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Quitter: Difference between revisions
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A [[Commuter]] is a Quitter who automatically comes back at the end of the Night, rather than leaving permanently. | A [[Commuter]] is a Quitter who automatically comes back at the end of the Night, rather than leaving permanently. | ||
| Use = Quitters typically only make sense as Town; [[self-aligned]] players couldn't use their ability without instantly losing, and [[groupscum]] would prefer to get eliminated | | Use = Quitters typically only make sense as Town; [[self-aligned]] players couldn't use their ability without instantly losing, and [[groupscum]] would prefer to get eliminated via the Day vote, thus getting the benefit of a [[nightkill]] in the resulting Night. The exception would be games in which intentionally keeping the scum alive for several days might somehow benefit the Town (which is not possible with usual mechanics but might happen in mechanically altered games); you can avoid such strategies by giving the scum Quitter powers to break them up. | ||
Putting Quitter functionality as a drawback on another role (by [[Combined|combining]] them) is plausible. It's a really major downside, though; most players don't want to have to leave the game to be able to use their ability. | Putting Quitter functionality as a drawback on another role (by [[Combined|combining]] them) is plausible. It's a really major downside, though; most players don't want to have to leave the game to be able to use their ability. |
Latest revision as of 05:11, 7 August 2021
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A Quitter is a player who can voluntarily leave the game, typically during the Day. This would typically be used to avoid being eliminated; from a townie's point of view, if you're going to die anyway, best to do it in a way that denies the scum the kill they'd normally get in response.
Standard version
A Quitter can, via bolded announcement in the game thread during the Day, leave the game; this has effects identical to if the slot had died (e.g. the slot will flip with their role and alignment). Unlike being eliminated, this does not end the Day. The Quitter can still win if their faction, nearly always Town, wins.
Variations
A "night Quitter" would not be entirely useless, but would be very weak (and only activated in certain rare gamestates, e.g. being under heavy suspicion and it's the Night before melo).
One common method of creating Treestumps is Quitter-like (i.e. a player can voluntarily become a treestump during the game).
Doomed is effectively a Compulsive version of a Quitter (although it happens on a set schedule rather than being usable at any time, as quitting right at the start of Day 1 would be pointless).
Sacrificial is a modifier that effectively works like combining Quitter with the attached role.
A Commuter is a Quitter who automatically comes back at the end of the Night, rather than leaving permanently.
Use & Balance
Quitters typically only make sense as Town; self-aligned players couldn't use their ability without instantly losing, and groupscum would prefer to get eliminated via the Day vote, thus getting the benefit of a nightkill in the resulting Night. The exception would be games in which intentionally keeping the scum alive for several days might somehow benefit the Town (which is not possible with usual mechanics but might happen in mechanically altered games); you can avoid such strategies by giving the scum Quitter powers to break them up.
Putting Quitter functionality as a drawback on another role (by combining them) is plausible. It's a really major downside, though; most players don't want to have to leave the game to be able to use their ability.
When the role is used as a player's only role, it's normally pretty low-powered, but can really add up if it reaches critical mass (there's a reason why modkills on town-aligned players traditionally end the Day – it's to prevent them being used as a makeshift Quitter variant). Be aware of even vs. odd player counts; with protective and killing roles, going from odd to even rarely helps town at all, but going from even to odd via means other than a scum-directetd kill can be very powerful. A critical mass of Quitters will repeatedly flip back and forth between odd and even, earning town another opportunity to survive a miselimination for every two townies who quit. With only a single Quitter and an odd player count, a role like Doctor or Vigilante will be needed for quitting to have the potential for any benefit at all.
Play Advice
Use this role if you're about to get eliminated. You may want to consider using it to push a melo into an elo without giving scum a choice of who to kill (although even then, theoretically you can safely wait until just before you're in quickhammer range, as the resulting town advantage in aiming the elimination doesn't do anything if you weren't going to be eliminated anyway). It's normally a bad idea to use it for any other reason.
Sample Role PMs
The standardized Role PM for "Quitter" describes the passive ability as follows:
- As an unmodified passive ability:
You may, voluntarily, permanently leave the game during the Day.
(edit)
- As a passive ability with a modifier:
You may, voluntarily, permanently leave the game during the Day the nth time OR on day n.
(edit)
Example (unmodified)
Welcome to game! You are a Town Quitter.
You may, voluntarily, permanently leave the game during the Day.
You have no active abilities.
You win if all threats to the town are eliminated and at least one town-aligned player is alive.
Confirm by replying to this PM with a summary of your role.
Example (modified)
Welcome to game! You are a Town Odd Day Quitter.
You may, voluntarily, permanently leave the game during the Day on an odd-numbered day.
You have no active abilities.
You win if all threats to the town are eliminated and at least one town-aligned player is alive.
Confirm by replying to this PM with a summary of your role.