Sunday, January 26, 2025

Proposal: The Fix Is In

In the rule “The Crew {M}” add the following text:

Fixer is a Role that, once assigned to a Participant on a team, cannot be assigned to any other Participant on the same team. The Fixer may not perform any Heist Actions except as detailed in this Role definition. As a Heist Action which is always Swift, the Fixer may Make Arrangements, which is an atomic action with the following steps if that Make Arrangements Heist Action was successful:
* Select a Participant other than themselves on the same team, known as the Client for this instance of the atomic action.
* Perform a Heist Action as if they were that Client, if it would be legal for that Client to perform a Heist Action at that time and excluding any Heist Action that is only carried out by a Role. When they do so, all the rules for performing that Heist Action apply as if the Fixer was that Client, and in the Dice Roller, in addition to the other requirements for commenting on a DICE48 roll for that Heist Action, the Fixer must include in that comment the name of the Client. Any rules regarding the result of that Heist Action apply as if the Client performed the Heist Action rather than the Fixer.

In the rule “Teams and Targets {I}”, after the text “before this set of simultaneous actions was performed”, add the text “, and if that Participant had a Role of Fixer at that time, increase their Triumphs by another 1”.

Another idea for “fixing” the timing issue. A Fixer on a team can simply perform Heist Actions on behalf of the rest of the team, as long as they keeping succeeding at their own Heist Action and at the cost of not having that Fixer perform any other type of Heist Actions. The Fixer also can’t operate as any other Role, so it’s limited to “regular” Heist Actions. The fact that the Fixer has to keep making a successful Heist Action in between each Heist Action they make for each Client should offset the ability to perform sequential Heist Actions at a time of their chosing.

The extra increase in Triumphs is to incentivize the Fixer not to screw over their team if they are collaborating with a Participant from the opposite team. There’s still the possibilty that a Fixer could do so to prevent a Participant from achieving victory, in which case it’s really up to the Mastermind to keep an eye out for who might do that and only assign a Fixer to those who are aren’t as likely to do that. I don’t know that there’s a way to fully eliminate the incentives for a Fixer to go rogue.

The other issue I see is if the Fixers on opposite teams both wait for a full 48 hours so that the rolls are guaranteed, which then leads to a timing battle between the two. I’m not sure if there’s a way to “fix” that.

Comments

ais523: Mastermind

26-01-2025 10:10:06 UTC

Not necessarily a bad thing, but – this creates an interesting incentive for someone to screw up their team by choosing to become a Fixer with their Heist Action rather than aiming towards the target or agenda, in order to get a free Triumph if the rest of the team manages to score without them. (This would be a timing scam under most action systems, but fortunately setting a role non-randomly is a Heist Action and that gets around the issue.)

Should probably be “while assigned” rather than “once assigned” to make clear that the restriction doesn’t persist after the team is disbanded?

Habanero:

26-01-2025 14:37:21 UTC

You can’t perform two Swift Heist Actions in a row per “A Heist Action can never be Swift if the previous Heist Action performed by the same Participant was Swift”, so the always-Swift clause doesn’t do anything and the Fixer will only be able to perform Heists at the normal rate.

Habanero:

26-01-2025 14:47:32 UTC

Anyway, Client is an oddly specific word (and indeed an EFF word): is it your Agenda?

JonathanDark: he/him

26-01-2025 15:24:35 UTC

It isn’t, and I didn’t realize it was an EFF word. I didn’t consider looking that up first.

I also forgot that you can’t perform two Swift actions in a row, so this doesn’t work out. The whole point of the Fixer is to execute Heist Actions quickly.

I’ll keep it up for discussion purposes for a little bit, but feel free to vote it down for these reasons and others. Suggestions welcome on this one in case I decide to try a second pass at this later.

Habanero:

26-01-2025 15:53:48 UTC

I’ll have to against this one - even if fixed it suffers from similar issues to other attempts to solve the issue of timing coordination (why would anyone else do anything when the Fixer can do it all on their behalf? It would probably just devolve into the Fixer dictating the whole team’s strategy and everyone else becoming an action reserve)

Also, a fixed version of this would be incredibly dangerous. It would give the Fixer potentially up to 10 actions to take (with a team of 5), which is surely enough to pull off some kind of dynasty-ending scam

SingularByte: he/him

26-01-2025 16:10:57 UTC

against  I’m not fond of the idea that the Fixer can essentially steal agency from whoever they want. The mind control is one thing because it’s meant to be extremely limited, but the Fixer can essentially just steal actions from someone to the point where they can’t even play the game.

ais523: Mastermind

26-01-2025 16:18:37 UTC

against a) This is a lot of complexity and b) it’s being added to a mutable rule, which means that whatever safeguards you might introduce might end up being edited out fairly quickly. I don’t feel that I have a good grasp of what all the possible variations of this are like, and am not confident that there isn’t a reasonably short path to something broken.

Raven1207: he/they

26-01-2025 16:21:06 UTC

against

Brendan: he/him

27-01-2025 03:53:16 UTC

imperial

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