In post 4409, PookyTheMagicalBear wrote:when you create a setup where the town has to guess at incredibly unlikely things to have a chance of winning
the game is no longer town vs scum
it is town vs mod.
Sure!
But you're arguing that this setup had a need for the town to guess at incredibly unlikely things.
I am stating that, flatly, they didn't need to. Given the public information the town had at their disposal, I would argue that the town needing to make the right conclusions wasn't "incredibly unlikely"--it was something that in most cases, should've been easy to connect point A to point B to point C.
In a game with a mafia doctor publicly confirmed to exist and the public information from the Informed that there's four guns, it's not "incredibly unlikely" to guess that at least two town PRs have guns; it's literally mod-confirmed to be the case off of the info they have. With that, it's not incredibly unlikely to guess at least three town PRs have guns, given the nature of the PRs being claimed. While it might verge into potentially 'unlikely' territory to conclude all four are town, it is not imo
incredibly
unlikely when looking at what the roles actually
are
.
The reasonable conclusion to reach from the roles is either they are genuine or they are very very good scum fakeclaims. If your choices are "either genuine or very good scum fakeclaims", usually the way to determine which is to sort by dayplay. To use your judgement to differentiate between the two, taking reads into account.
Which is a feature, not a flaw. If you're meant to be judging roles by the play behind them by and large rather than automatically townbinning the roles...job well done?
This game's roles weren't designed for the town to think they were scum; this game's roles were designed for the town to not be able to automatically tell that they were town, for them to be able to critically evaluate it and make determinations on real vs good scum fakeclaim off of dayplay.
If the town can clearly tell all of their town PRs are town, that's bad game design. There SHOULD be a level of ambiguity within where almost any town PR
could
be a scum fakeclaim, with you needing to use your judgement to determine if they are real and sincere or if they are scum fakeclaiming their role.
Town PRs are meant to give the town a boost, augmenting their already existing tools--not hand the town the answer to the game on a silver platter, giving them the answer to the game outright of knowing exactly who is town.
The town's roles this game were designed to do exactly that. The town's roles gave them information about the number of guns in the game when it was public info that there was at least one mafia doctor; the town's roles had the potential to generate two guilties and multiple innocents; the town's roles even if not getting guilties/innocents would give them extra information, with built-in synergy, but without giving the town the answer. The town wasn't meant to know their roles were all inherently town; the town was meant to use dayplay enhanced by their roles' claimed information.
In post 4410, PookyTheMagicalBear wrote:you may think you are being "clever" by designing a setup where the town gets hosed but you are really just reducing this game into one where the play of the players does not really matter at all.
What makes the town be hosed in this setup with their roles? Objectively, there shouldn't be anything. The town's roles were all designed to give them a skill-based advantage where when optimally used they could get two guilties and a bunch of innocents, but which even if not used optimally would still give them a boost in information, without being conftown.
Normal Review Group members fundamentally cannot anticipate every variable in a game--the town ignoring dayplay to focus on wrong mechanical assumptions, in a game where the fundamental design is based off of the assumption the town will focus on dayplay with mechanics taking a back seat to it, is simply put: not a variable we could have seen coming because it is incredibly playerlist dependent.
If this same game were run 100 times, the outcome of this game would come up probably a maximum of 1-5 out of those 100 runs, with 95-99 of the other runs not having this conclusion.