Yosarian2 wrote:mathcam wrote:
fadeblue: So if you do get (say, unintentionally) recruited by a cult on day 1, and you and the cult carry out an amazing victory, you think you should get less of a win than the cult originator because you failed your original task?
(shrug) And if you're the SK and get killed night 1, you lose. It's unfortunate, sure, but I don't see anything wrong with giving a player "less" of a win because they got unlucky night 1. Stuff happens.
That's a perfectly reasonable position to take, as a mod. If that's your position, design the game to reflect it.
Or one could go farther, and just say right in the rules in all your games (even the ones there isn't a cult in) "Your job is to make your side win. Telling the town who your scum mates are because one of them annoyed you,
This is, IMO, completely unacceptable behaviour - but it's behaviour that's covered by the "ethics in Mafia are defined by playing for the win" principle. In this case, a player is deliberately harming his team-mates, [iand his own[/i], chances of winning the game. Therefore, unethical.
or helping a cult win in exchange for getting recruited, is very poor sportsmanship and is strictly against the rules".
See, I don't see that it
is
poor sportsmanship. It's within the rules as they currently exist, it might damage the chances of other players' victories but that's a common theme amongst Mafia roles, and it shows lateral thought and innovation. If it became a problem with games and was causing imbalances, then maybe it would be a problem worth solving. Can anyone cite a single game that was damaged or undermined by a pro-town player playing into being recruited?
We are, I believe, talking about a previously unprecedented event which looks like it's in the grey area of what some people believe to be ethically acceptable. That's the point of debates like this. I can quite clearly see why the idea appears unethical.... but then, murdering people in their sleep isn't normally considered ethical either. Hell, if we take the original situation as proposed and allow a recruitment postlynch, the situations our character faces are:
1) Get killed.
2) Join forces with a religious nut, get rid of the murderer before he kills you, and live in peace thereafter.
What's unethical about situation 2?
Hell, as far as I can see, the pro-town win condition could be considered to read "get the town to the point where all threats are removed, and you can live in peace and safety thereafter". That fits for all cases where the scum roles are killing roles. That's one reason why I'd consider any "playing for the draw" in my games to qualify as a town win - Mafia aren't interested in drawing, whereas townies only really want the killing to stop. They aren't on a mission to do good - they just want to
survive
. Interestingly, a cult win
still fits with that principle
.
It does mean that the existence of cults undermines the town's motivation and possibility even capacity to play as a team. If that's something you, as a mod, are uncomfortable with, then feel free to find a solution. If it's something you're uncomfortable with as a player, then you need to be more flexible. Many roles will do unexpected things to you and/or other players. If you play Mafia, you will be betrayed, regularly. That's part of the game.