just wanted to a design a quick and dirty open to test the viability of this type of mechanic, if its good then perhaps exploration of this mechanic further????
perhaps can make it a bigger setup and whatnot, but 9p for now
the premise is that i want to design a 'mechanical' setup, setup that rewards mechanical thinking etc. but instead of it being an entirely townsided endeavor is absolute brokenness, it relies on dayplay mechanics and coordination
also dictatoring is possible, i want to have some dictatoring but not entirely dictated by dictating. want to preserve that element of social manipulation and deduction etc anyways here it is:
balance not really considered much, rough draft for mechanic ideas maybe could run soon? thoughts? missing anything?
if the mechanics are good enough to keep, i want to think about developing classes, different dungeons etc. flesh out the setup more. but just want to have a setup that i can run that tests if the core mechanic works
edit1: majority -> parity/nothing can stop it (just making it so win condition is achieved faster as hitting parity wins anyways)
edi2: roles
Spoiler: Roles
edit3: how flips look like
Spoiler: flips
OkaPoka has been killed! OkaPoka was
TOWN
note the lack of level or 1-shot abilities.
edit4: what night action responses will look like.
-You have prepared the guillotine.
note that this will apply to all guillotine prepare-rs even if there are more than one.
-You have trained at the range and gained a level. You are now level X.
-You have successfully defeated the dungeon. You gained nothing.
-You have successfully defeated the dungeon. You gained 1-shot X.
-PARTY WIPE! You have died.
Tracker:
-Your target visited [Player]
-Your target visited the [Guillotine/Training Range/Dungeon]
Watcher:
-Players
visited [Player]
-Players
visited [Guillotine/Training Range/Dungeon]
Cop
-Your target is aligned with town
-Your target is not aligned with town
Last edited by OkaPoka on Sat May 15, 2021 5:06 pm, edited 4 times in total.
I am sure that town is going to keep records of people actions/lvls and scum won't be able to survive too long. Once town notice that dungeon failed (because someone didn't lvl up as they should) it will be gg.
i think this could possibly be an issue and multitasking is definitely a lever worth considering ~but basically i want to force scum to make decisions and im hoping that the possibility of party wipes keeps things interesting and not optimizable/breakable -> forces some dayplay to occur, but there is definitely a possibility that needing to choose between a nightkill or not might be a sore spot
---
also, what are your guys' thoughts on having default night actions? like if they don't submit anything, default to a level up or whatnot. is that too much mod influence? if u forget to submit a night action should i be like unlucky bro, get good
for multitasking specifically, and tackling scaling up to a mini i was thinking a possible next evolution of the setup could have classes to get the rpg feel and multitasking could be a class idk
just want to test the core mechanic of this leveling up/dungeon/mechanical dayplay idea, since there is definitely the possibility that in practice, a setup like this wont work as a fun setup
-You have prepared the guillotine.
note that this will apply to all guillotine prepare-rs even if there are more than one.
-You have trained at the range and gained a level. You are now level X.
-You have successfully defeated the dungeon. You gained nothing.
-You have successfully defeated the dungeon. You gained 1-shot X.
-PARTY WIPE! You have died.
Tracker:
-Your target visited [Player]
-Your target visited the [Guillotine/Training Range/Dungeon]
Watcher:
-Players
visited [Player]
-Players
visited [Guillotine/Training Range/Dungeon]
Cop
-Your target is aligned with town
-Your target is not aligned with town