Posted July 08, 2016
Think of it this way...
In a normal game, scum team has a night kill. Lets say 12 players 9 town, 3 scum. After the night kill it becomes 8 town, 3 scum.
What the Cult has is basically the same thing but better. We still lose a townie, but scum also gains a member. So in the same scenario we'd go to 8 town and 4 scum. See how much better the night kill is this game?
Obviously, for this reason, they are not starting with 3 scum, but it doesn't take many nights where they end up better.
As to the no-lynch...
What do we lose?
We lose any and all information from the day. No players have to really defend themselves, no one has to vote anyone else. No one has to seem reluctant to join a wagon. In short, we learn NOTHING, it becomes a wasted day.
The odds that the Tracker picks the cult leader are slim, so we are almost certainly going to enter into Day 2 and have it be just another Random Voting Stage. Nothing will have changed. And if nothing changes, why wouldn't no-lynch be a "good option" again?
Usually the game is won and lost by the players noticing off responses. The game is not supposed to be won by power roles but by logic and deduction.
If we no-lynch, the cult gets their "dream result". They don't have to take any sides and blend into the group. They get a free townie kill and gain another ally. And town is still playing Day 1 over again, with no more real information than we had today.
Day 1 no-lynches pretty much always result in Day 2 being a Day 1 start over...
In a normal game, scum team has a night kill. Lets say 12 players 9 town, 3 scum. After the night kill it becomes 8 town, 3 scum.
What the Cult has is basically the same thing but better. We still lose a townie, but scum also gains a member. So in the same scenario we'd go to 8 town and 4 scum. See how much better the night kill is this game?
Obviously, for this reason, they are not starting with 3 scum, but it doesn't take many nights where they end up better.
As to the no-lynch...
What do we lose?
We lose any and all information from the day. No players have to really defend themselves, no one has to vote anyone else. No one has to seem reluctant to join a wagon. In short, we learn NOTHING, it becomes a wasted day.
The odds that the Tracker picks the cult leader are slim, so we are almost certainly going to enter into Day 2 and have it be just another Random Voting Stage. Nothing will have changed. And if nothing changes, why wouldn't no-lynch be a "good option" again?
Usually the game is won and lost by the players noticing off responses. The game is not supposed to be won by power roles but by logic and deduction.
If we no-lynch, the cult gets their "dream result". They don't have to take any sides and blend into the group. They get a free townie kill and gain another ally. And town is still playing Day 1 over again, with no more real information than we had today.
Day 1 no-lynches pretty much always result in Day 2 being a Day 1 start over...