First of all, I’m absolutely not suggesting that we space one of the officers, at least not without evidence. If I investigate and find a Mutie, then of course I’m going to push for that person’s lynch, and there’s always the possibility that one of them will screw up and post something Scummy, but “lynch all officers” would be terrible as a policy.
Second, another implication occurred to me about the Brig: If we don’t use the brig at all, and we have the expected number of kills, then we’ll have three Days each of investigations from the Doctor(s) and Engineer(s). But if, on the third day, we have two or more people in the Brig, then we’ll lose the services of those two officers. I don’t think I need to tell everyone how valuable such investigations are, so we at least want to really avoid being in that situation.
Third, on the number of Muties: If the sample PMs that Pleonast gave us are completely accurate, then there have to be at least three Muties, since each one is told
If each Mutie has comrades, plural, then there must be at least three of them, total. I think this might be stretched to two Muties, but one looks to be right out.
Meanwhile, if there are four or more muties, then we’re at LyLo right now, and I find it hard to believe that Pleonast would build a game that way. If we mislynch toDay, and then have a Night-kill toNight, we’d be at 4 Town, 4 Scum, and they could block a lynch by all not voting (since a clear majority is required for a lynch). The only way we could possibly avoid a loss in that case would be to brig a Mutie, which would require first that we can figure out who one is, and second that both our Captain and our Security Officer must both be loyal.
So I believe that we most likely have three Muties, with two still plausible, and almost certainly not one or four.