Guest Sparkin' Posted June 3, 2018 Share Posted June 3, 2018 (edited) The game of mafia was reportedly begun by a psychology department to help accentuate various methods of identifying visual and non-verbal cues often subconsciously conveyed through body language. So in online or forum mafia, one looks for cues of language, grammar, and visual posting tells both for villagers and mafia. Some of these can be purposefully engaged, while others are often again subconsciously conveyed by players of either team. Now, some purposeful psychology tactics may walk a fine line toward communication absuses, so when using them in gaming it is advised to tread softly with sensitivity to any genuine harm. 1. Projection Reveal hidden contents A very popular psychological tactic in mafia is to project player strengths or weaknesses from one target to another. As a defensive stratagem it usually involves denying oneโs own impulses or qualities (both positive and negative) while attributing them to others. The mafia may use projection as a way to deflect from their own shortcomings, putting an emphasis or blame on another player and highlighting (or making up) a negative aspect of another playerโs behaviour. Or even projecting their own strength onto another player as a way of deflecting their own ability โin favourโ of some other player being a much more gifted mafia player. Villagers may make use of this too, for the sake of the town team. Itโs common, for example, in games where there may be a town cop/seer for other town players to adopt a pretence of the role and viewing claims, to โprotectโ the real cop through distraction. It works for other power roles as well, and sometimes even claiming to be vanilla town right off can be a distraction to opposing players. 2. Gaslighting VS Positive Reality Support. Reveal hidden contents Gaslighting is a manipulation technique used to deny a personโs reality in order to make them doubt their own mind, intuition, and perception of events. The term comes from a play/movie where a husband dismisses as merely imagined his wifeโs notice of the gas lights being dimmed, while he indeed inadvertently dimmed the lights by using gas lights elsewhere to search for jewels of a woman he has murdered. Gaslighting is often contrasted to the positive support of player โrealitiesโ, but that support can also be feigned and twisted to mafia advantage. In fact the two are often commingled so that it becomes confusing to separate harm from an appearance of support โ a passive-aggressive chipping away of player confidences, tricking them into being unsure of anything. Gaslighting too may take various forms. a) Withholding / withdrawal / appeal to emotion. Reveal hidden contents This technique feigns a lack of understanding, with such posts as, โIโm not going to stay and listen to this garbageโ, โYouโre trying to confuse meโ; โAre you trying to get me to rage-quit?โ. It allows a player to throw a bit of a fit and stomp off. b) Denial and/or Forgetfullness. Reveal hidden contents Akin to withdrawal, rather than holding back needed information, this technique denies or โforgetsโ that factual events even happened. โWhat are you talking about?โ; โYouโre making that upโ; โThat was all just in your headโ. c) Countering. Reveal hidden contents We often see a countering of role claims, but this countering is where a player calls into question another playerโs remembrance and presentation of past events. Again, an altering of what is โrealโ. โPfft! You thought that last time and were sooo wrong!โ; โYou obviously neverbelieved in meโ; โAlways with the negative waves โ you see everything in the most negative wayโ. d) Trivialising, Condescending, and Patronising. Reveal hidden contents This involves making light of a playerโs contributions or insights, to intimidate them into losing confidence. โLOL, youโre just not very good at this, are you?โ. Often this is conveyed as mere banter or joking, but always negative, and usually involving ad hominem attacks on a player, rather than directly on a playerโs arguments or insights. e) Blocking and Diverting. Reveal hidden contents This technique seeks to control the narrative, usually by changing the subject back to the victimโs own thoughts. Weโll discuss changing the subject again next, but here the purpose is to block or divert from a true subject with the purpose of driving the target bonkers. โQuit having a meltdownโ; โWhere did that crazy idea come from?โ; โThatโs just more of the same garbage youโve been spewingโ. Again, weโve focused mostly on the negative aspects of gaslighting used by the mafia or wolf team, but these techniques can also be effectively engaged by villagers to the benefit of town, sometimes deflecting wolfish purpose or aimed at townโs own, often as some weird meta-bonding ritual from game to game. Town players arenโt intent to drive other villagers crazy, of course, but neither ought they to blurt out town power roles or always everything they know. They may conveniently โforgetโ facts or certain game mechanics hoping to trip-up a wolf. Just as mafia may stage fights within their ranks or bus a teammate, town too may fake a wagon on one they consider town to see who bites, faking a skewed view of reality. They may actually trivialise a fellow townieโs contributions in order to strong-arm a more unified town front. Or, they may purposefully divert a conversation they consider to be derailing town logic or efficiency. 