JM, your scenario could happen in rounds 2, 3, and 4 just as easily in rounds 1, 2, and 3.
Jumpfight, (sorry for saying jumpflight earlier, my mistake) why is that the turnaround for you?
It feels like it'd be better to know about everybody. Without anyone dying
Doctor Nanjo wrote:
Oh okay sorry. To address your point about what I said, betraying gives us a round where nothing happens. I would assume at least one role has time as a factor: a bomber, an amnesiac, zero, etc. A bomber might want more rounds where nothing happens so they can plant bombs, an amnesiac might want to have more rounds so they can remember things.
Could it work against us? Possibly. Could it help us? Possibly.
You bring up some good points though. I don't think trying to ally would be so bad.
That's all I'm saying. Find your own reasons to ally or betray. Don't do it because someone just says "it'll help", especially if they don't give you much reasoning for doing so. I don't want us to lose, but to win? We need information, and by seeing the actions and justifications for said actions, we'll come closer to Zero.
jumpfight5 wrote:
Amy's got some valid points guys, I think we should listen to her. I trust you!
Well, I'm glad you trust me, but do try to remain skeptical of me: after all, I could be Zero and be using my role as "the helpful person" to draw you in. I want more conversation and ideas. The more we think together, the more we converse, the less Zero is able to reign us in under a "follow the leader" attitude.
JesusMonroe wrote:
Ami, you're acting ridiculous. Think rationally
If almost everyone agrees to the all-betray plan, everyone else doesn't have a choice. They HAVE to vote betray
Not necessarily. Let's say we all agree to betray, but one team makes a back-room deal to cooperate. That puts the rest of a groups at a +-0 with the groups that cooperated a +2. Worse yet, if someone were tricked in this way, one side gets +3 points while one to two others are put on death's door at 1 BP after a -2 deduction. Your plan means that everyone would have to follow what you do, which is difficult given that we all want out of where we are and to escape without Zero.
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Hell, that's not even true. If all the solos agree to betray (THREE PLAYERS), then everyone else doesn't have a choice. They have to betray
Again, that assumes that at least three individuals follow your plan to a T. Furthermore, the others might choose to cooperate- which means that we're again at the same end.
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And in case it wasn't clear to you, I'm only advocating all-betray for the first round
This would be nice if we knew we could narrow down suspects like scum can do in mafia. There, no lynching means someone gets hit- and thus we have more information to go with. Here, we don't have that guarantee.
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Why wouldn't anyone follow the plan? Everybody did so in the first Nonary game.
You're asking me to predict why someone might not do what you say. But the first example that would come into my head is that someone tricks another into breaking from the group. Maybe Zero?
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What advantage is there to somebody going against the grain and voting ally? They'd get fucked
Only if that meant Zero gets points. Keep in mind that we don't ALL have to beat Zero. Only one of us does.
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If everyone agreed to vote ally, it's so easy for Zero or a survivalistic player to betray
How is it any more difficult than not choosing to go with you? If everyone agreed to vote ally and everyone does, everyone benefits. If someone chooses betray, they sacrifice trust for a short-term advantage. Zero doesn't win the game from one voting round, and anyone that voted betray in that scenario severely loses any and all credibility. If we could find Zero in this manner, we can easily plan around them.
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If everyone agrees to vote betray, there's no advantage to not-betraying. Get it?
But there's no benefit, either. No advantage is the same as a disadvantage in this game.
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Think about this, Ami.
Everyone votes ally. Everyone has five points
Which I already pointed out.
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Something mechanic in round 2 that prevents (a) player(s) from voting (this happened in the last game). If you don't vote, you automatically ally. Zero allies his non-voting partner and gets to 7 BP. Hell, Zero could betray and get to 8. It doesn't matter. In round 3, Zero and his assistant (there was an assistant in the last game) are partners. They ally each other. Zero wins
But that has the base assumptions that:
- Zero (or an affiliate) has a priority power.
- That there are mechanics that prevent someone from voting.
- Everyone votes uniformly.
We can't assume that Zero (or anyone) goes on any script. Doing so allows Zero to play around us instead of against us. Furthermore, the fear that Zero "might" have a power isn't a good enough reason at this point to do anything.
We go to the next round. We have those exact same problems all over again.
If we choose what to do in our individual groups, we have something to analyze.
If we all do the same thing, all that happened is that Zero either had everyone ally/betray and hides in a leadership position, or that Zero went with the plan to gain the advantages of trust and/or points. To defeat Zero, we need to avoid group thinking or Zero can and will take advantage of that. The fact that you encourage group thinking means that you are steering us towards a disadvantage.
JesusMonroe wrote:
Doctor Nanjo wrote:
JM, your scenario could happen in rounds 2, 3, and 4 just as easily in rounds 1, 2, and 3.
We'll have a better understanding of the game in round 2 than round 1, though
Hypothetically, let's say Zero gets a gun in round 3
If we follow Ami's plan, Zero can be at 7 BP by that point. He can then just execute his opponent in the AB Game and win
If we follow my plan, Zero can't do anything in that scenario
Also, remember this:
The longer we stay in the game, the more Zero is at a disadvantageThere could be an item in a door of round 4 that's a hint to Zero's identity. With Ami's plan, we could miss that item
There's a flaw in your theory: Zero gets a gun at the same point, but let's pretend there was no voting change the first time.
Zero can either save the gun for one phase later than what you talk about, or Zero can use it at any time in early-voting.
With your plan, all we succeed in doing is giving Zero a phase to look for a weapon to keep and use at any point. Or giving the weapon to someone that uses it and still uses it wrongly, even an innocent. We'd all look at the person who has the gun as too much of a threat to ignore, and that allows Zero to unite everyone under the cause of going against the gun-wielder (regardless of innocence), much like how Dio united everyone else in their mutual dislike and loss of trust in Dio.
Stalling puts us at a disadvantage just as much (and imo, even more so) than not stalling.
I'm asking everyone to make their own choice. Not just to follow you.
But let's change this up a little. I'm going to make some declarations.
If I am put in a group against anyone that promises to follow JM's plan, I will choose "ally".
If I am put against JM in voting, I will choose "betray".
If I am put in a group against someone that doesn't fit the above criterion, I will make a choice based off of trust and what my "spouse" thinks. Can I change my group so I can go with Amy? I'd like to start at +3 if that's okay with all of you.