Discrete/Limited 7p (Over)

We’ll probably try a hybridized format with free talk eventually. Gonna to go all in on purely discrete for at least the first 2 or 3 months where we’re actively recruiting (Dec/Jan/Feb). The hardest part about testing when we’re in the pre-app design phase (now) is that you need an admin for the simul-posts to work.

Yeah, the deadline we ended up seemed to work out the best for everyone. I hope that’s consistent since figuring out an “optimal time” for a different set of ppl every time would get pretty annoying haha.

I thought your second to last post in 3p was really strong btw. In general this run reinforceed my belief that there is tons of information to succesfully read people even with the signifigantly less volume than you would see in standard games.

What do you guys think about this?

Also Elli, I have in idea that could be adden to the game:
Time cards.

If you are busy that night and havent made a post yet, you will use the time card by pming the mod, and at the end of the phase, moderator will announce to everyone that phase will be longer. Idk how many time is ok

Question for everyone - in general how long did you spend on the game each day? What was the distribution of that between reading and writing?

A few things we’re very likely going to change in the next run (early Dec).

  1. If tied everyone dies is going to change if tied scum decides who dies. DS could actually have wont the game here on D1 if he didn’t vote metal sonic and just voted some nonrich, nonms person.

  2. In the same vein as above standard abilities won’t fizzle out if overlapped with execution - both this point and the above can be solved by making people submit ordered lists over 1 name.

  3. The votes in first phase of a day will count - it’s on town to be cautious if they want to avoid a quicklynch.

  4. We’re working on setups that fit this format better, I just slapped this one together since it had a reasonable EV.

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I agree, I actually put effort into that post, and I thought it should’ve made it clear I was town if it wasn’t already. I’m pretty proud of it, kind of disappointed that it didn’t end up winning us the game!

Yeah, I think sometime between 10am EDT at the earliest and 2pm EDT at the latest is probably the sweet spot for a game with US and European players.

I thought about this - the only problem is that if it’s <24 hours it may really fuck with the time cycle for some people. And if it’s >=24 hours the game starts getting into the “too long” territory (15 irl days is already cutting it I think…). It’s a tough problem. I think players having a few low content misses outside of critical vote days/intention to vote statements, isn’t even horribad though if when they’er around they’re doing stuff.

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I spent 30-45 minutes on the game every turn. This was mostly an artificial limit, as I wanted to see how well it worked (for me, at least). I thought I was still able to play a pretty solid game in that timeframe,

I don’t really like number 1, I think it’s better/more fair to let it go to RNG personally, but I might be alone in that thinking. Definitely agree on 3 though, let the votes count and if town is stupid enough to quicklynch D1, that’s their own fault.

I usually skimmed the game first (sometimes few minutes and sometimes longer), then made a post while reading it more detailed, it took around 45 minutes.

Yeah I agree on 3rd, you can also quicklynch someone in 10 minutes of a 2 week game but you dont if this makes sense

Also what setups could fit this game?

So the possibilites to deal with ties are:

  1. Rng
  2. Scum choose who dies.
  3. Scum wins
  4. Noone dies
  5. Everyone dies

I think that 2 or 5 were the best options here. I want ties to be something that is almost always pro-town to avoid. Noone dying potentially makes games last too long so that’s just out. Scum winning is too extreme. I don’t like RNG since when it’s scum/town it’s super meh that there’s no real strategic reason why one side is just in a much better position.

Everyone dying can lead to interesting strategic plays that can backfire while scum dying gives another wifommy decision for town to analyze which I generally think is good. Maybe everyone dying is actually fine if people are aware of how powerful (and potentially instantly game winning) it is if scum manage to get it on two townspeople.

Stuff that takes advantage of the phase structure/simul post reveal. We’re not limited to night/day actions like usual because activities can activate n phases later and potentially change as the game goes on etc. There’s just a lot of interesting scaling and interactions that can happen - the question is just how to balance it in a fun way.

I know some of you will be disappointed by this but we won’t host larger games (probably no larger than 11 and I think that’s pushing it) with this mechanic for at least a while. A few reasons:

  1. Never seen a game with >13 players where someone didn’t replace/flake/lurk.
  2. Having to read a shitton of posts per day defeat the purpose.
  3. It’s really hard to keep the game a managable length without mechanics that lead to a ton of people dying at once.

The one caveat to the above is that we might make a one session version of this, in which case most of the points are moot.

I think this mechanic works well up to 9, personally. I think above that is probably pushing it, and means spending over an hour on the game for most people.