town-agreed target. No one needs to reveal, and we get data either way (either the person dies, which means yes vig, no doc; or the person lives, which means either yes to both or no to both, but in any case the vig would be neutered.)
Actually thinking about it, this is too expensive a strategy. Tying down our doc seems like a bad idea, even if it comes with benefits. Hmmm, I'm leaning towards the good ol' "Do what you want,when you want, to whom you want, and sort it out in the morning".
I agree, this seems too expensive. That said, I don't mind tying the vig down this way - let the doc do what they want, but have the vig target the volunteer who targets a town-agreed player (as Sjg suggested, perhaps the 2nd highest vote-getter).
Keirador wrote:Hi all,
As one of five reserves I did not think I'd be called up so soon, so I haven't put any N0 thought into mechanics, but I'm happy to be here. I'll be traveling a lot over the next few days, so I'll try to be up on the the thread but won't have many big long post opportunities, more phone-type posts.
Scum. You heard it here first.