[SETUP] Love Story

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Kanna
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[SETUP] Love Story

Post Post #0 (ISO) » Thu Feb 18, 2021 10:31 pm

Post by Kanna »

Spoiler: OP
partly inspired by one night stand

Love Story
8 Compulsive Seeking Lovers

2 Mafia Goons

  • Pregame, mafia pair all Compulsive Seeking Lovers. If at least one lover targets their assigned partner, they will become lovers and be given access to a PT.
  • Compulsive Seeking Lovers must target one person every night. If no target is submitted, they will target the person under them in the playerlist.
Town win when both mafia are eliminated. Mafia win when they achieve parity.

Love Story
10 Romantics

1 Anti-romantic PT Cop
1 Anti-romantic Mailman
1 Anti-romantic Goon

  • Pre-game, anti-romantics submit a list of paired romantics to the mod. If at least one romantic targets their assigned partner at night, they will become lovers and be given access to a PT.
  • Romantics, in normal terms, are town compulsive roaming seeking lovers. Once loverised, they also gain a mailman ability to be shared between them and their lover.
  • If any romantic fails to submit a target, the mod will randomly choose a target for them. They will be informed of the target and the results the following day.
  • In addition to the individual abilities of the anti-romantics, they also have the factional ability to kill and know how many lover pairs exist each given night.
  • Loverising actions are resolved after factional kills.
Romantics win when all anti-romantics are eliminated. Anti-romantics win when they achieve parity.
Last edited by Kanna on Fri Feb 24, 2023 4:00 pm, edited 1 time in total.
spirited away thanks for the good memories

"My heart is shaped like a harp with strings that go wiggle wiggle when someone is acting like an earnest bucketheaded townie incapable of wrong" ~ Isis
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Post Post #1 (ISO) » Fri Feb 19, 2021 9:58 am

Post by Jake The Wolfie »

What stops them from repeatedly targeting the same person throughout the game?
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Post Post #2 (ISO) » Fri Feb 19, 2021 4:10 pm

Post by Cook »

Perhaps make them Wandering or whatever that modifier is that prevents repeat visits?
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Post Post #3 (ISO) » Fri Feb 19, 2021 4:46 pm

Post by callforjudgement »

Does the linking-up resolve before or after the scum kill? This will have a very major balance impact.

Anyway, this is really interesting. Town don't even necessarily want to avoid each other (it makes them more vulnerable but gives confirmed townies, so you definitely want to find your partner at, e.g., 3:1 going into Night, assuming that it resolves after the scum kill). I'm not sure whether or not it'd be balanced and/or any fun to play, but there's a lot of theory behind it.

It almost feels like the assignments want to change every night, but there's no way to make that work without scum being able to indirectly find out who's paired (giving them a massive advantage because the knowledge lets them nightkill almost twice as fast).
scum
· scam · seam · team · term · tern · torn ·
town
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Post Post #4 (ISO) » Fri Feb 19, 2021 4:50 pm

Post by callforjudgement »

Oh, and I think there's a breaking strategy: players vote on who the next day's elimination will be in advance, and everyone targets that person. If they would have been town, then scum get to kill two players the next night,
but
you stopped the miselimination of a townie, so you're coming out ahead on average (instead of two townies being nightkilled, your intended elimination dying, and one more elimination over the next two days, you get one townie plus your intended elimination being nightkilled and one more elimination today). If they would have been scum, then you can still eliminate them when nobody claims to have paired with them.
scum
· scam · seam · team · term · tern · torn ·
town
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