Originally Posted by CountArach:
I must say the town PM was pretty ambiguous as to whether or not it was a town PM which makes me wonder if you yourself have read it.
I assume quoting the role PM's is allowed right? "See the time police destroyed" is pretty unambiguous, I'm now wondering whether you received a town PM. Again, I can see how the abilities info would be missed if the PM was skimmed. I'm not saying this evidence against Monty is conclusive, but it's day one, I don't expect conclusive evidence for a day one lynch.
Originally Posted by Montmorency:
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Depends on town's ability not to repeat players in the ties.Your maths are a bit useless, as they can't be applied to anything. Not only that, but they have it the other way around.
This does depend on town working together, yeah. Yes maths can't be applied perfectly, because they ignore so much, but I think they indicate pretty good chances if there are only two mafia, and remember this method will be combined with scum hunting.
Originally Posted by Montmorency:
What? When did I ask this? I think you've misread my posts.
Originally Posted by Montmorency:
Why do you say over half, by the way?
I assumed you were asking about why I stated that a near tie-vote gives over half of the players power over that days lynch. Sorry if I misinterpreted.
Originally Posted by Montmorency:
Hm, no, that's a horrible thing to assume. Why would anyone assume that? The reason I should have known that everyone has this power is because it says so in the OP.
Hmm, point taken. I probably just took my knowledge from the OP and unconsciously applied it to my PM.
Originally Posted by Montmorency:
I believe this is a pretty poor plan because it muddles absolutely everything and tells us absolutely nothing. If we tie multiple people a day, we practically guarantee a "future" change in the lynch. What exactly is the benefit in this?
The goal of this plan isn't to find the mafia, the goal is to make it easier to lynch them. Assuming only one mafia kill per night and no serial killer it will take the Mafia 7 days to win if neither die. In a standard game this means 7 lynches to find the mafia, but in this game using this plan we can lynch anyone at any time, essentially giving us hundreds of possible lynch combinations to choose from. I'm not saying we just roll the dice to test every possible combination of lynches, what I intend is something more like this, say on day 4 I think that A and B are guilty A was almost lynched on day 2 and B was almost lynched on day 3. If I can convince a small number of other people to work with me, we can have A and B lynched right away, without needing to gain a majority vote. if we don't win, then we were wrong and the mistake can be remedied.
Placing people several votes away from resurrection benefits mafia as the person is more likely to be innocent than guilty. If by some chance we do become incredibly certain that some one is mafia there is no reason we can't just wagon them out of reach of time travel, and then resume the tie vote plan next turn.
Also you say this plan wont tell us anything, but this day one has been more serious than most day ones are. I'm sure the mafia will still be uneasy about being one of the suspects in a tie-vote, as it makes it easier to lynch them. I do think the tie vote this round is a bit ridiculous, I think 3 or 4 suspects is the best balance as it will place more pressure on mafia.
That ignores the law of unintended consequences.
What if the unlynched players cast Potential Votes such that a mafioso is unlynched with their implementation, or something like that?
It is very important to note two things:
1. There is no way to tell if 1 to x-1 mafiosi have been lynched, x being the total # of Mafiosi. This makes it even easier to accidentally rescue scum.
2. There are no second chances. You only get to change your vote on a particular day once. Choose wisely.