Regarding structure: I am very strongly against any form of voting. Fite me irl.
Rather, I would propose a courtroom-esque model. The king can ask questions, do whatever, etc, as can other players to each other. However, I would submit that we, the non-kings, should make our case/arguments to the king, in an attempt to persuade him or her. Then, at the end of the day, the king will kill who he thinks is most likely scum -- of course, if you don't suck, the case you made to the king will influence his decision. The advantages to this are numerous, but they all boil down to us getting more information in one way or another.
1. Consider the following scenario: J makes a case to Spak that Rat is scum. The case is logically legitimate/holds good points. If Spak is convinced and kills rat, and rat is scum, we know Spak is not scum, at least day 1, and J gets significant town points. However, if, against a majority opinion and a logical case Spak refuses to kill Rat, and we later learn Rat is scum, then we can tell that Spak is likely scum. This is not the only type of scenario where we gain more information, but y'all are smart. I'm sure you can see others. If you want more examples, let me know.
2. It places a larger emphasis on the King. Most players will be king at one point or another. By treating a given king as a sovereign judge that we must convince, it allows us to better observe logical consistency, or lack thereof, for each king day by day -- putting potential scum kings
3. It reduces the bull****. If a majority vote for someone, the king disagrees and kills a townie, the WIFOM bull**** is gonna hit the fan. I don't want to spell this out because I have a finite amount of time, but just imagine the following day in your heads.
Post about reads/leans to come.
Rather, I would propose a courtroom-esque model. The king can ask questions, do whatever, etc, as can other players to each other. However, I would submit that we, the non-kings, should make our case/arguments to the king, in an attempt to persuade him or her. Then, at the end of the day, the king will kill who he thinks is most likely scum -- of course, if you don't suck, the case you made to the king will influence his decision. The advantages to this are numerous, but they all boil down to us getting more information in one way or another.
1. Consider the following scenario: J makes a case to Spak that Rat is scum. The case is logically legitimate/holds good points. If Spak is convinced and kills rat, and rat is scum, we know Spak is not scum, at least day 1, and J gets significant town points. However, if, against a majority opinion and a logical case Spak refuses to kill Rat, and we later learn Rat is scum, then we can tell that Spak is likely scum. This is not the only type of scenario where we gain more information, but y'all are smart. I'm sure you can see others. If you want more examples, let me know.
2. It places a larger emphasis on the King. Most players will be king at one point or another. By treating a given king as a sovereign judge that we must convince, it allows us to better observe logical consistency, or lack thereof, for each king day by day -- putting potential scum kings
3. It reduces the bull****. If a majority vote for someone, the king disagrees and kills a townie, the WIFOM bull**** is gonna hit the fan. I don't want to spell this out because I have a finite amount of time, but just imagine the following day in your heads.
Post about reads/leans to come.