I enjoy thinking about mech, and design and balance.
This is a flipless game - that is very cool because there are certain things that happen in flipless games that you can design around.
"1. Roles are not revealed upon kills, but alignment is. There may or may not be ways to uncover roles. Flavor is not revealed upon flip."
This is something that's cool.
How do you design a game so that town can figure out what is in it?
one way would be something like a limited shot coroner who can figure out what's been killed.
"5. There are ways for dead players to interact with the game, so it's important to not spoil anything or talk about the game while it's ongoing with anyone."
another way would be a medium who can open up PTs with dead players in a limited manner.
Perhaps there will be a special event where the dead show up en masse. I don't really know. There's lots of cool things that may happen.
But one thing that absolutely does not make sense to me is T-Bone's assertion that "rolecop makes sense because game is flipless"
There are 2 ways players get eliminated:
(1) the day vote, these players should claim their roles b4 they are eliminated - if they are town and get eliminated - they are likely telling the truth - there is no fit here between rolecop and day eliminations.
(2) the nightkill, these players get shot at night by the mafia[usually] and we don't know what they are.
Now he's saying that because these roles end up dead at night - it makes sense for town to have a rolecop due to "the flipless nature of this game"
Does that really make sense to you?
How would a town rolecop magically know where the mafia are shooting? The town rolecop would need to target a player before they get shot, to learn their role before the mafia kill them. That doesn't make a lot of sense to me, if it was so obvious who dies, the doctor can protect them no?
What makes a
lot more sense
to me is that role cop is a mafia role designed to hunt for town power roles in a large theme and critically - create fake claims for the mafia. If you find a doctor and you kill a doctor, suddenly you can fakeclaim doctor and if the coroner or w/e is already dead, you have noone to contest you. The nature of the flipless game makes it so that you can get away with fake claiming roles after you figure them out and shoot them at night.
This makes me think a role cop makes a
lot of sense
as a scum role - its power is greatly enhanced over how strong a role cop is in a normal game because the information it generates is
asymmetrical
if you find a TPR with your role cop, you shoot them, only your team knows that the role is dead, the town do not know this. This is very different from a normal game where if you find a TPR with your rolecop and shoot them, then everyone knows that TPR is dead. In this game ONLY the mafia know that TPR is dead.
This analysis is why I think it makes much more sense for the mafia to have a role cop than for the town to have a role cop.
T-bone is claiming;
In post 5854, T-Bone wrote:
Well as I lean town on Frog, I think its plausible since roles aren't revealed on flip.
Which is the opposite conclusion that I drew.
When I pressed him on it, he responded with:
In post 6171, T-Bone wrote:You'd target them before they died and then reveal after the fact
This doesn't make sense because there's no reason why a rolecop would be able to figure out who the mafia r nightkilling in a 26 player large theme.
In post 6190, T-Bone wrote:I've got more!
To find the mafia ninja!
To find the mafia strongman!
To find the town princess so we don't eliminate them!
To make Pooky think the role confirms scum!
This doesn't make sense because finding a strongman/princess have nothing to do with the flipless nature of the game
I strongly suspect T-Bone is making up his thought process and can't actually back it up with a concrete reason for why Flipless -> Town Rolecop is a coherent thought.
I very much want to flip Frogster because I believe his role makes much more sense as a scum role than a town role.