[SETUP] Representation

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Cook
Cook
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Cook
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[SETUP] Representation

Post Post #0 (ISO) » Tue Jun 08, 2021 6:24 am

Post by Cook »

1
Town Red Representative

1
Town Yellow Representative

1
Town Blue Representative

2
Town Novice 2-Shot Peacekeeper

3
Vanilla Townies

2
Town Masons

2
Red Goons

2
Yellow Goons

2
Blue Goons

2
Purple Goons


Representatives
are given Vanilla Townie role PMs.
Peacekeepers
may PM the mod during the night to stop all kills made that night.
Red, Yellow, and Blue
scumgroups start Town-aligned. If their representative is killed they will break off and become their own scum team.

Every scumteam's kill is Non-Consecutive Night.

Scumgroups are informed of their representative's identity.

If all unrepresented scum groups get eliminated, Town wins – this can result in situations such as:
Spoiler:
Red rep, Blue rep alive. Both Yellow Goons are dead, one to kill and the other to hammer. Purple Goons died to hammers.

Town, Red, and Blue win.





The concept behind this setup is the idea of cooperation – Town has overwhelming majority but losing certain members of that majority cause breakaway groups to happen. And, too, town-sided scumgroups can't just massclaim or do other mass-confirmation things – because then that narrows down the Purple Goons' options to play the Town against itself.

And, too, our Peacekeepers are here to stop kills but are gated so they have to rely on WIFOM to determine when is best to stop kills, as they may overlap.

And as well the Purples get a guaranteed kill N1 – no matter what, that helps them by either reducing the number of prots on the board, narrowing down the pool of scum, thinning out another scumgroup, outing a Mason, or creating a break in the balance.

This is horribly balanced, surely.
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