I. Intent
II. Strategy
III. Objectives
IV. Behavior
A player's alignment is inferred by his intent; his intent is inferred by the overarching strategies he seemingly employs. The latter is concluded from the objectives he seemingly pursues; which at last, are inferred by his behaviors. The only directly observable evidence is behavior.
Like peeling the layers of an onion, scumhunters will read several levels beyond a post to assess another player's win condition.
Let's break it down with these questions:
The core of alignment discovery lies in intent. Intent can be described as which faction a player intends to eliminate - if any at all. Scumhunters must ask themselves if a player is trying to win, or has he given up? Does he care about his win condition, or is he actively working against it? Depending on player morale, intention may vary wildly. Everything a player does starts with his intent.
I define strategy as a plan or a series of plans that a player puts in action to achieve what he desires. Players can carry out multiple plans at once, abort a plan that becomes too risky, or lock themselves into a plan for the rest of the game; the latter is often achieved by claiming or using tunnelvision. Some players have a favorite strategy; what we call metagame. Others model strategies they witness in a different game, or mix up their play with creative new plans to achieve their objectives. In a nutshell, a strategy is a road map to reach an objective -or a series of objectives- a player thinks will get him closer to his win conditiion.
Let's examine the components of a plan:
A plan has specific, measurable objectives, can fail or succeed, and must be achieved within a frame of time. Building a case isn't a plan, but convincing players to join a bandwagon can be.
Plans are temporary. Some newbes think that claiming locks them into a plan for the rest of the game. They've never seen players unclaim, admit to lying or take back what they said. They would be surprised at what's out there.
The length of a plan varies. A player could begin a plan and abort it immedaitely upon uncovering new evidence, or tirelessly work on the same plan for the whole day, or even the entire game. A player's experience and character determines how far he can plan ahead, how quickly he switches gears, how determined he is to see a plan through to its end.
Many newbes think that longer plans are safer, but disregard how a series of short plans can appeal positively to a wider range of players, or how it can be harder to read due to the constant change.
Players must assess the profile of a player. At what skill level is he? Does he pride himself on being patient and deliberate, or wild and unpredictable?
A plan, by definition, must be achievable in the mind of the one enacting it. Plans will always have an element of risk, which can be mitigated using different techniques that will be explored in the behaviors section.
A reckless player will make high-risk, high-reward types of plays. Conservative players will take half measures to test the waters. They will wait for more information before making a decision, and ask more questions than they make statements.
The cost-benefit ratio of a plan is assessed on an ongoing basis as the game progresses. Experienced players have an easier time recognizing windows of opportunity, where the reward outweighs the risk, and choose to make their plays at that time.
Plans have different energy requirements. Some plays require a lot of reflection, coordination, mitigation, math and foresight. It doesn't take much effort to sheep, to appeal to emotion, to go off on random tangents, to spam or rehash the same posts, to honestly claim, to policy lynch or tunnelvision, or finally, to vote based on anti-town behaviors.
Better, more invested players, can enact bigger, more powerful plans, that can make the game's momentum swing dangerously in one direction or another. That's not to say that simple plans can't be as effective, just that they may be easier to see through, since they are more straightforward and obvious.
The quality of a plan is defined as the amalgation of good timing, deniability, opaqueness, certainty in correctly reading other players and predicting how they will react, having contingency plans for risk factors and covering your bases with well prepared explanations for behaviors. A great player capitalizes on the vulnerabilities of the obstacles to his win condition with subtle, careful and high quality plans.
Players will uncover their peers' strategies by making educated guesses about the objectives driving explicit behaviors. Objectives are selected or dropped as players evaluate the risk, quality, energy and time parameters of the plans it would take to achieve them.
Scum teams may pursue different objectives due to a lack of coordination, or by deliberately hedging their bets.
Making a grab for one objective may undermine another.
Below is a compilation of non-exclusive list of objectives to illustrate:
-Kill the most dangerous scum
-Safeguard the identity, role and life of your town's PR(s)
-Protect players you think are town
-Encourage pro-town behavior
-Ensure a favorable environment for town
-Avoid attracting bandwagons
-Convince the town of your reads
-Get compliance from another player
-Survive
-Pick up on valuable information
Scum Objectives
-Survive your bandwagon
-Protect your scumbuddy
-Out PR(s)
-Kill PR(s)
-Frame town
-Force townies into making exploitable mistakes
-Ensure a favorable environment for scum
-Set up future lynches
-Convince a town player that you're town
-Get compliance from a town player
-Manage your scumbuddies effectively
In addition to these goals, there are a number of personal motivations that may exist, most common among them settling a grudge with someone.
Behaviors are what is written and how it is written. In essence, it's directly observable, irrefutable evidence.
Below is a non-exclusive list of behaviors by category:
-Lurk
-Appeal to emotion
-Appeal to authority
-Sheep
-Park vote
-Tunnelvision
-Speculate on setup
-Prod dodge
-Ad hominem
-Lurk
-Prod dodge
-Lie about your role
-Softclaim
-Claim too early
-Hammer before a claim (excluding under imminent deadline)
-Dispel myths and misunderstandings
-Make sure everyone is on the same page
-Write catch-up posts for replacing players
-Warn the town when a player is at L-1
-Write quality cases
-Deter unproductive personal conflicts
-Early aggression
-React emotionally
-Wallpost
-Post frequently
-Contradict yourself
-Random votes after RVS