
Originally Posted by
TinCow
Death has a finality about it in mafia games that is comforting to the players. Whether you're townie or scum, you can rest at ease knowing that if you manage to get that certain player lynched or killed, their ability to thwart your plans will be reduced to frantically trying to convince other people to do what they can no longer do. Sometimes, though, some roles retain the ability to do night actions (or even vote!) after they are dead. I do not like this at all. Dead players are immune from all actions, they cannot be blocked, cannot be killed, etc., so they are essentially invulnerable and will remain a thorn in the side of the opposing side for the rest of the game, regardless of how much effort the town/mafia spent on disposing of them in the first place. Being dead should remove a person's abilities to do anything except speak.
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A final note on dead speech: I wish more hosts would give a lot more thought to their rules on private conversation. I think a lot of game balance issues occur because roles that were conceived of for use in vanilla mafia games (which inherently have no PMing) are used in games that actively encourage private discussion. The balance of a game setup can shift dramatically depending on how much information players are allowed to share privately. In practice, I feel like allowing private conversation, but limiting the content, can be confusing and turns some players into rules lawyers who try and figure out how to stay within the letter of the rules while still sharing information in self-serving manners. I am personally guilty of this. I think it is best to either let everything be fair game, particularly role PMs, or to completely ban conversation outside the public thread. This is particularly true for dead players. With the exception of dead mafioso, who I think should be able to continue private discussions with their living teammates, I think it is generally a very bad idea to allow dead players to communicate anywhere except in the public thread. It can wreck game balance for the same reason that dead abilities can: the players are invulnerable to repercussions. If you allow dead players to organize group efforts, convey investigation results (even if the actual PMs can't be quoted), etc., you are giving players the ability to engage in positive activities to disrupt their enemies, without their enemies having any ability to stop them in any way.
Game balance means just that: balance. If you are adding in a role or ability that the opposing side cannot counter, then the role or ability is unbalanced. It is not enough to be satisfied with a setup where a role or ability is capable of being countered if X, Y, and Z happens, because that still means that the role cannot be countered if those things do not happen. When it comes down to it, the town should always retain the ability to win if they vote for the right people and the mafia should always retain the ability to win if they can just avoid getting lynched. The whole point of mafia is the lynch phase. These games exist for the day phase voting first and foremost, and I'd like to see some focus put back on the day instead of the night.
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