I have been itching to post this for a while...

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Post Post #25 (ISO) » Wed Feb 21, 2007 4:34 am

Post by petroleumjelly »

Fiasco wrote:"Lynch me and I'll rat you out next time we're scum together". How is this different? Do you agree ethical play requires playing to your win condition, not helping yourself in future games?
Players
do not have a choice
in whether or not they are
randomly
chosen to be scum together. Cults
always
have a choice in who they attempt to recruit. The situations are
completely
different.

Edit: Furthermore, this implies a vendetta against the
player
. I do not hold vendettas or grudges against people in games which affect my gameplay (and if such would ever happen, I would simply avoid playing games with those players).

My vendetta is against a
role
which I do not believe should have a place in mafia whatsoever.
Last edited by petroleumjelly on Wed Feb 21, 2007 4:38 am, edited 1 time in total.
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Post Post #26 (ISO) » Wed Feb 21, 2007 4:35 am

Post by Fiasco »

No, but players have a choice in whether or not to lynch me. If you can deter cultification by threatening to rat people out, why can't I deter my lynching by threatening to rat people out in some future game? Really, if you followed through that would approach Alexander/slaking_master levels of villainy IMHO.
My vendetta is against a role which I do not believe should have a place in mafia whatsoever.
That's a case you should argue using out-of-game means only.
Last edited by Fiasco on Wed Feb 21, 2007 4:42 am, edited 2 times in total.
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Post Post #27 (ISO) » Wed Feb 21, 2007 4:39 am

Post by petroleumjelly »

See my [edit] for your response to that.
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Post Post #28 (ISO) » Wed Feb 21, 2007 4:44 am

Post by Fiasco »

Another example. What if I said, "I hate sane cops, and if you put any in your game, and I'm scum, I'm ratting out my partners"?
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Post Post #29 (ISO) » Wed Feb 21, 2007 4:45 am

Post by Glork »

The problem I have with it, PJ, is that you're causing other players to suffer based on your own personal opinion with regards to cults. if you rat out your fellow cult-mates, you're not only intentionally destroying your own chances of winning the game, but you're also sabotaging your fellow cult-mates' chances of winning, and you are destroying the Mod's game by ruining the balance. All for what? Your own vendetta aganist a role you don't like? Incredibly mature.

Let it suffice to say that if you ever sold out your fellow scummates in a game of mine, I would ban you from playing in any future games of mine.
EDIT: I should clarify that that's a stance I hold towards all players, under all circumstances. I just want to point out that the concept of potentially ruining an entire game, just because you're unhappy, is ridiculous and intolerable.
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Post Post #30 (ISO) » Wed Feb 21, 2007 4:53 am

Post by Glork »

Zindaras wrote:In the meanwhile, town can't believe Cop claims, Doc claims, Mason claims, pretty much anything, as they can all be cultivated.
That's not necessarily true. Many cults can only recruit Vanilla Townies: LoudmouthLee's College Mafia, Courk's Two-Headed Mafia... and I believe Alexander's Literary Mafia and Cadmium's Bible-Verse Mafia had similar, if not identical, recruiting restrictions.
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Post Post #31 (ISO) » Wed Feb 21, 2007 4:56 am

Post by petroleumjelly »

Fiasco wrote:Another example. What if I said, "I hate sane cops, and if you put any in your game, and I'm scum, I'm ratting out my partners"?
There are NOT ethical problems with Sane Cops. There ARE ethical problems with Cults.

Furthermore,
once again
, this is punishing players (specifically, your mafia partners) for something they
have no control over
. Cults
do
have control over who they attempt to recruit.
Glork wrote: if you rat out your fellow cult-mates, you're not only intentionally destroying your own chances of winning the game, but you're also sabotaging your fellow cult-mates' chances of winning, and you are destroying the Mod's game by ruining the balance.
Cults that recruit
me
are destroying their own chances. End of story.

If I were ever to be recruited to a Cult that won, I would count it as a "loss" regardless. I refuse to win with a Cult. Saying that I would 'destroy my own chances' doesn't really apply to me, since from my perspective, my chances were destroyed upon recruitment.
Glork wrote:Let it suffice to say that if you ever sold out your fellow scummates in a game of mine, I would ban you from playing in any future games of mine.
You have every right to do so.