3. Changing the Subject. Reveal hidden contents โThat may be fine, but what I want to know isโฆโ We just touched on one purpose of diversion, but there are many. Generally, mafia may want to change the subject anytime they see town congealing their focus or honing in on one of them. It can be a delicate dance though, as maybe any psychological tactic, for abruptly dropping one topic for another can be pretty obvious. 4. Frustrating conversations. Reveal hidden contents a) Spread-sheeting Reveal hidden contents Perhaps a better way of changing the subject is to attempt to do so with what would appear to be information helpful to town. Actually, Iโve seen this run the spectrum from absolute success to epic fail. Some overwhelm the conversation with facts, statistics, charts, or graphs. A degree of this can be needed for either team, though some sites have sought to minimise this as a gaming tactic, through automated factual reference โ vote counts, player post isolation, game summaries, post count graphs, charting of player flips, claims, or game mechanic reveals, etc. But even automated services can be manipulated to frustrate conversational consistency or momentum. Overwhelming an opponent with procedural nuance and red-tape can put them off a coherence in thinking. Something like vote count analysis (VCA), for example, can be variously manipulated to highlight whatever a player may want to accentuate to their own ends, but with an air of purely factual presentation. b) Condensing Time Reveal hidden contents Forcing time constraints is another way a natural flow of conversation can be frustrated. Demanding an immediate response can either trap a mafioso or frustrate a villager into making a decision of which theyโre not entirely comfortable or ready to make. On the other hand, my personal experience has been that end of day (EOD) Chinese-fire-drills (cfd) have more often than not led to Town success. c) Fluff Reveal hidden contents AKA nonsensical or flavour conversations. This often frustrates logic players to no end. I noticed that it is used often here. But as a mafia tactic it again is pretty obvious. So obvious in fact that I never use it as a town tactic. Iโve actually found a ton of scum this way, especially when I can get a known logic player to play along, or break them into a mafia slip. Even for the more fluffy players, mafia often trip themselves up in the more relaxed atmosphere fluff can sometimes provide. It seem less common these days though for GMs to incorporate game flavour as an actual advantage for those familiar with the particulars, so one making it a conversational nuance needs to do so with care. d) Noise Reveal hidden contents Fluff is just one type of game noise that can both frustrate town and confuse the mafia. Games with little conversation or very limited noise can be difficult for either team, making it both hard for mafia to hide in the shadows and for town to learn much of anything. A better strategy for both teams is psychological noise. Town often uses noise to hide crumbs of special information they may have acquired through power roles they donโt want exposed to the mafia team. Additionally, the more players talk or post the more the villagers have to work with in sorting the participants. But mafia often employ โuselessโ conversation to frustrate town, disguising it as best they may as scum-hunting. Inflating matters like in-depth discussion of what info may be gained by lynching who, trying to nail down game mechanics with only limited information, or claiming that assumptions made by a townie are actual knowledge which only a mafia would know, create empty noise that plays into town paranoia and misconceptions. 5. Nitpicking & Moving the goal posts. Reveal hidden contents Town sometimes get stuck nitpicking, but nitpicking and moving the goal posts is almost exclusive to the mafia team. Mafia donโt ever want villagers to truly succeed, so theyโll increase their โexpectationsโ to ensure town failure. Once this has happened they can then justify their disappointment in a town player(s). Itโs the mafia way of conveying that a perceived town player might never be townie enough to other townies. 6. Love-bombing and devaluation Reveal hidden contents Some players term love-bombing as mafia pocketing of a town member. One way or other this is likely the most common psychological tactic. It isnโt always an over-the-top love-bomb, but subtlety matching or mirroring an opponentโs reads or concerns as tactical empathy to gain a playerโs trust and blend into town. It can sometimes be more overt in games to which Iโm accustomed, where the game incorporates a player-elected town mayor with an extra .5 voting strength as a tie-breaking mechanism. The investment in pocketing is usually cashed in at some point, sometimes often, but then the tables can turn, resulting in mafia devaluing the reads and concerns of the pocketed player, often labelling them as being sheepish or followy. 