Quote:
Originally Posted by Gwathagor
Here's my take: the wolves don't need to get one of their number into the Captain at the beginning of the game, since the innocents are more than likely to kill each other anyway - but as the game progresses, it will become more and more important for the wolves to have that lynch-canceling, tie-breaking power of a Captain. Maybe it's not a problem now, but it certainly will be in a Day or two. We'll have to be extra careful who we elect.
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Hey, now that was a really, really good point and well said - so I think enough to excuse you for being away for long otherwise. (That doesn't mean, though, that I'd be encouraging you in being away

) Anyway, that's just what I thought of at this moment - it's not a problem yet, but definitely for the future, let's say in a Day or two, I would be against having Captain for more than one Day. Now before everybody of the "no power for Captains" party starts shouting "We were telling you from the very beginning!", I emphasise that it goes for the
late Days, when a lynch-cancelling power in an innocent's hands would be more powerful than ever, but in Wolf's hands even more disasterous than ever. With many people in the village, the Wolves will yet, I believe, not dare to misuse the lynch-cancel in any drastic way. Because if they did, they would need to explain themselves and may end up lynched themselves. But in the end, there might as well remain nobody to perform the justice on them. Thus, if our numbers thin in the future, then I am against multiple Captain Days.
And maybe even... once the Captain loses the power to communicate with his Nightly mates (not sure when this occurs, maybe it's only with some really low number of players, but anyway), maybe from that point on it would be the best to have no Captain at all. (But certainly not as long as he still can elect his BG! That is a VERY strong means to protect fellow villagers.)
EDIT: x-ed since the post I quoted