...I just worry what people will do if they find whoever it is. I get wanting things to be fair, but I think we need to keep the end goal in mind. That matters more than anything, and anyone who tried to keep us safe, even if they did something completely fucked up to do it, is likely to want to help us.
[This is probably something where they aren't going to agree, but she doesn't seem upset about the difference of opinion. They want the same thing in the end.]
I know. You're not going to see me disagree. But there are going to be people who think that framing Ogata was underhanded - and if that's what happened, it was. I hate the man, but condemning him to death for a crime he didn't commit is still wrong.
But even if you understand something, that doesn't mean you can always convince people that it was necessary. [a beat] Ookurikara is difficult, but he won't do anything to put people in needless danger, if that's what you're worried about.
We just need to ensure that this singular motive is the reason why they acted in the first place - if it's not, then someone just started killing on their own. And they're the real problem.
Did you get confirmation that that knowledge is definitively what drove last week's attack?
...There was a role in my game whose job was to kill people who weren’t participating. I’ve been wondering if it was something similar here, but just a role who has a job to kill each week to make sure the game doesn’t end. I couldn’t get an answer from Heart about that, though.
... we might have to check on what was common for other roles in the different settings. Maybe it's a set of rules that we're not familiar with? I heard of another role that my last setting didn't have...
For us, it was... We had a role that was supposed to take out people who weren't cooperating with the game, like I said. Another one could give an item to the town once a week, but I don't think it was as helpful as yours. That same role had the ability to bring one person back from the dead once over the course of the entire game. One group had the ability to choose one person a week and what they had been up to that week.
[The others are a little bit more complicated, though, and she pauses. It'll probably be easier to refer to these by name, she thinks, since their roles necessitated working together and against each other.]
The next three are kind of... tied together. There were a group of five Bounties, and a Bounty Leader. If anyone got picked to kill someone for the week and refused despite the threats Hal gave them, one of the Bounties would kill that person instead. They were supposed to protect the Leader, too. His only job was to find the Deputy and kill him, because that would end the game. The Deputy had the same goal to find the Bounty Leader, but he also had a choice to either protect someone each week or put someone at extra risk.
[She sounds very bitter when she mentions the Deputy. Weird.]
...The game would have ended if the Bounty Leader killed him, yeah. But the Bounty Leader was - very anti-murder, and it became pretty obvious after a while that the Deputy was a fucking psychopath who was dangerous to everyone there.
[She sounds almost impossibly tense as she says that, before she shakes her head as if to clear it.]
So somebody else killed him, because the Bounty Leader wouldn't, and the game kept going.
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I still intend to. It's a bit difficult, given that we don't have everything at our fingertips anymore...
But I think we still need to try. We made a mistake, after all. All of us.
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[This is probably something where they aren't going to agree, but she doesn't seem upset about the difference of opinion. They want the same thing in the end.]
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But even if you understand something, that doesn't mean you can always convince people that it was necessary. [a beat] Ookurikara is difficult, but he won't do anything to put people in needless danger, if that's what you're worried about.
We just need to ensure that this singular motive is the reason why they acted in the first place - if it's not, then someone just started killing on their own. And they're the real problem.
Did you get confirmation that that knowledge is definitively what drove last week's attack?
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You know they can't outright say that kind of thing. But... I do think that Heart was pointing me in that direction.
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How did they know? I didn't even find out until this past weekend - and neither did you. Did someone just think to ask the question before us?
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Right... I haven't been able to hear anything about the roles either. There's a chance that they're required to keep it close to the chest...
But there's a chance that there's something like that in play.
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[She sighs.]
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... we might have to check on what was common for other roles in the different settings. Maybe it's a set of rules that we're not familiar with? I heard of another role that my last setting didn't have...
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There's nothing in mine that really matched this, but it might be good information to have on hand for both of us just in case. What were yours?
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Another one was able to conjure up items that could possibly help us each week - to discern who was corrupted.
[ . . . ]
I wasn't entirely clear on what others there were...
[because lili was a fucking mod character and dana refused to let her get plot]
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For us, it was... We had a role that was supposed to take out people who weren't cooperating with the game, like I said. Another one could give an item to the town once a week, but I don't think it was as helpful as yours. That same role had the ability to bring one person back from the dead once over the course of the entire game. One group had the ability to choose one person a week and what they had been up to that week.
[The others are a little bit more complicated, though, and she pauses. It'll probably be easier to refer to these by name, she thinks, since their roles necessitated working together and against each other.]
The next three are kind of... tied together. There were a group of five Bounties, and a Bounty Leader. If anyone got picked to kill someone for the week and refused despite the threats Hal gave them, one of the Bounties would kill that person instead. They were supposed to protect the Leader, too. His only job was to find the Deputy and kill him, because that would end the game. The Deputy had the same goal to find the Bounty Leader, but he also had a choice to either protect someone each week or put someone at extra risk.
[She sounds very bitter when she mentions the Deputy. Weird.]
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That sounds - really complicated. Did that mean that the Deputy survived until the end, if all of you had to...
[die anyway?]
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[Bad... Bad. But maybe not for the obvious reason.]
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Sorry, I'm not sure which part I'm not explaining right.
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It's alright, I think I just need to understand something... You said that before all of you had to... be removed in order to go home.
But if the Bounty Leader killed the Deputy, then the game would be over.
But if the Deputy didn't live until the end - does that mean that the game being over didn't mean that you'd all get to leave?
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[She sounds almost impossibly tense as she says that, before she shakes her head as if to clear it.]
So somebody else killed him, because the Bounty Leader wouldn't, and the game kept going.
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... well, I'm glad that the Deputy was taken care of, at least.
Even though that sounds... convoluted.
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[It's not an easy situation for her to talk about, but—]
It's weird to say that any of these games are nicer, even comparatively, but... This seems simpler so far, at least.
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But I don't think they are. And I rather hate the level of secrecy too.