Speaking of the Masahakon game: That's almost certainly what happpened. Lefanis never had to say one word in public, thus preventing the assassins from ever twigging to the fact that he could be the Sage. He appears to be just another bandwaggoner, or random voter. And every turn either the trusted network grows by another member, or another assassin is pegged.
Things like this completely negate the need for people to use politics, indirect influence, etc, to actually play the game. And yes, the things said in PMs are not the things you would say in public. That's really the whole point. Doing it in private removes much of what I, in my newbness to this game, consider to be the true point of the game.
I disagree. As a sage, It would have been suicide for me to scream to everyone my findings. Of course I wanted to disguise myself seeming to be just a bandwagoner! Why would I paint a big red target on myself?! Read the FAQ for the sage. What exactly does "communicate wisely", "if you say Hey I'm a sage, you might die!" mean? Without PMs, you are cutting off his hands and feet before even starting the game.
Of course politics and influence had to be used, both in public and in private. Again, why would we reveal our cards when we know there are three assassins in our midst? The only way for diplomats to win is with their sage convincing the others he is right, unless they get downright lucky. IMO, by removing PMs for the diplomats you are hurting the game. Why give the assassins a monopoly on scheming? Why treat all the diplomats as screaming madmen unable to form a coherent strategy?
The advantage of werewolves is that they quickly know who they are and who they have to kills. Good use of roles / PM villagers can have the same Intel and communication in secret after few rounds.
It's less interesting since much less is said in public and it also impacts the game's strategies in ways that are more about using logic to find the scum rather than finding tells and using psychology.
I think using logic and analysis makes it all that much more interesting. Psychology by itself won't help you at all unless you can convince the other side you are right, and that's done by logic.
I can assure Indirik, that the main difference was not because I told people I was sage and formed impregnable alliances, but because the diplomats could assess and point out inconsistencies in the plans suggested by both the diplomats and assassins, that would have ended up giving the game to the assassins. Even if inpregnable alliances could be formed, in the short span of time available, it is
still not enough time for the diplomats to find all of each other without reasonable doubt. I'll elaborate further on it once this game ends.
Edit- Even with all the PMing, and logic, and whatever else, the assassins are still
just one kill away from parity. That should tell you how essential these things are for the diplomats. Without it, it'd have been an assassin victory.