by kimpossible » 06 Mar 2018, 01:09
Since I have some unexpected extra bonus time because day started earlier than the clock said...
I read Wyse's strategy post from 2011 back at the beginning of February, so it's had plenty of time to percolate. The changes for the 12-player version definitely fuck with a few things, but the core of it where he suggests mass IRs on one person... that's still a powerful tool we can use. 1) It forces scum to fit a lie in, and 2) It gives them a strong disincentive to kill someone we've mass read. And since our reads happen before they kill, if we pick a target today, they aren't going to die tonight, and they're unlikely to in the near future either. So it's a sort of lingering pseudo-doctor.
I've also been pondering whether we should consider splitting the IR between two different targets, half on one person, half on the other. The downside is that it would muddy up any data we get from the IRs and eventual flip. But the upside is that it speeds up the point at which scum have to kill someone we've investigated. I'm still not sure what the best approach is.
The other obvious change is that with no-lynches off the table, we have two mislynches before we have to get it right. But I also keep thinking that isn't really all that different from the 8-player version: they were able to no-lynch once and mislynch once before being at MYLO, so... it's not really a huge difference in terms of how quickly we need to catch scum. So I think pressure is somewhat higher for good scumhunting, but not so much that we're significantly worse off than the 8-player group would have been.
Ok, that's my immediate stuff. Looking forward to actual interaction.
SHIT I'm excited about this game. Logic puzzle is exactly what I need to recover from hidden rule frustration.
PPE: Yep, read it. And interesting. We're opposite results on Harb.