↑ JasonWazza wrote:Then that would make the Rule investigator even worse, because the rules can't be linked to an alignment, and you just become a reason to policy lynch people depending on their rules, which would then make it more likely for people to make the rules more tame.
I still expect players, or well, townies, to try to lynch the players they think are mafia. It's subtle, but the rule investigator can try to search for links between who's trying to enforce the custom rules. Most likely, they'll enforce their own rules, as that's what they're most familiar with. Combined with the fact that it's mostly the mafia who'd want to make use of the modkills.. That said, I could make it somewhat less subtle by having players only be able to enforce their own custom rule. Although I hadn't considered yet whether I should let players point out custom rule infractions publicly or privately. With this addition, it should only be privately. The warning given should also specify which rule they have broken, which I was already planning to do anyway, as warnings also disappear when the corresponding rule disappears (when the corresponding player dies).
↑ JasonWazza wrote:So wait, you can't have the ability given out during the day and have it useable on that night considering they were alive that day because of a lynch?
Then what would be the interaction with someone dying that night, would that disable the cop before it works?
Like I said, I haven't considered what happens when someone gets lynched, I'll have to work that out first, although making the top ability disappear after 2 deaths is the easiest. But as it stand now:
Abilities
are
given out during the dayphase. or rather, at the start of the nightphase. Players develop reads, and base their requests upon them during the dayphase. Players get their ability at the start of the nightphase, and have 48 hours to decide what to do with it. Players get the ability regardless of the status of the secret santa, again, the only problem is that the cop ability disappears after 1 death. And to more easily show the easiest solution I propose:
[1] 1-shot cop
// disappears after 2 deaths
[2] 1-shot doctor
// disappears after 3 deaths
[3] 1-shot follower
// disappears after 4 deaths
[4] 1-shot roleblocker
// disappears after 5 deaths
[5] 1-shot secret santa investigator
// disappears after 6 deaths
[6] 1-shot 1-shot tracker
// disappears after 7 deaths
[7] 1-shot fruit vendor
[8] 1-shot fruit vendor
[8] 1-shot fruit vendor
Though I do not want a tracker available when it's down to 3 players, so one of the abilities has got to go. I'm inclined to get rid of the follower in that case. Current proposal below.
↑ JasonWazza wrote:And logistically you could probably just all agree to give all the abilities to the most townie person, except the doctor, give that to someone else, and have the doctor protect the person who got all the other abilities (So in other words, A gives Doctor away to B, everyone else gives Abilities to A) possibly also giving the Santa investigator to someone if someone gives the doctor to the person with all the abilities because they are basically confirmed to be scum most likely.
That's a valid point however, and something I'd want to avoid. Maybe I can come up with something else, but this actually makes me lean towards me randomly distributing secret santas myself. Though how likely is it that town can agree on who the "most townie" person is?
Anyway, with the changes:
[1] cop
// disappears after 2 deaths
[2] doctor
// disappears after
4
deaths
[3] roleblocker
// disappears after 4 deaths
[4] secret santa investigator
// disappears after
6
deaths
[5] tracker
// disappears after 6 deaths
[6] fruit vendor
// disappears after 6 deaths
[7] fruit vendor
// disappears after 6 deaths
[8] fruit vendor
// disappears after 6 deaths
[9] fruit vendor
// disappears after 6 deaths
Secret santas are randomly distributed by
me
at the start of every dayphase. Every player gets a random other player's name, and it's up to them what they want to give him or her. Not sure what to do about players missing the deadline, but I'm inclined to simply not give their assigned player anything. Players receive their abilities at the start of the nightphase, and have the whole nightphase to decide on a target. Then the cycle repeats the following day-night cycle.
edit:
On the other hand, I also have to take into account the possibility of a kill failing.. So maybe I'll revert back to the old system of abilties disappearing.