Perma-vote -- been tried before?

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Perma-vote -- been tried before?

Post Post #0 (isolation #0) » Tue Oct 02, 2007 6:55 am

Post by Peers »

Been kicking around variations on games to consider modding someday... has anyone ever done a game like this?

The number of votes required to lynch never changes. If 12 people start playing, it will always be 7 votes to lynch. The catch: Votes don't vanish at the end of each day. If one person is lynched with 7 votes, one person gets 3 votes, and two others get a vote each, then the non-lynched start Day Two with 3 votes, 1 vote, and 1 vote. Meaning it'll only take four votes to lynch that first player, and six votes to lynch the other two, but a full seven to lynch anyone else.

The day will not end when a person is lynched; instead, it ends when everyone has voted. This may result in multiple lynches, especially later in the game. After a lynch is reached, a 24-hour deadline would be set for everyone who hasn't voted yet to get in their votes -- votes can no longer be changed once the deadline is set, only made.

Roles would include three standard scum, cop, doctor, and Spin Doctor (reduces the number of votes against someone to 1... no spin doctor is perfect).

Voting becomes more important... every vote counts, for the rest of the game, so making a mistake and voting for a townie will make it easier for scum to finish him off in the late game; on the other side, if the town can't decide which of two scum to lynch, they can cast their votes how they want and try to lynch them both on the next turn.

So... did someone try this already? Did it fail horribly? Is there some balance issue I'm not seeing?
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Post Post #5 (isolation #1) » Wed Oct 03, 2007 3:30 am

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Yosarian2 wrote:
Mastermind of Sin wrote: One problem, Peers; it seems like if things go a certain way, you could easily get to a late-game situation where it's impossible to lynch anyone, or anyone who any town people will be willing to vote for, like with a cop investigated innocent having 4 votes on him when there's 3 pro-town people left. If the town can't reach the 7 votes, is that an automatic no-lynch (and perhaps an automatic scum win)?
It would be a no-lynch, but in a case like that... say there's two scum left. They both vote for the cop, knowing that they're 'outed' anyway. The pro-town players put all their votes on one of the scum. The day ends with no lynch, since nobody's reached the lynch point left. The scum kill someone that night, and the next day put a vote on the cop to push him over the edge, and toss a vote onto another townie; the remaining town might or might not have enough votes to lynch one of them.

It's slowly starting to feel like this variant would need a lot more thought and planning in the early-game, with mistakes there being more costly as a misplaced vote on the cop would make it easier for the scum to get him without using their night-kill to do it.
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Post Post #7 (isolation #2) » Wed Oct 03, 2007 4:48 am

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I never said they could only vote a player once. I said votes carried over each day.

Example: 12-person game

Townie A gets seven votes.
Scum A gets three votes.
Townies B and C get one vote each.

Townie A is lynched. Townie D is hit.

On Day 2, Scum A still has three votes on him. Townies B and C still have one vote on them. It's still seven votes to lynch, and everyone gets to vote again. But only four people need to vote for Scum A to lynch him... most likely, the three from the previous day, and one more they can convince to help. The other five votes are going to get spread around and make it easier to lynch other people on Day Three.

In a way, this setup rewards the ability to avoid suspicion from the beginning, and punishes games where not everyone is under suspicion. Do you throw a vote on the cop now in case he's false-claiming? If you don't, it'll be near impossible to deal with him later... but if you do, and he's telling the truth, the mafia might not need to waste their night-kill on him.

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