diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 4ce40c9..d5ce49f 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -69,6 +69,7 @@ - [Turncoat](design/masks/traitor/turncoat.md) - [Syndie Superfan](design/masks/traitor/syndie-superfan.md) - [Jesters](design/masks/jester.md) + - [Fool](design/masks/jester/fool.md) - [Martyr](design/masks/jester/martyr.md) - [Parasite](design/masks/jester/parasite.md) - [Phantom](design/masks/jester/phantom.md) diff --git a/src/design/masks.md b/src/design/masks.md index de4f79f..350623d 100644 --- a/src/design/masks.md +++ b/src/design/masks.md @@ -75,7 +75,8 @@ Some general archetypes of masks (again, not exhaustive and new archetypes can a - **Murderer**: Masks which center around directly engaging in conflict with and killing other players. Examples: [assassin](masks/traitor/assassin.md), [veteran](masks/crew/veteran.md). - **Guardian**: Masks which center around preventing other players from being harmed or killed. Examples: [avenger](masks/crew/avenger.md), [tracker](masks/crew/tracker.md). - **Freak**: Masks whose objectives interact with the simulation in a way that is strange and leads into weird interactions, but not necessarily direct conflict with others. Examples: [glutton](masks/crew/glutton.md), [guzzler](masks/crew/guzzler.md). -- **Oracle:** Maks which can gain hidden meta-knowledge about another mask. +- **Oracle:** Masks which can gain hidden meta-knowledge about another mask. +- **Dud:** Masks who lack unique mechanics or goals or are instead defined by troupe affiliation or the absence of another mask. Examples: [recruit](masks/traitor/recruit.md), [fool](masks/jester/fool.md). ## Assignment diff --git a/src/design/masks/jester.md b/src/design/masks/jester.md index 45074be..3c86f28 100644 --- a/src/design/masks/jester.md +++ b/src/design/masks/jester.md @@ -1,14 +1,19 @@ # Jesters -{{#template ../../templates/unimplemented.md }} +{{#template ../../templates/implemented.md }} The jesters are an umbrella minor troupe that encompasses a variety of unaffiliated jester-type masks. -These masks do not share a common objective like other troupes, but are rather unified through their similar gameplay loops. +These masks do not have a shared objective like other troupes, but are rather unified through similar objectives and motives. Historically, most of the Jester masks used to simply be [crew](crew.md) masks, but this had a few drawbacks. First, due to the masks' objectives often causing the player to exit the round or greatly disrupt gameplay, they failed to be able to meaningfully help with crew objectives. They also ended up being poor cover for non-crew troupes, since masks like the insider were unable to target them. +## Jester's Code +All jesters have a unified objective to not kill another player, with the action of doing so transforming them into [the fool](jester/fool.md) (the obvious exception being the fool itself). +This imposes a somewhat interesting restriction: how do you get the crew to escalate to taking your life without having taken a life yourself? +While you can still resort to some level of limited violence, there is a more gradual escalation into full murder that must be undertaken, creating a more interesting situation for those involved. + ## Funishment Jesters broadly exist to punish overzealous crew masks who engage in excessive murder. Due to a general numbers disparity between the crew troupe and other troupes, it's often most effective to be aggressive with taking out suspects, since even a false positive is not substantially punishing. diff --git a/src/design/masks/jester/fool.md b/src/design/masks/jester/fool.md new file mode 100644 index 0000000..d1abfe5 --- /dev/null +++ b/src/design/masks/jester/fool.md @@ -0,0 +1,30 @@ +# Fool + +{{#template ../../../templates/implemented.md }} + +> **Name:** Fool +> +> **Troupe:** [Jester](../jester.md) +> +> **Archetypes:** Dud +> +> **Description:** Revel in failure as a lose state for the jester troupe. +> +> **Objectives:** None. +> +> **Masquerade notes:** Should not be directly assigned in masquerades. +> +> *Okay, so you thought me murdering the captain wasn't very funny. But hey you're gonna execute me kn-- Wait. Oh no.* + +## Concept +The fool is not a commonly accessible mask and instead serves as the fail state of the jester troupe. +Unlike other jesters, their death does not impart any ill effects on their killer or the station at large, making them easily punishable for their transgressions. + +## Abilities +None. + +## Gameplay +The fool serves as an important threat to jesters in order to keep their nefarious nature in check. +Since jesters almost always want to escalate any situation into a bloodbath, the easiest way to do so is to directly attack or threaten someone's life. +If they are too aggressive and end up killing someone, their new status as a fool will strip the player of any chance of succeeding their jester duties. +Furthermore, it prevents any players from being punished for appropriately responding to a lethal situation.