TSQ, you might as well name this thread "The Entirity of Mafia Scum v PJ". Thanks.
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Post Post #32 (ISO) » Wed Feb 21, 2007 4:57 am

Post by Zindaras »

Glork wrote:That's not necessarily true. Many cults can only recruit Vanilla Townies: LoudmouthLee's College Mafia, Courk's Two-Headed Mafia... and I believe Alexander's Literary Mafia and Cadmium's Bible-Verse Mafia had similar, if not identical, recruiting restrictions.
But those are Cults from specific games. As Town, you can never know if any specific Cult will be able to recruit those roles.
Show
Finished: 159 (120 Town, 33 Mafia, 5 Other, 1 Cult, 4 Cultivated)
68 Wins, 71 Losses
Town: 52 Wins, 54 Losses (2 Wins as Cult)
Mafia: 13 Wins, 15 Losses (1 Win as Cult)
Other: 3 Wins, 1 Loss (1 Win as Cult)
Cult: 0 Wins, 1 Loss
Cultivated: 4 Wins, 0 Losses
59 Survived, 31 Lynched, 60 Killed
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Post Post #33 (ISO) » Wed Feb 21, 2007 4:58 am

Post by Zindaras »

PJ, what I don't get is why you're so anti-Cult. I mean, not liking them, sure, but you take it really really far.
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Finished: 159 (120 Town, 33 Mafia, 5 Other, 1 Cult, 4 Cultivated)
68 Wins, 71 Losses
Town: 52 Wins, 54 Losses (2 Wins as Cult)
Mafia: 13 Wins, 15 Losses (1 Win as Cult)
Other: 3 Wins, 1 Loss (1 Win as Cult)
Cult: 0 Wins, 1 Loss
Cultivated: 4 Wins, 0 Losses
59 Survived, 31 Lynched, 60 Killed
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Post Post #34 (ISO) » Wed Feb 21, 2007 5:01 am

Post by Glork »

Zindaras wrote:But those are Cults from specific games. As Town, you can never know if any specific Cult will be able to recruit those roles.
Yes, but as town, you can't necessarily believe a Cop claim or a Doc claim anyway, can you? Mafia Cops exist. So do Mafia Doctors. So do mafia versions of most other basic power roles.
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Post Post #35 (ISO) » Wed Feb 21, 2007 5:03 am

Post by Fiasco »

PJ, all those differences are irrelevant. Ethics requires that you play to fulfill your win condition. Screwing over your team-mates for your own gain in future games is wrong, even if they did something to you that you didn't like.
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Post Post #36 (ISO) » Wed Feb 21, 2007 5:07 am

Post by Glork »

petroleumjelly wrote:
Glork wrote:Let it suffice to say that if you ever sold out your fellow scummates in a game of mine, I would ban you from playing in any future games of mine.
You have every right to do so.
I'd like to point out that 99% of mods here will take a similar approach. And I would consider blacklisting a player for destroying
another
Mod's game. Your stance is no less dishonorable than this. Now, granted, according to slaking_master, his brother decided to post the role PM. But the sentiment from the players, the mod, and even Kelly Chen is quite apparent.
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Post Post #37 (ISO) » Wed Feb 21, 2007 5:11 am

Post by petroleumjelly »

Fiasco wrote:PJ, all those differences are irrelevant.
Ethics requires that you play to fulfill your win condition.
Screwing over your team-mates for your own gain in future games is wrong, even if they did something to you that you didn't like.
Don't ask me to differentiate, and then call the differences "irrelevant".

Yes: My stance is extreme.
Yes: I realize that many (if not all) players will disagree with my stance.
Yes: I understand many of the problems people see with my stance, and on some level, I agree with them.

I play by the win condition
given to me
. Screwing
me
over by changing
my
alignment and win condition midway through a game is something
I
consider
wrong
. So far as
I
am concerned, ethics require that Mods
do not use cults in the first place
.
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Post Post #38 (ISO) » Wed Feb 21, 2007 5:11 am

Post by Zindaras »

Glork wrote:Yes, but as town, you can't necessarily believe a Cop claim or a Doc claim anyway, can you? Mafia Cops exist. So do Mafia Doctors. So do mafia versions of most other basic power roles.
Yes, I know. However, the paranoia rises a
lot
when the town knows/thinks there's a Cult.

