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Psychological Mafia

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#58
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Here's what we have at the moment. Nine people expressed support. Four opposed, two of whom played the psychological mafia variant only once, and two who haven't played and have no idea about this type of game at all. The rest, who didn't vote but were interested in the topic, showed indifference. Nine people is, of course, not enough, which means that making any changes doesn't make sense, but here's what I want to say. Recently, the issue of revealing roles and hinting at them has been discussed quite often. Some are in favor, others are against, others only partially agree with one or the other opinion, but somehow the fact that the mafia with clues is a more closed type of game is overlooked, in which it doesn't matter if you can somehow justify yourself when you're being pushed towards elimination; hinting at your role is still not allowed. The mafia with clues primarily implies executions based on clues. However, it has become the case that executions based on clues are rarely successful; often, the players are to blame due to their unwillingness to decipher them (this is not a reproach to anyone in particular; it can also apply to me), but also to the GMs. After all, when there are clues in the game that are not decipherable at all, it not only discourages players from looking for clues in the future but also gives the game as a whole a certain meaninglessness. So, perhaps the mafia with clues should be returned to its original form, maximizing the restriction on hinting at roles in any way, while improving the quality of the clues, and psychological aspects should be left to the psychological mafia. There, you can reveal yourself, as Tox did on the first day of the current game, and hint at your role in any way, and whether or not to believe it is up to the players.

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