WIS wrote:
We cant play this game on trust.
Man, can't say I've ever disagreed more. The whole idea behind Werewolf
is trust. Those who don't confide in others, trust in anothers intentions, or work as a team always die off more towards the beginning of the game than the closing.
In the end, this game is trusting those around you wont stab you in the back. When Davidoff developed the skeleton, the whole idea was basing a game in faith and strategicism. You don't know who you're trusting and ultimately--if you can trust them, so you have to put your faith in them; Is the dreamer telling me the truth or using me as a pawn? Can I trust that the Werewolf wont hurt me because I revealed who the mafia was to them? There's different ways to play Werewolf, but ultimately it comes down to just how much you're willing to put your life in another's hands.
Why do you think lone players with no connections always fail early on? You can't afford to be super paranoid and refuse to say a word, nor of course, can you go out telling everyone your role, but I'm not taking this to such a silly extreme. Saying you can't play Werewolf on trust is ridiculous, esspecially coming from a game where some "group" considers itself dominant.
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So Chris was innocent too. I suppose I'll be pounced on now. I know my role, you people do what you please.
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In this game, where everything has a double, things could be checked over easily. If not for those modkills.