I was pro-town all the way up until the night before all the British died. At that point I was considering dropping from the game because I realize that I want mafia games to be more than a simple spreadsheet and organization effort, and I don't really like sending orders to everyone every night, being basically invulnerable to nightkills and lynches, and otherwise putting too much influence on the game. CR was still the lead organizer but I found myself ending up putting the groups together for his approval, and updating the spreadsheet, etc... and I thought to myself... I wanted to role play a pirate. How did I get there? This is nothing like role playing a jolly drunken pirate.
I think it's the competitiveness within me that got me there. I like these games but when I play, I want to play to win. Now if I don't know jack about anything, I'm harmless mostly. But when half or more of the pro-town roles reveal to me privately, all of a sudden I see a chance to win, and I also see myself in a position to help people avoid making bad choices. If you knew someone was a doctor and you knew someone was a detective, would you not put the doctor on the detective? It's just a basic reflex. Same thing with Capo... mostly what I was doing was making sure important roles didn't die, and just waiting for the mafia to be caught in the ever-shrinking web.
But it's a pattern of behavior that's gotten reflexive lately; from Council of Villains to Rubicon to Capo to here. That reflex gets us all into trouble, or it will get us into trouble. It's a bad idea to always trust the same guy with private information. Especially when multiple people do it. And originally, I didn't want to be caught by the mafia (as you can see by the british quicktopic, I'm an early conversion target) and then I'll be obliged to betray the whole town, and then have no one ever trust the pro-town network system again, even though it can work. I was pretty confident, the way things were going with the captain being unassailable and having all the right connections, that town was going to win. I didn't want to end up on the losing team, due to that competitiveness. Well it means missing out on some fun opportunities to do that.
The whole idea is not as fun for people. How many games have I personally been in, for example, where I was indestructible or nearly indestructible, having access to doctors and investigators and vigilantes and roleblockers? I've taken note, and it's been several games. It's a tired refrain for us all; myself and especially the others playing. When it really hit me was when pevergreen noted that it isn't fun to play with me anymore. And I understood why. Even when I specifically ask for people to leave me be and let me roleplay, I often get pushed into a position of being in the know, and then the reflex is to protect that knowledge. There was a point in the game a couple rounds back where you could check off most of the people as being known pro-town roles, having firm alibis, etc... not a lot of mystery left. The mystery is part of the game.
Well there's a lot of backlash against this... the general strategy of having a sole leader with knowledge about everybody (generally contrary to the idea of the uninformed majority, for obvious reasons) the almost unfair coordination of protection roles and investigators, and the idea that if you don't go along with it, you'll die a swift and brutal death. I spoke to many people privately this game about this, and the general consensus is that it is a very effective strategy, but perhaps not so much fun for everyone. When you're town, and you're part of it, you're very enthusiastic about it. When you're town and you've been left out, it sucks and it is boring. Choice between having to follow or die is not in the spirit of fun. And then there's being mafia... the challenge is fine, but it's just not as fun to have your options limited. I know that if I were converted to the other side I'd begin to really hate the strategy myself and so I avoided it very intently. There's also a slight backlash against me in particular; simply I think because I seem to be in the center of it way too often. And I wasn't enjoying it and others weren't, and it was just time to let it go.
It works; maybe not as fast as a random lucky vig kill, but it does work. Good. Great. Put it to rest now. I don't want to be at the center of a pro-town effort for a good long while, at least not the kind of effort which involves several investigators and protectors and vigilantes. It's too easy to fall back into gear for me. If it keeps happening, I'll disregard my role PM and just blab everything I know immediately. That will make it stop.
We just came off of Capo and we were already weary of it. This game in particular just sunk it for me; it is fun to some extent but it's not as challenging and it's not fun for everyone.
So anyways. I realized that I was personally missing out on something, too. I love being mafia. Why on earth was I avoiding it for the sake of being on the winning side? Work hard enough and the mafia can win too. So I decided to solve two of my most pressing problems with one move: I betrayed all the information I had to the mafia. Now I would not be one of the go-to guys for organizing and revealing sensitive information, and it would reveal the huge weakness I warned about when I started ranting about you guys having to either lynch me or make me an officer. Be careful about the concentration of power in the wrong hands. One night's conversion earlier on and the mafia would have had all that information very early on, and it would have been a different game.
After I revealed all that stuff, I would just sit back and hope to see some sparks fly. Maybe it would even things up a bit. That is why I did what I did.... a return to normalcy for me and perhaps a final nail in the town network strategy, while evening up what appeared to be a lopsided game. It didn't quite work out that way... waited too long to decide on that. Next time I won't wait so long. Fair warning.
Bookmarks