7. Tag-Teaming Reveal hidden contents The mafia usually comprise a team, and this can be used to full advantage. Too often the mafia fail to coordinate as they should in their private communications. Working as a team can have great psychological impact. The public forms of triangulation and band-wagoning are discussed below, but the mafia can do great harm to town through private coordination. This doesnโt mean to publicly jump to the defence of a mafia team member in trouble, but rather privately coordinate a strategy of distraction or deflection. 8. Halftones of suspicions Reveal hidden contents Most villagers start the game with a level of paranoia โ some among them mean them harm. Mafia often seek to subtlety accentuate this to psychological advantage, either by casting suspicion on the greater number of players or oddly enough on no one at all. Rather than fully commit to, โThis player is definitely mafiaโ, they may claim, โI have reason to hold this player as somewhat suspect, or even 3rd party, but I may be mistakenโ, or, โThis player has both townish and wolfish qualitiesโ. Itโs easier to later then deflect blame if publicly contributing to a townie lynch. Now, villagers often catch themselves doing this as well, 'cause no one likes to be wrong in eliminating a teammate, but townies actively involved in scum-hunting will usually be more decisive in their construction of arguments toward eliminating a player. Wolves usually like to slink around the edges of visible confrontation. 9. Bussing Reveal hidden contents The antithesis to halftone suspicion is full-on bussing of a teammate for town cred. The more a mafia โprovesโ their commitment to town the less likely theyโll be suspected of being mafia. Some mafia pick โfake fightsโ with a fellow team member early on, so that if either wind up revealed, the other may gain some advantage in having seemed against them. LOL, Iโve even seen mafia players wipe out their entire team trying to ride that wave to final victory. 10. Triangulation or Band-wagoning Reveal hidden contents We spoke of pocketing a player earlier, and of controlling the narrative. Adding a third town player into the mix that agrees with a mafia player against another town player is another tactic often worth the investment necessary to pull it off. Iโve seen this used by successful mafia game after game, esp. with the logical fallacy of โpoisoning the wellโ, bringing irrelevant adverse information to bear against a player with the intention to discredit them. Use of a third person or even a community bandwagon to either validate a mafia-initiated element or blame shame a townie can often change the psychological dynamic of the entire game toward favouring the mafia, or really, either team. Additionally, if done correctly, a mafia can actually get townies to actively do their work for them, especially if a pocketed townie is naturally aggressive. This can distance the mafia from the actual harm or chaos generated. Things like asking a pocketed player to help iso (isolate) the posts of another townie, or research something brought up by someone else, or really anything the mafia knows will cause distraction or generate misinformation, can get town players actively working for the mafia. Town almost always coalesce to triangulation or a mob mentality as well, but hoping for a positive outcome for the village. This, of course, can be more difficult though, unless a game involves communicative roles like masons, siblings, neighbours, etc. But if the village can develop a town core of three or more, it can be quite effective toward rooting out scum. - pyx Edited June 4, 2018 by Sparkin' Link to comment Share on other sites More sharing options...
Chickens Posted June 4, 2018 Share Posted June 4, 2018 First dont kill me also I'm very easy to read Link to comment Share on other sites More sharing options...
Lord Drakyle Posted June 4, 2018 Share Posted June 4, 2018 As useful as this may seem, it's too much of a read especially for a new player and might intimidate them into think this game is harder than it is, it also trails too much into unnessecary details, it would be useful if ya kept the lengthy details in spoiler tags for those interested but used a TL;DR sentence pointing out what the tip is telling you to do or look for. @Venus Link to comment Share on other sites More sharing options...
GenEric Posted June 4, 2018 Share Posted June 4, 2018 if im a townie then kill me end my misery can i expose my identity Link to comment Share on other sites More sharing options...
NickCrash Posted June 4, 2018 Share Posted June 4, 2018 I disagree with Drakyle. It's a text roleplaying game. If you're not committed to reading a lot and trying to read between the lines, then you won't really enjoy your time here. As with many other games, when it's your first time playing it will appear like a lot of work to learn the rules and common methods used, in order to adapt to the playstyle. As with any other RPG, the beginning might seem hard. You don't need to read everything straight away, anyway. It's good to have such articles as a place where people can return and possibly get new ideas on how to play their roles or how to read others better. tl;dr it's a great start Link to comment Share on other sites More sharing options...
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