Here's my current town-to-scum, to get us started:
silverspawn
gkrieg
EFHW
theorel
e
LaLight
luckat
RR
Haddock
Skumpy
Awaclus
Jelly
iguana
Ouch.
I still stand by my suggestion in #201 for assigning the first 3 players specific objectives in order to take care of the key maintenance, while allowing the rest of the players to have fun. But nobody's commenting on it and it saddens me because it makes me feel unwanted. Rest of this post will half be me restating it, half feedback on others.
Again, I'm in favor of:
1st in turn order lifts down, replenishes, and gets a printout
2nd goes Red, lifts down, and replenishes Red
3rd Wiggles, lifts down, and replenishes White
which also has the benefit of discouraging scum from starting the night in a higher position. Those 3 do their jobs, everybody else can go around using upper deck actions and/or trying to get to the lower deck. We don't need multiple people to be filling pools, but we need someone to do it, so let's do it at the start of turn order when it can't be stopped and when people can be held accountable if something goes wrong. I ate a fortune cookie today with a fortune that said to "Unveil your ideas and act on them", so I'm going to believe in that divine ethnic sign. The one problem: is everybody capable of doing all 3 potential tasks? I'm just going to come out and say that I could with my hand.
Wiggling the Mouse: Why this was ever a topic of conversation, I don't know. Someone needs to. There have been multiple ideas for how to make sure it gets done. I say we go with one, and don't even consider not wiggling - that's dumb.
Weak Visitor stuff: I agree, I think everyone claiming a weak visitor target is a very good idea, so long as they stick to it. Keep in mind it's easy for scum to use upper Red C to disable the weak visitor (and doctor), though this won't burn the blue energy. I think someone absolutely should try to use Blue powers tonight because if they fail and the blue pool stays at 2/3, then that means there was a scum who ended the night tampering at upper Red. 13 or 14 people are fighting over the same stuff - the less overlap, the better.
Roleblocker: Um, so I disagree severely with Theorel; can we all just agree to not roleblock for the time being? Best case scenario is stopping a NK...which could also potentially be stopped by a commute or a doctor. The risk far outweighs the reward. Not to mention it burns Tracker juice.
Status Print-out: Again....people seem to be underrating this; if at least 2 people are alive with print-outs, and if one of them is town, then we will know exactly who did what actions. No need to worry about Cop Switching because they'll be caught. It gives some insight into more-or-less where people are. It informs us of one action taken by certain players the night before, which helps narrow down who used the scum NK (maybe).
Trackers/Cops: Remember, there's a limit of one mafia-game action per player a phase and a limit of one A/B action each per round. That still leaves 3 tracker shots and 2 cop shots up for grabs for 5 people during N1. That's a lot of firepower, people can aim for those. Or some people might try blue. Or some might try to get below deck and use an A action or something. Whatever. Everyone has options, and will have more if the first few players are coordinated and do the boring stuff nobody else wants to do.
If anybody wants to come out and at least give me a "No. Shut up," that would be appreciated.