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NoCtiS_NoX said:
Linkzmax said:

With regards to being back at square one, how is that any different from a no lynch?

It's diiferent Linkz and you know it. If you look at this way. We will only lose one Town or none at all if ever there's a no Lynch.

The real game starts in Day 2 not Day one. I understand that lynching one could give us an info. but for me no lynch is to buy time. If ever there are power roles that can provide us info. the next day then that is awesome and we can go from there. If not then we can just based it from the Scum will kill.  Atleast we only lose 1 townie.

I am not saying that we don't  lynch if we have substantial evidence and there's a slip then let's push or it but lynching a random lurker because they are not posting a lot on day 1 is not good for me. IMO.

I agree it's different, but moreso benefitial to town to mislynch a lurker than to no lynch. For one, an inactive townie is a negative in that they won't be voting when it comes down to end game and if they have a power it will go unused. Two, removing any player reduces the pool for any remaining powers to have a positive influence, and they have a slightly better idea who to target thanks to those pushing for or against the lynch compared to very minimal info from those taking the easy way out of having no lynch. Three, come Day 2 there's a smaller pool of suspects to examine and there's no distraction of "what to we do about Player X that barely posted Day 1?"

I very much disagree, the entire mafia team can be discovered based on conversations Day 1, though it usually won't be apparent until things are confirmed by flips later on. As fun as nighttime activities can be, I've never been a fan of "follow the cop" situations as I think the game should be won or lost by activity in the day. As for buying time, see my previous paragraph. Reading into the scum's kill is most often WIFOM.(Link for darwin and any other newbs unfamiliar with the term)