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It could be possible to allow the person being questioned to decide whether or not to kill the questioner, if the questioner is a thief – they can choose to kill them and not answer (without revealing the questioner's nickname, of course), or they can choose not to kill them, answer the questions, and try to redeem themselves later.
By the way, I just want to understand. What happens if a player doesn't respond to the GM's query? For example, I already sent my Night Dragon the next night, and suddenly I receive a query directed at me, but for some reason, I can't respond; the night's time limit has passed, the GM is waiting for my response, but I can't answer. Does the non-responding player receive a modkill or a nerf to their abilities? Or does the Night Dragon query simply not pass, and the journalist is left with a wasted night? What prevents the player being queried in such a case from completely ignoring the query, pretending they weren't online? And if they really weren't, will they receive some kind of penalty for no reason? No matter how you look at it, the mechanic is flawed; someone risks being penalized in various situations.
The problem is solved by sending the queries during the day or within 30 minutes after the night ends. Then the query arrives at the beginning of the night.
Ничто не возникает из ничего и ничто не пропадает бесследно. Если где-то чего-то убудет, то в другом месте добавится. (Закон сохранения).
The investigation provides more information to the lazy town than to the Mafia. Therefore, I think it is fair to leave the role of the investigator as it is, but to establish a rule that if he visits the Thief, he dies, regardless of whether he or his team has spent their kill limit for that night. We all know from movies and TV shows that a good journalist always takes risks in pursuit of a story. And if he just goes around bothering people, as in the previous game with me, then no thanks.
The idea of automatically killing the journalist for visiting (even if it's a "bribe" to the Mafia) is not very good. The town will have too many non-Mafia candidates who shouldn't be executed, which is also not good. However, if we make adjustments and, for example, give the Mafia the opportunity to kill the journalist or reveal his identity after the second or third visit (depending on the number of teammates in the Mafia), then the idea could work. First, it won't guarantee peaceful outcomes. Second, among those investigated in the past, there will be at least one suspect. And it can be made more interesting, because the profession of a journalist sometimes really implies dangers. And if respectable people are willing to tolerate inquisitive reporters for some time, then for trying to stick their nose in too deeply, truth-seekers can either be simply killed or given a package of something illegal. In both cases, the fate of such lucky individuals becomes far from the best.
In general, I agree with the idea that a journalist is not needed in the Mafia.
I enjoy the role of the journalist and usually include it in the game. What's the appeal? It gives players more reasons to discuss things during the day. Instead of simply extracting a couple of blocks, defenses, and checks from the newspaper, they can rack their brains trying to correctly interpret the journalist's questions (in Tox's previous game, they never correctly guessed one of the questions).
Regarding the issue of revealing information, the argument is debatable. As we saw in the current game, the same block can provide much more information during the day than a poll.
But this adds some complications for the GM:
1. The questions need to be limited in such a way that they don't clearly reveal a player's role or affiliation. For example, in the previous game, the negatives and townspeople had overlapping statuses and items, and the mafia didn't have fixed items.
2. The mafia should have a small opportunity to influence the outcome of the poll (a small margin for maneuver), but before the poll is received (in the previous game, this was the ability to change a status or item before the news about the journalist's arrival).
3. The journalist needs to quickly send the poll to the GM. There were no problems with Tox in this regard; he sent me the poll even before the night began.
4. The poll should not be blockable or redirectable (so that it doesn't happen that I send a poll to a player at night, and then suddenly find out that it was redirected).
5. The person being polled should not help with solving the questions; otherwise, there's no point in the obliteration.
6. I usually make the journalist not repeat the same poll for two nights in a row.
To the suggestion that negativity could kill the journalist who came to him, it should be added that the city officials should also be able to kill him at will, otherwise there's no point in him snooping around... And if we're being serious, it's easier not to create this role than to multiply the number of entities.
I'm also working on a setting right now, and I can say that I've decided to fully utilize the "response" mechanic – where a role performs an action, usually related to the first character that arrives. Theoretically, this or a similar mechanism can balance the journalist with two methods. Method 1) Some negative effects kill those who come to them – this means that there is a risk for the journalist, and the players who have already completed the survey may still be remaining negative effects, which wouldn't be the case without this feature. And at the same time, you can limit the number of blockers everywhere. Method 2) The journalist can wait for people to come to him instead of going around to interview them – but it's more difficult to figure out how to do this, and I can't say offhand what it will lead to.
To the suggestion that negativity could kill the journalist who came to him, it should be added that the city officials should also be able to kill him at will, otherwise there's no point in him snooping around...
An interesting typo, although it's appropriate in the context of the message.