(punches the giant rectangle in the face)
Anyways, I'm here now. I'm under the inclination that everyone in this thread is in a different timezone than I am, which makes me a little sad. But anyways:
I have no real opinion one way or the other in terms of mass-claiming, though the really huge caveats that I can see are:
- If we clinically role-claim, there's a huge chance that the mafia may blatantly just lie about their role, and if we have no investigative roles we can't exactly check the veracity of the claim if it's something passive (that is, there is no action associated with it, like a bomb or something).
- Someone could claim a power-role (whether it be mafia or town) and it becomes a huge game of WIFOM about the veracity of the claim; we'd be stuck in a limbo about whether or not someone is lying or whether or not they're telling the truth. See points 3/4 on Luxaria's list.
So this post isn't entirely useless, I did ask Kiyoko a few questions and got a reply, so here we go:
- Giant rectangle says that the roles are not largely unchanged from their EpicMafia counterparts, and changes are mostly due to adaptations from EM's system to a forum system (e.g. whispers -> PMs).
- Giant rectangle says that no two people can have the same role.
- Giant rectangle says that only roles listed under mafia on EM are possibilities for the mafia role in this game (and vice versa for town).
Using this, I made a list of plausible ideas for the mafia's role:
- Spoiler:
Roles that are most likely:
Fabricator
Whisperer (though this is not really the greatest power for a single mafia member to have)
Spy
Tailor
Ninja
Paparazzi
Poisoner
Janitor
Stalker
Consigliere
Disguiser
Roles that are possible mafia aligned roles, but unlikely for several reasons (e.g. they're vigilantes or have Extra Killing Abilities, which unfairly slant the game towards the mafia on Day 1):
Sniper (extra vigilante kill)
Illusionist (see above)
Quack (there is one mafia and... I dunno I guess it's possible for a mafia doctor to exist, but really)
Fiddler (would probably be hard to enforce, and would likely show up as an action in rollover)
Paralyzer (sounds a bit OP, especially right now with the current ratio)
Hooker (no action shown in rollover, this is a role that the mafia probably would want to use every night)
Hitman (extra vigilante kill)
Silencer (see Hooker)
Associate (can give out guns)
Voodoo Lady (another way to kill people, also possibly hard to enforce)
Interrogator (reliant on there being a no lynch in the game)
Blinder (hard to enforce)
Actress (if... if the one mafia member dies and then the game is over with a town win that basically renders the whole purpose of "seeming like a town when I die" of this role worthless)
Roles that require the existence of another player with a complimentary ability on the town side:
Thief (requires a detective on the town side)
Godfather (requires a detective on the town side)
Framer (see above)
Informant (see above/requires a tracker role on the town side)
Lookout (requires a role that can visit other people)
Witch (requires role/s that can visit others)
Scout (see above)
Driver (see above)
Gramps (see above)
Interceptor (detrimental to mafia to some degree, also implies that there are people who can visit other people)
Lawyer (requires detective on town side)
Strongman (requires protective role on the town side)
Saboteur (implies a role with a gun)
Probably not the mafia's role, either because it kills the mafia player or it involves a mechanic not present in the game that can be easily translated to the forum:
Terrorist
Enforcer
Ventriloquist
Forger
Yakuza
EDIT: I apparently deleted the portion of my post where I discuss lynching possibilities:
I'm actually on the fence (and have really no opinion) on whether or not we lynch or no lynch; don't misconstrue this as me being apathetic as to the game outcome, but I feel like either option would have a near equivalent outcome. Lynching today would give us a smaller chance of finding mafia, but it gives up ammunition to use for the following day phase assuming town survives, whereas no lynching buys time for investigative roles to investigate but in exchange we have nothing really to go on for the lynch the following day. Both are reliant on certain roles being present in the town (lynching relies on protective roles, no lynching relies on investigative roles). Therefore, this is how I feel:
- If we want to buy time, we should no lynch and then wait for the following day.
- If we want to try our hand and vote ASAP, we should lynch today.
I wish I had more for the town, but I don't really have much of anything good at the moment to say. :(