As town, you try to play as town as well, so it's really quite the same.Seol wrote:no, you don't, youtryto. you may do it relatively successfully, but nobody's perfect. it's not that easy.
Yes. But their danger depends on how well you play.I'm not saying they're the same. i'm saying the reason why they can be considered threats is the same - you're more likely to get caught. obviously there's a difference of scale, but i'm just trying to illustrate that it is totally legitimate to consider them threats.
Your point?see, now you're talking strategy.
Yes. It makes game more fun for everyone.are you saying everyoneshould?
A hard-fought game, eh? Now, how exactly does removing all the good players and letting the lurkers alive until Judgement Day equal a hard-fought game? I enjoy all the things you say you enjoy, but I see removing lurkers as just the way to get those things. By leaving the analysts alive, you get that tension, that excitement.which leads us to my main counterpoint then - deliberately adopting suboptimal strategies robsmeofmyfun. i like the challenge of mafia, the tension when under pressure, the excitement of pulling out the win. i like a hard-fought game. the thought that people may be doing things theyknoware going to undermine their chances of success in the interests of "metagame principles" is deflating when they're my opponents and hugely hugely frustrating when they're on my side.
As for undermining my chances, to be honest, it doesn't really work that way. Lurker-infested games have the same balance as normal games, as far as I've noticed.
Another argument is that more active players are easier to read. That lurker can always claim Cop and out you. Active players tend to give off more clues to their alignments and roles.