Take, for example, a hypothetical game. Some dude claims unlynchable. Now, there will always be a certain amount of paranoia regarding him (one-shot Mafia unkillables and stuff like that). But if you think there may be a Jester in the game, suddenly, there is even more paranoia.
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Finished: 159 (120 Town, 33 Mafia, 5 Other, 1 Cult, 4 Cultivated)
68 Wins, 71 Losses
Town: 52 Wins, 54 Losses (2 Wins as Cult)
Mafia: 13 Wins, 15 Losses (1 Win as Cult)
Other: 3 Wins, 1 Loss (1 Win as Cult)
Cult: 0 Wins, 1 Loss
Cultivated: 4 Wins, 0 Losses
59 Survived, 31 Lynched, 60 Killed
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Post Post #39 (ISO) » Wed Feb 21, 2007 5:14 am

Post by remussaidow »

From what I've read about cults, they seem to be highly fragile, yet very interesting elements to ass to the game. The recruiter dies if he recruits a power role. So its not like you can't trust power claims. The cult benefits even more than the town does from scum dying, since the cult really can't afford to lose more than one person a day, and they really need to gain people everyday, not lose them.

And for the argument of you were playing a great game for town and then poof, no more, well. You turned a great game for town into a great game for cult, and you're still in the clear. You did make this great looking for the town, but now also the town (incorrectly) thinks that you are town as well. From there you can continue to oust the people that harm you the most. A good case for town is anti-scum. And a good case for cultists is anti-scum. Just because you are playing for a different team does not make your previous plays completely futile.
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Post Post #40 (ISO) » Wed Feb 21, 2007 5:17 am

Post by Glork »

Zindaras wrote:Yes, I know. However, the paranoia rises a
lot
when the town knows/thinks there's a Cult.
You say that like it's a bad thing. Image
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Post Post #41 (ISO) » Wed Feb 21, 2007 5:18 am

Post by Fiasco »

petroleumjelly wrote:I play by the win condition
given to me
. Screwing
me
over by changing
my
alignment and win condition midway through a game is something
I
consider
wrong
. So far as
I
am concerned, ethics require that Mods
do not use cults in the first place
.
Clearly the mod doesn't agree. If you don't agree with the rules the mod is imposing, that doesn't mean you get to play by your own rules.
remussaidow wrote:yet very interesting elements to ass to the game.
Yes, that seems like an appropriate choice of words.
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Post Post #42 (ISO) » Wed Feb 21, 2007 5:22 am

Post by petroleumjelly »

*sigh*

If there was ever a thread that would make me quit mafia scum, this is probably it.

I need to get ready for classes.

As it is, I will probably find myself writing an abridged and incomplete essay on why I do not think cults should be a part of mafia in the near future; feel free to stab me in the meantime.
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Post Post #43 (ISO) » Wed Feb 21, 2007 5:25 am

Post by remussaidow »

add*

sorry.
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Post Post #44 (ISO) » Wed Feb 21, 2007 5:26 am

Post by Zindaras »

Glork wrote:You say that like it's a bad thing. Image
Too much of a good thing is a bad thing.
Show
Finished: 159 (120 Town, 33 Mafia, 5 Other, 1 Cult, 4 Cultivated)
68 Wins, 71 Losses
Town: 52 Wins, 54 Losses (2 Wins as Cult)
Mafia: 13 Wins, 15 Losses (1 Win as Cult)
Other: 3 Wins, 1 Loss (1 Win as Cult)
Cult: 0 Wins, 1 Loss
Cultivated: 4 Wins, 0 Losses
59 Survived, 31 Lynched, 60 Killed
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Post Post #45 (ISO) » Wed Feb 21, 2007 5:26 am

Post by Mr. Flay »

I can see the reason for some of the animosity against cults. They don't
kill
, but their attack is actually worse because it drops the Town's numbers
and
increases their own. Sometimes cult recruitments only work on townies, which is better I think, but they're still hard as hell to deal with. Cops get screwed, rereading the thread gets screwed, you're pretty much screwed from start to finish. Anyone feel like analyzing games with cults in them to see what their win percentage is? I know I was frustrated watching the Cult win in Wheel of Time, and I was already dead and anti-town to begin with.

