It would explain the foreshadowing by the Host in the beginning of the game:Originally Posted by Louis VI the Fat
That's nice storytelling, but it seems to me this game was designed with the idea of townie-on-townie violence purposefully in mind, to cause disunity and chaos... enough such that the mafia should have a decent chance of winning. In particular, anti-officer sentiment. That would explain the utterly ridiculous and baseless calls for a mutiny so early on in the game. Mafia would probably not be crazy enough to immediately challenge the establishment, who have investigative, blocking, and killing powers. Shows up on the radar too soon. So... why would townies wish put someone into office and then oppose them immediately? That would seem contrary to a standard townie strategy.Originally Posted by GeneralHankerchief
You might be onto something there, Louis. Very creative game set-up, if this is how it was designed. I couldn't imagine a Pirate Ship mafia without mutinous players. Given the amount of pro-town roles we were given, and basic townies, compared to how few mafia there were to start with, it seems to me the game would be terribly unbalanced, and not characteristic of the spirit of piracy, if town were so united and powerful. The balancing element, it seems, is disunity.
Ergo, seamen who must work to depose the officers.
Crazed Rabbit, what have you gotten me into?![]()
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