[QUOTE=bufftabby]
Not being BlaM, I can’t speak for him, but I know we discussed this a bit in the last game too. I think his whole point of view (and I know he’ll correct me if I’m wrong), which I definitely feel is worth considering, is that a single behavior has several possible motivations. Although in the last game, he presented this argument to deflect suspicion from the newb Boss, I still think it’s a good idea. Using the example from the last game: the Boss killed on Night One instead of recruiting. Many people said, “oh that’s a newb mistake: obviously this Boss is a newb.” While that did turn out to be the case, it’s still worthwhile to note that it could just as easily have been an experienced player using a newb move to deflect attention from themselves. One must consider all possible motivations behind a behavior to properly analyze it, rather than just the most obvious possible motivation. That’s really where “null tells” come into play as well.The behavior: the newb frothing at the mouth. The most obvious possible motivation: a scum effort to be Townie, gone a bit overboard. Another possibility: an over-eager newb Townie. Given that both possibilities seem to have about an equal chance, one would want to examine other behavior in both lights, and see which possible motivation is more consistent with this other behavior. Without any other proof, over-eagerness is a null tell, especially from a newb.
[/QUOTE]
To be fair, most of the discussion about motivation in the previous game was while I was still town, as I wasn’t recruited until the third Night.
As for motivation, the important thing about it is that it’s what helps us combine and analyze behaviors. For instance, any particular behavior could have a pro-town or anti-town result, but this fails as a way to analyze behavior because townies want to help the town, and scum want to look like they’re helping the town, thus, most anti-town actions are the result of bad strategy or miscalculation for either side and does little to differentiate whether the actor is townie or scum.
Motivation is always present. A particular behavior may have motivation that favors one side or the other, but when enough actions are analyzed, one will see a pattern that ultimately favors one side or the other. This is because, regardless of how skilled or intelligent you are, your motivation is always present.
The way you divine the motivation is by looking at an action, and try to determine what your motivation might be for it if you were town, and what it might be if you were scum. This part is usually pretty simple. For instance, X voted for Y who was a townie. X, as a townie, could have been convinced he was scum or X, as scum, could have wanted a townie dead. The hard part is trying to figure out how likely it is you would have done that. In the same example, how convincing were the arguments, did X seem convinced, what would the scum have to gain by killing him, etc. Then all you do is compare those and you have a general motivation behind the behavior.
You are right about null tell, though. I use it to describe an action that I perceive as having very close to the same level of motivation for either townie or scum. As you correctly point out, eagerness is enjoying playing the game, both a townie or scum could just as easily be eager to play. Hence, it makes no sense to use it to support a case on it’s own. However, over-eagerness could still potentially be used if combination with other contradictory behaviors, but that’ll just confuse the issue, so…