If a player objects to a mechanic in general, then I think that they should feel free and be encouraged to advocate against it *outside* of the game, when setups are being formed and reviewed (so long as not affecting a game in progress). But once within a game, to play for a metagame goal in direct opposition to your win condition, in such a way that deprives you and your teammates of any opportunity to win, is nothing but poor sportsmanship. I don’t see any difference between this and a comafia selling out their entire side.
Having said that, I think there is certainly some area for discussion. (<disclaimer>I have included a cult in a setup of mine</disclaimer>) I believe that the cult mechanic, and variable win conditions in general, have the potential for value. Cults satisfy the basic premise of mafia (informed minority vs uninformed majority) in a rather intriguing, almost theological way: They allow a player to taste of the Tree of Knowledge, and transcend from uninformed to informed.
However, there is a fundamentally objectional quality of variable win conditions, that they have the indirect result of potentially punishing optimal play. So I’m wondering if there’s any solution to be brainstormed. Perhaps something as simple as declaring games cult or non-cult? (Though this would have the effect of removing the weapon of surprise from a cult. Although, taken to the extreme, it could be argued that every unconventional mechanic could be thus advertised, and I’m not sure something that revolutionary is desirable or even feasible.)
But regardless, once in a game, I think all players have an obligation to play by the rules. And, at least as of now, cults are part of that ruleset.
Fiasco:
Fiasco wrote: That's not really why cults are bad. Cults are bad (and widely hated) because:
1) they make analysis much less useful, which is against the spirit of the game
2) they often punish good play
3) their strength is more random than mafia; they could die immediately or grow and eat the game
4) they lead to ethical confusion; if you expect to get culted, should you start playing pro-cult or not?<snip>
I’d argue that only the “ethical” aspecs matter.
1) Analysis is still possible- perhaps moreso- by having changes in behavior to analyze.
3) This is a setup balance concern, no different from adding any other antitown faction.
pj:
Say whatever you will, but now you’re playing WIFOM. I mean, sure, you may sell out a cult that recruits you; but then could make you an even better target for recruiting, since the town wouldn’t think you cult. “stupid things” is relative.