In post 80, LicketyQuickety wrote:I think people are thinking about this too zoomed in. Take that larger picture that there will be statistics for these hypothetical new roles in their success fail rate in terms of hit/miss as well as their success in implementation will be measurable.
Sure, over a long period of time, the winning probabilities may even out. But I think it is natural to "zoom in" on single games rather than to "zoom out" on statistics. While statistics should not be ignored, they can be quite misleading. Especially over a long period of time, random fluctuations in game that end up highly favoring innocents 50% of the time and highly favoring scum 50% of the time may give the appearance of balance if you average it. However, from the perspective of single games (more natural for people), it can become quite frustrating / boring to let so much depend on chance.
I don't understand why people are shutting the door on this idea in totality.
Like I said, it also has a lot to do with my personal preferences. I do not want to give the impression that I am not listening, or dismissing everything you have to say right away. I think this is a very interesting discussion, although a difficult one, since "chance" has so many different forms and it not always obvious that they are different.
What people are saying is that players behavior should be the only dynamic aspect of the game. Why?
Because it allows for a chain of cause-and-effects, which allows players to reason about it.
What is the underlying principle that roles/mechanics have to be static?
Because they give rise to very complex game play without any randomness being involved.
Is there a link that talks about why chance is to be eliminated when playing a game based on limited information?
Limited information is not the same as chance.
My problem with this is that chance is already built into the infrastructure of this game. Why are some things permissible and others not?
You mean the role distribution itself? Assuming that players are equal (never mind that it is unrealistic), then the outcome of the game should not be affected by the role distribution, even though this is random. This is different from a role that allows me to eliminate a player with 50% chance. This definitely affects the outcome of the game, but probabilistically.