Motive indicators

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PolarBoy
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Post Post #5 (isolation #0) » Thu Aug 14, 2003 8:57 am

Post by PolarBoy »

I'm going to be more careful in my next design. I thought that the whole argument based on whether or not MeMe's PM had "(Town)" in it was not in the spirit of the game and largely grew out of players trying to outguess the mod.
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Post Post #16 (isolation #1) » Fri Aug 15, 2003 11:58 am

Post by PolarBoy »

Ok, granted outguessing the mod can be very effective. What about the times when it isn't, like when players are sure that there can't be another serial killer(I'd have a link to mini 26 here if it still existed). What do you do about those situations? There are two possible solutions. One is to fail miserably every time you play a game like that. The other is to play all games as if they'll be that way, and trust the mod to eliminate loopholes.

I also have a somewhat analogical problem with outguessing the mod. What if it really happened, and people used reasoning like "God wouldn't make that many evil people in our town."?
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Post Post #20 (isolation #2) » Sun Aug 24, 2003 5:04 pm

Post by PolarBoy »

About that last thought, as much as I generally agree with it, I'm beginning to see another side to the issue. Mafia is also about deception, and therefore mimicing the mod's style may be within the spirit of the game. Now you might be thinking "In real life we don't have role claims." but on the other hand, we do have minute details that make all the difference in solving a mystery. I can't think of any real life examples at the moment, but just read a Sherlock Holmes story if you don't know what I mean. Now it's true that the minor details don't usually involve things like the usage of parentheses or what have you, but the only way to change that would be to go and make a whole meta-simulation for Mafia games that would be ridiculously complicated and not do the job any better. Does anybody get what I'm saying? I fear I've begun to babble.
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