In post 85, Tabibitos wrote:I wish my PC was working for this. (I will assume the Nurse to be a "she" just to make it easier to type.)
I nickname this plan "
Follow the Nurse
":
Basically my plan is to have Nurse claim on early Day 1, get confirmed town status, and then separate ourselves in two groups of four, A (protecting) and B (Investigating). The Nurse should always be a member and leader of Group B given she cant protect herself. These groups are fixed in their roles but it may be a good idea to swap their members with each other every day/night except the Nurse herself and
maybe
someone that everyone agrees to bet the
entire game
on being town (if you know someone is town on a confirmation that there's scum here, it gets easier to nail scum).
Group A will always target the Nurse and the other group will target a common suspect that we'll elect using the heal tag, in case of a tie between heal votes let's leave it to the Nurse to decide between the tied, and I will talk to my partner to see if he could keep track of the heal votes with me.
By N1 We wiĺl have every doctor power alive given the Nurse inherits the first dead one if we miseliminate, therefore some of the most unbalanced groups that I can imagine to protect are (Quack or CPR, Naive, 2 Goons), and in that scenario the Nurse dies if the group targets it at N1 even without scum intervention, but that would also likely sinalize two scum in the group so it would still be positive?
I believe most other groups are balanced on N1 and assure the Nurse either won't die even if scum targets her, or may only die if scum targets her and the group protecting is exactly along the lines of (Quack, Naive, Any Doctor, Goon). It would still confirm there's scum in the protecting group though, not to mention help to nail who is the quack/naive doctor.
The other group would as said be targeting a suspect, but now that I'm writing this I realize that we should choose someone inside this group to be targeted. The reason is that I realized that if the JK is in this group, and they target someone protecting the Nurse, it may block someone ability causing imbalance on the amount of protection/killing power and accidentally killing the Nurse without giving us much info.
I am still mulling over if there is an universally good way to proceed with this strategy if or when the Nurse dies. However as long as the Nurse is alive (or a confirmed town PR) I believe this plan do protect her, help us to organize night actions, make it easier to understand night results and I also think it guarantees we will not lose the Nurse without gaining info on the scum.
Obs: The group A should always have 4 members on it to ensure the abilities will always balance itself and not kill the Nurse without scum intervention. If we nail the quack doctor though, and kill one scum, we can reduce that requirement to 3 people as long as the quack doctor isn't on it.
Note 1: I don't have a better suggestion on how to organize the groups without confusion aside from the Nurse, the confirmed town, drafting the groups herself.
Note 2: There's many ways this game can develop and there may be a point where protecting the Nurse isn't as good as protecting let's say, a confirmed JK or Quack (functionally a Vigilante). If we can mechanically confirm a town PR, it may be a good idea to have them trade places with the Nurse.
Note 3: This plan goes by the philosophy of minimizing risk and maximizing reward, it's possible to have get lucky and have better night results by going into the game more randomly, just as it is possible for town to ruin itself at that scenario. This just seems like a consistent plan to me.
Note 4: Maybe I can do better than this if I think more about it, or maybe there's a deep flaw on my plan somewhere. I came with this within only 2 hours so not much revision done yet.