ToonyMan:Answer this: is there scum or isn't there? If you think there is, who do you think is it? And why wouldn't you lynch them instead of someone who you don't think is scum?
I think there are scum, the run phase targets being the largest evidence. What I'm saying is for now we can get more time because scum will slip up more as the game goes along. We can also figure the game out more. I want it to be less 'wait-and-see' and more 'active-aggressive'. Which it clearly would be. My proposal is only going to help town unless they act useless.
This is the main fallacy of your plan: mislynching is self-defeating, not active-aggressive, and it doesn't help town. It helps scum. Fewer escapees means the escape is that much closer to failing. You wouldn't get "more time for scum to slip up more", you'd get less time because the scum would be that much closer to winning.
I can't believe you don't see this. The only explanation for why you'd advocate a plan that favours scum is that you are scum. But now you've moved away from that to an
even worse plan. I remind you what Meph said about your wonderful nolynch idea:
The whole idea behind leaving someone behind is for them to slow down your chasers so the rest of you escape. If you decide not to leave anyone behind, you are more likely to get a bunch of you caught. At least, that's what's happened so far during this escape.
If we nolynch, we lose not one, but "a bunch". You really think this is a good plan? Yes, you think it is a good plan, but for scum. That's why you propose it.
So, is flavour "most importantly", or "a secondary reason"? What "clues" would you expect to gather, and, once again, what exactly would you learn from the lynch if the flavour says "sigh" instead of "oh noes!" or viceversa?
Heh, I meant gather clues as in finding scum and the flavor. Finding scum takes priority obviously. I should have made this more clear.
And please tell us: how would purposefully mislynching or nolynching help finding scum? What clues do you hope to gather, and how would you use them?
Jim:You really upped the anger for Rest Phase 3, haven't you? What the hell are you so mad about?
I was really upset by losing the second pilot in a row, and seeing the "meh" reaction by Toony and others, very much the same after losing Native on run 1. It's frustrating that people don't seem to give a crap about getting to the ship with a person able to fly it. The utter lack of enthusiasm about actually lynching scum is also annoying, though part of that is Meph's fault, as lack of roleflips are hard to work with.
Dariush:Sure, sure, that's you talking smart, is it? By the way, Dariush, way to jump on his defence.
...Wow, epic overreaction. [...] We still don't know anything useful. I think we should no lynch and look at the results. If more than one guy dies during the night, we'll be reasonably sure the scum are xeno infiltrators. In any case we'll know more than we do now and will be able to do something beyond losing two people every day without getting roleflips.
Re: overreaction: it seemed suspicious to me that you jumped to say Toony's "why PM" post was sarcastic. He didn't indicate that, and Jim took him as straight, as did I, so it seemed defensive of him. Not damning, but suspicious. Your most recent post and nolynch proposal, however, is more so, and adds you to the list of probable anti-town:
For starters, if more than one guy dies during the night, we're down six or more players, none of which seemed to be anti-escape; how close do you think we'd be to losing the game by then? Do you think you'd have enough time to use your new knowledge of "oh, apparently, someone is
indeed out to get us"? How would you use it?
Second, we
do know a few useful things: a) there
are pilots, therefore it seems we need one to fly the ship; b) someone
is purposefully killing them; c) we're standing here with our thumbs up our asses speculating the best way to kill townies instead of doing something about it; d) nolynching will result in "a bunch" of us getting captured.