Catching up on the last day and a half of posts…real life suddenly intruded and knocked things for a loop. Here are some thoughts that I’ve had floating around since Wednesday morning…
Regarding Travel
Who needs to travel? Certainly Vanilla Town have no need to travel. Since they have no abilities, it doesn’t matter which city they are in when they don’t use them. I’d say that certain Town Power roles might need to travel, in order to be most effective. Investigators might need to ‘follow’ their prospective targets. Protectors might need to relocate in order to protect, and role-blockers in order to block the right target. And I think that Scum might need to travel, in order to make sure they have a precsnece in both cities in order to maximize their killing abilities, and also to counteract Town powers.
If we were to adopt a policy to restrict travel to only those players for whom it was necessary, we would effectively ground all of our Vanilla Townies. Anyone on a plane would either be Scum or Power. Since the Town can’t tell the difference, and the Scum can, that would be a ‘bad thing’. I would argue that some amount of travel by ‘Vanilla’ townies is necessary, in order to help hide our Power Roles from Scum. Now the question becomes: how much travel is necessary and how much is too much? Unfortunately, I’m afraid I don’t have the answer to that one yet.
Ultimately, I think that travel, while it is unique in its functionality, is really no different than any other mechanism in the game. If the game is well balanced, then it should be a null-tell. Now since this is a new and therefore untested mechanism, it might be more likely that it is *not *as well balanced as the mods would like…but in that case the scales could shift either way, and there’s no way to tell right now which way that is. I think that we need to consider when and why a person is traveling, not just the fact that they are traveling. It is a factor in considering a person’s alignment, but in and of itself I think it’s no more important than any other factor.
Regarding “we are essentially playing two separate mafia games”
I don’t think this is the right way to look at things. It sort of looks that way, but it really isn’t. For one thing, travel assures us that the player base in each city is not constant. More importantly, there is a single win condition for each faction. It is not possible to “Win London” or “Win Wellington”. On the contrary, that can be a dangerous way to look at things.
If we treat this as 2 separate games, then the Town must “win” both in order to win the game. Scum only has to “win” one side, and then wait for attrition to take out the other. Say that the good people of Wellington manage after a few days to identify and arrest all of the criminals in their city. At that point, they’ve “won”. except they haven’t. They don’t know that everyone left in Wellington is Town. All they know is that the game is not over. They must continue playing, which generally means continuing to arrest more people (who in this case will all be Town). While the game is still being played out in London, the people in Wellington are unwittingly helping the Scum by continuing to whittle down town numbers.
Now obviously, the actual situation is more complicated. It’s possible that everyone in Wellington can be confirmed (by a Masonry, by investigative roles, etc.). In that case, they could vote “no lynch” every Day and ride out the storm until things are settled in London. But it’s likely that not every person in the city will be “absolutely confirmed”, and the natural tendency is to continue hunting Scum until the game is over. Even if we wind up with a city populated only by Townies, I think it’s going to be hard to convince all of them of this fact. The natural tendency is going to be to continue eliminating “unknowns” until the game is over.
Looking at the game objectively, it *might *be possible, or even desirable, to play this as two separate games. But we aren’t looking at it objectively. We’re inside the game, and we must consider that most people are not going to take the “best possible course of action” most of the time.
Regarding mass claims
There is a suggestion that we all claim whether or not we can travel. This is supposedly a ‘safe’ claim, because it is assumed that travel ability has no relation to alignment or power status.
In this case, my question is: “what’s the point?” The idea of making a mass claim is to provide information to help the Town’s cause. What information is the Town going to get from this? The only thing I can see is that it will force the Scum to “lock themselves in” regarding travel. But since travel ability is assumed to be a null-tell, then the Scum have no reason at all to lie about it. They only “lock themselves in” to the truth.
There might be some value in knowing that Person X cannot travel, so we know that he will be in London for the entire game, while Person Y might be able to move around. This could help our Power roles with strategy. But it will help Scum in the same way, and since they don’t have the added challenge of needing to figure out what side everyone is on, I think any advantage here would belong to Scum.
If such a claim provides any useful information, I think it’s more useful to Scum. And if it doesn’t provide any useful information (which is my personal opinion), then it’s pointless. And in any case, it’s premature to make any decision before 9 of the players in this game are even allowed to post. By the time Dawn hits in Wellington, and then the people there have time to hash out the issue, we’re going to be 2 weeks into this game. By that point, the landscape may be so different that this discussion is moot.