You are viewing the MafiaScum.net Wiki. To play the game, visit the forum.

Instant Night: Difference between revisions

From MafiaWiki
Jump to navigation Jump to search
No edit summary
(term replacement)
 
(7 intermediate revisions by 3 users not shown)
Line 1: Line 1:
Instant Night is a variation of the typical Night/Day dynamic. Ordinarily, a lynch will occur, then night will fall when players will send in night choices.  
Instant Night is a variation of the typical Night/Day dynamic and a popular hybrid of [[Deep South]] and [[Nightless]] structures.  


In Instant Night, during the day players must submit their night choices '''before''' night falls. Night then occurs immediately after the lynch (usually in the same post). Players are usually allowed to switch their night actions as many times as they wish during the day.
Ordinarily, following an [[elimination]] or deadline players will send in Night choices during a [[Night]] phase. In Instant Night, during the day players must submit their night choices '''before''' night falls. Night then occurs immediately after the elimination (usually in the same post). Players are usually allowed to switch their night actions as many times as they wish during the day.


Advantage
Advantages
*Night can often kill a game's momentum because it is a time when players are completely disengaged from it once they have submitted their action.
*Long Nights can kill a game's momentum because it is a time when players are completely disengaged from it once they have submitted their action.
*There is no down time in the game other than the brief period where the mod has to write the lynch result as well as the night result.
*There is no down time in the game other than the brief period where the mod has to write the elimination result as well as the night result.


Disadvantages
Disadvantages
Line 12: Line 12:
**Timing becomes more important because the longer the game is left open, the more can change.
**Timing becomes more important because the longer the game is left open, the more can change.
*From a player's perspective:
*From a player's perspective:
**It is no longer possible to decide on an action based on a particular player's "flip" from a lynch.
**It is no longer possible to decide on an action based on a particular player's "flip" from an elimination.
**Timing becomes more important because if a lynch is made and you weren't on to see it happen, you may have missed a crucial bit of information running up to that lynch that would have altered your night choice.
**Timing becomes more important because if an eliminationis made and you weren't on to see it happen, you may have missed a crucial bit of information running up to that elimination that would have altered your night choice.
 
==Variation==
 
As in [[Deep South]] games, some [[Instant night|Instant Night]] games employ different methods of [[Action Resolution]] for different roles.  For instance, most of the time investigative roles resolve at the end of the Day (where Night would be).  However, killing and protective roles may instead resolve immediately upon receipt - so a kill on a player would normally go through as soon as it is sent, but if someone sends in a protect on that player beforehand, the kill is stopped.  Players are still allowed to change their actions until they resolve. 
 
If this sort of mechanic is employed, the first several hours of each game Day is called [[Morning]].  All actions submitted during [[Morning]] resolve simultaneously.  This is to prevent silliness like a [[Doctor]] racing to beat the [[Mafia]] to protecting an obvious kill target as soon as the [[Day]] begins.
 
In addition, many mods who run this kind of setup invoke a 24-hour Twilight period following the elimination/deadline in order to allow time for the mod to process all actions and the players to submit actions slightly behind schedule.  This does affect strategy slightly as the one eliminated can be known at the time of action submission.  While most mods currently allow the one eliminated's actions to resolve and even be submitted during this Twilight, the wisdom of this practice is open for debate.
 
[[Category:Game Mechanics]]

Latest revision as of 03:35, 30 July 2020

Instant Night is a variation of the typical Night/Day dynamic and a popular hybrid of Deep South and Nightless structures.

Ordinarily, following an elimination or deadline players will send in Night choices during a Night phase. In Instant Night, during the day players must submit their night choices before night falls. Night then occurs immediately after the elimination (usually in the same post). Players are usually allowed to switch their night actions as many times as they wish during the day.

Advantages

  • Long Nights can kill a game's momentum because it is a time when players are completely disengaged from it once they have submitted their action.
  • There is no down time in the game other than the brief period where the mod has to write the elimination result as well as the night result.

Disadvantages

  • From the moderator's perspective:
    • This is a more difficult game to run. Players will often change their minds multiple times a day, which will mean many more PMs coming in. This increases the complication factor as a mod, and increases chance of making a mistake.
    • Timing becomes more important because the longer the game is left open, the more can change.
  • From a player's perspective:
    • It is no longer possible to decide on an action based on a particular player's "flip" from an elimination.
    • Timing becomes more important because if an eliminationis made and you weren't on to see it happen, you may have missed a crucial bit of information running up to that elimination that would have altered your night choice.

Variation

As in Deep South games, some Instant Night games employ different methods of Action Resolution for different roles. For instance, most of the time investigative roles resolve at the end of the Day (where Night would be). However, killing and protective roles may instead resolve immediately upon receipt - so a kill on a player would normally go through as soon as it is sent, but if someone sends in a protect on that player beforehand, the kill is stopped. Players are still allowed to change their actions until they resolve.

If this sort of mechanic is employed, the first several hours of each game Day is called Morning. All actions submitted during Morning resolve simultaneously. This is to prevent silliness like a Doctor racing to beat the Mafia to protecting an obvious kill target as soon as the Day begins.

In addition, many mods who run this kind of setup invoke a 24-hour Twilight period following the elimination/deadline in order to allow time for the mod to process all actions and the players to submit actions slightly behind schedule. This does affect strategy slightly as the one eliminated can be known at the time of action submission. While most mods currently allow the one eliminated's actions to resolve and even be submitted during this Twilight, the wisdom of this practice is open for debate.