In other news, time travel mafia. I read that a while back... and I decided that I was going to try to design a semi-open setup based around time travel...
1* Basic Rules and Principles.
1#. A player may place a green vote or a red vote. If the majority of votes at the end of the day are green, the player with the most green votes on him/her is placed into Stasis(cannot act or be acted upon in the following night). If the majority of votes at the end of the day are red, the player with the most red votes on him/her is killed. If there is a tie for red and green votes(the number of red votes is equal to the number of green votes), neither effect will take place. If there is a tie for the number of votes on players([playerone] has the same number of [color(whichever color was chosen to be activated)] votes on him/her as [playertwo] does), no effect will take place either. Players may not vote in red on the first day.
2#. Actions may go forwards in time or back in time. If an action is sent forwards in time, the player that preformed said action is not informed of the result until the phase in which that action is preformed is reached. If an action is sent back in time, the player that preformed said action is informed of the result as soon as it is resolved. Whenever an action is sent forwards or backwards in time, it enters the action resolution slot that the action would take up if it did not go forwards or backwards in time, only in the day/night chosen to send the action to.
3#. If an action sent forwards or backwards in time would cause a paradox, the action fails to take place.
4#. At the end of each night, for their action resolution PMs, all players that are alive will be sent a timeline informing them of what they did on each and every day/night that has been resolved.
5#. Night actions may be only used from N1 onwards, but night actions may be sent back in time to N0 onwards, but not further back than that.
6#. Information survives time travel. If a player has posts in the thread, and is killed N0, he/she will not be required to remove said posts, but his/her votes in said posts will not count, and he/she will no longer be able to post, being dead. Moreover, a player that had an information-giving action succeed on a night, but have it be caused to fail as a result of a night action in a further onwards night, he/she will not be required to act as though he/she does not have said information.
7#. Resolution. Adjust the timelines of all players as necessary as per night/day actions. For instance, if a player is killed N0, all of his/her actions in the following days and nights will cease to exist, and you will need to adjust the timelines of all the other players accordingly. This may result in time paradoxes- see 1*3#. In addition, a player previously killed or lynched on a given day or night may be no longer dead as a result of said player’s actions having not occurred…
8#. If a player is brought back to life as a result of time shenanigans, any nights that that player did not submit actions for as a result of being dead are occupied, for that player, with “time sickness”. The player will not submit actions for said nights.
Any flaws noticed?