Passes 7 to 2. Enacted by Brendan.
Adminned at 02 Feb 2015 03:42:24 UTC
Add a rule to the Ruleset called “Trust”, as follows:
Each Crewmember other than the Ship’s Computer has a level of Trust. This is represented as an integer, tracked with a field called Trust in the GNDT. If a Crewmember has never had their Trust level set, it defaults to 5.
When a Crewmember is part of the Responder Team for a Mission that succeeds, their Trust increases by 2. When a Crewmember is part of the Responder Team for a Mission that fails, their Trust decreases by 3. If the Pilot posted a Roster Comment on a Mission, instead, none of its Responder Team gains or loses Trust as a result of that Mission.
If at least two Crewmembers are Disabled, and all Androids are Disabled, the Human with the lowest Trust may make a Declaration of Victory for this Dynasty. If at least two Crewmembers are Disabled, and all Humans are Disabled, the Android with the highest Trust may make a Declaration of Victory for this Dynasty. While more than one Crewmember meets these conditions, none of them may make a Declaration of Victory. The Ship’s Computer may veto such Declarations of Victory if it sees that they are illegal based on private information; such a veto renders the Declaration invalid.
Add the following to the rule called “Trials”:
Should a Trial succeed, the Crewmember accused within it has their trust set to 0.
Add the following to the rule called “Command Roles”:
On Demands or Trials, votes of DEFERENTIAL reflect the EVC of the Mediator, rather than the EVC of the Ship’s Computer. Should the Mediator vote FOR a Demand or Trial that succeeds or passes, or AGAINST a Demand or Trial that fails, their trust is increased by x, where x is the number of EVCs of DEFERENTIAL on that Demand or Trial. Should the Mediator vote AGAINST a Demand or Trial that succeeds or passes, or FOR a Demand or Trial that fails, their Trust is decreased by x in the same way.
As a Daily Action, the Doctor may Examine any Crewmember other than themself by posting a comment to this effect in the GNDT, and increasing or decreasing their Trust by 1. The Doctor may not Examine the same Crewmember more than once per week.
Should a Crewmember’s Trust be reduced to below 0, that Crewmember is stripped of any Command Roles assigned to them.
Set the Trust of all active Crewmembers to 5.
People seemed to be objecting to specific provisions of these props rather than to the general idea; this attempts to fix those provisions.
As Josh conjectured, the bit about the Pilot being part of the Response Team was intended to make the Pilot equally accountable for any change in Trust due to a Mission if and only if they were the ones who picked the team. It also explicitly places equal suspicion of sabotage on them should a mission be compromised (which one could do already anyway, by proxy). If people have better ideas about how to add that accountability without making it into an advantage, feel free to amend.
As for Kevan’s question, yes, the idea was to give Humans with low Trust the shot at victory. It gives people valid reasons to act in suspicious ways, which is valuable in any Werewolf-style game. “Always get this number as high as possible, and older players get a head start” is less interesting to me than “here’s a number; manipulate it for your own ends.”