First this a couple days ago in answer to Amok's query:
The night kill does seem to make a cult unlikely, unless there's a vigilante targeting people.
Now this from RWarehall:
That said, with what appears to be a night kill, I'm doubting we have a cult and that means there was some other reason for no kill Day 1.
I don't understand why people believe that Cult and Mafia have to be an either/or proposition. I am not saying there has to be both, but I am
saying that they are by no means mutually exclusive.
Thanks for the reply, Ixamyakxim. It was the response I was somewhat expecting, though, perhaps, not all I was hoping for. C'est la vie.
So. I think I will do something entirely out of character for me. I am just going to... Unvote: Ixamyakxim
...and not re-vote anyone else immediately. I want to see how this Day plays out a little bit more without my interference by throwing accusations ant votes around; I'd like to see a few more of the quieter folks chat a bit.
And two cops in a 17 players game is excessive? Or unusual?
It is. However, it depends a lot on the set up. There are such things as "Insane Cops", 'Naive Cops", "Paraniod Cops", "Random Cops" or other Cops which may not give 100% accurate information all of the time.
This was a big reason I wanted to know if we are dealing with single people or with group abilities, and why I was pressing the issue so hard with Ix. If the abilities are racial, it could limit what sort of kooky traits might be going on with investigations, or at least give them a bit of context (in terms of flavor).
If this is, in fact, a Cult game, then it actually strengthens the case of there being two Cops. It is entirely possible that two sane investigative were added in to mitigate Cult power/growth for balance reasons. Also, if there is a Mafia group as well as a Cult group, then one investigation might be a scum-aligned, while the other is town.