All of that said, I don't think it's right to rat out your fellow travelers just because you don't like the role you got. So how about giving recruits the option to commit suicide rather than betray their fellow townies? It slows the growth of the cult relative to the size of the town, gives people who really hate the role an opportunity to put their money where their mouth is, and might give the town a chance to discover the cult, depending on the death scene method.
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Post Post #46 (ISO) » Wed Feb 21, 2007 5:26 am

Post by Zindaras »

EBWOP: Wooooo, I get to stab jelly!

*stabs*

Teehee, there's all kinds of red stuff dripping out of him.

*stabs again*

Edit: By the way, I really like Cults that have one of their members die if they recruit scum.
Show
Finished: 159 (120 Town, 33 Mafia, 5 Other, 1 Cult, 4 Cultivated)
68 Wins, 71 Losses
Town: 52 Wins, 54 Losses (2 Wins as Cult)
Mafia: 13 Wins, 15 Losses (1 Win as Cult)
Other: 3 Wins, 1 Loss (1 Win as Cult)
Cult: 0 Wins, 1 Loss
Cultivated: 4 Wins, 0 Losses
59 Survived, 31 Lynched, 60 Killed
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Post Post #47 (ISO) » Wed Feb 21, 2007 5:39 am

Post by Glork »

petroleumjelly wrote:I play by the win condition
given to me
. Screwing
me
over by changing
my
alignment and win condition midway through a game is something
I
consider
wrong
. So far as
I
am concerned, ethics require that Mods
do not use cults in the first place
.
I'm curious. Since when do two wrongs make a right?
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Post Post #48 (ISO) » Wed Feb 21, 2007 5:51 am

Post by EmpTyger »

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.
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Post Post #49 (ISO) » Wed Feb 21, 2007 5:52 am

Post by Mr. Flay »

EBWOP: Wow, I somehow missed the entire pj-vs-everybody-second-page.

PJ, here's my suggestion to keep you from destroying other people's games, losing your love for MafiaScum, or getting stabbed TOO many times in a row:
  1. Ask to be replaced if you're recruited. Of course, if this is the only time you're being replaced, it will become pretty obvious pretty quickly, so...
  2. Commit suicide in a way that doesn't screw over your new teammates. Play for crap. Ask one of your new teammates to claim cop investigation on you. Claim doctor, or vigilante, or something that will get you killed my the mafia. Ask the mod to just kill you rather than let you be recruited. They might even do it! If not...
  3. Suck it up, princess. Sorry, but your personal objection to cults does not override your win condition.
I'm not sure why you see it as "screwing you over for good play", when there's every chance they're rewarding you (and themselves) for your good play, because it made you a good recruit possibility. How many times have you been non-town, out of curiosity? Maybe that's part of the "problem" here; I've been scum so many times it doesn't matter to me when I'm town or not, I just play for the best of the game and my own chances within the parameters given to me.

Really, you're saying that Millers and Naive/Paranoid Cops ought to be allowed to "quit" as well because they were given a crappy role, and I can't agree with it. I
was
recruited by the Mafia in Himalayan, actually (they had three members and got to recruit their fourth N0), and my first reaction was "Shit! Now I'm going to be Public Enemy #1!" because I thought everyone would expect me to be a recruit target. I didn't survive to the end of the game, but my newly-adopted team did win in the end. That's
life
the game, and then you go on to the next role.

Also, I look forward to seeing your essay. I want to understand where you're coming from here, partly because you seem so far outside the pale on this one issue and I usually have a tremendous amount of respect for you.

::edit::
EmpTyger, I'm completely opposed to declaring games "cult free", just like I am for declaring them "scum mason free" or "Godfather free" or anything else. AFAIK, cults are outside the parameters for "Normal" games, so anyone who wants to avoid them entirely has the option to play just those style of games. Obviously an Open game would declare if it had a Cult Recruiter.
Last edited by Mr. Flay on Wed Feb 21, 2007 5:55 am, edited 1 time in total.
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