Rodion wrote:Can you at least share Jonty's N1 investigation result as he probably would have done if not modkilled (he was being pressured)?
Definitely not. As a mod, he shouldn't. No one is sure what would have happened.
DoomYoshi wrote:It does depend on how it is stated, I agree. But if I had just put the first part (the minimal flavour text), followed by a modkill, the players wouldn't think that the poison actually was (or wasn't) a factor in the death. The cause of death was poison but I had no way to convey it without making it explicit. I suppose in future I will just have to leave it as the flavour and hope for the best but then town does LOSE information. Ideally, I will never again have to modkill someone so I hope this is a moot point.
Typically, for modkills, you should make it as short and sweet as possible and reveal nothing else about any other player. A simple "Player X was struck by lightning and died" would have sufficed. Flavor text leads to discussion and different interpretations depending on how you would have worded the kill. If you blatantly come out and tell us there's a poisoner, then town is all the stronger at the poisoner's expense.
Fircoal wrote:Actually from a gameplay setup it's extremely important. So I'm going to use this info anyway. However as a mod of mafia it doesn't make me pleased to see this revealed.
I agree. But oh well. All mods make mistakes sometimes. I just feel bad for the poisoner