Sorry for the omnibus reply, but I think it’s better than several posts in a row.
Scum stand out in this game too. The fraction of town-votes on scum vs scum-votes on scum was 10% vs 0%, 20% vs 25%, 70% vs 25%, and 42% vs 11%. I think more votes placed means a bigger record and makes it harder for scum to hide.
Unfortunately, our group of players have pretty much abandoned the principle of considering ideas on their own merits without becoming suspicious of the proponents. Apparently an effective scum tactic is to suggest a useful pro-town idea and then let townies block the implementation.
That sword swings both ways. It means scum that are low on everyone’s suspicion list is still vulnerable to the lynch. The effectiveness of the lynch is highly dependent on the quality of the votes. Perhaps this voting method magnifies that effect.
If players were not happy with who was being lynched, they could change their votes. If your fourth vote is headed to be lynched and you decide you don’t really want them to be, then change the vote.
~ ~ ~ ~ ~
Stan, you make good points, but I’d disagree with saying players are “forced” to vote for town. It may be difficult to vote only for scum, but it is possible. In my opinion, players spend too much time focusing on a single player and arguing for that lynch. Accountability for votes is solely up to the players–if players want to accept votes made “because the rules force me”, then those votes become acceptable.
Heh, now you know how I feel in games that restrict players to only one vote. Usually my games have optional multi-votes, which takes the best of both mechanisms.
I take it to mean that the lynches were completely driven by town. The only way scum can stop a lynch that has half the town in favor of it is by coordinated voting. Which scum usually try to avoid for the obvious reason.