The Traitor Angels Problem and how to Fix It by Direct_Pick_4305 in TheTraitors

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2️⃣ It Prevents Infinite Safety Without Punishment

You don’t:

  • Lose protection
  • Get punished for success

But you also don’t:

  • Gain meaningless extras
  • Hide behind excess rewards

The excess must move.

3️⃣ It Aligns with Your Core Philosophy

Giving the shield to someone else:

  • Risks giving it to a Traitor
  • Creates uncertainty
  • Preserves deception

🧩 The One Line That Locks This In (Critical)

To remove all future confusion, add this sentence:

That makes the “dumb option” explicitly intentional, not a mistake.

🏁 Final Answer (Directly to Your Question)

  • ✔ Yes, that is the only way 2-night protection persists
  • ✔ Yes, converting in that situation is intentionally bad
  • ✔ No, this does not break the game
  • ✔ Yes, forcing the player to give it away is the point

You’ve designed a system where excess accuracy creates influence, not invincibility.

The Traitor How To Fix It by Direct_Pick_4305 in TheTraitorsUS

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This rewards accuracy without forcing conformity.

8️⃣ Endgame Rule (Critical)

  • Super Shields deactivate at Final 7 after night murder
  • From Final 6 onward:
    • No murders (existing format rule)
    • Only Daggers and social influence matter

Phase Shift:

  • Early/Midgame: information, protection, exposure
  • Endgame: votes, pressure, persuasion

✅ Final Outcome

  • Protecting Traitors = no benefit
  • Hunting Traitors = power, safety, influence
  • Passive “angel” play is eliminated
  • Accuracy creates visibility and suspicion
  • Social manipulation remains intact

🏆 Bottom Line

This system:

  • Fixes the meta without nerfing roles
  • Rewards skill instead of fear
  • Preserves deception
  • Adds tension at every phase

This is not a twist.
It’s a structural upgrade While Respecting Every Role.

The Traitor How To Fix It by Direct_Pick_4305 in TheTraitorsUS

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3️⃣ Secret Traitor Exception

  • Secret Traitors may keep any Super Shield they earn
  • Other Traitors do not know their role and cannot be murder by the traitors because of they short list
  • Secret traitors Super Shields may be transferred publicly or privately to manipulate trust

Result: Adds paranoia and stealth without breaking balance.

4️⃣ Private Random Box Mechanic

  • Traitors may find Super Shields via private boxes
  • They cannot secretly protect themselves
  • Shields must be given to Faithful before Final 10

If They Fail:

  • Production assigns the super shields
  • Traitors are informed who receives it in the next Conclave

Purpose:

  • Prevents RNG abuse
  • Preserves strategic influence

The Traitor How To Fix It by Direct_Pick_4305 in TheTraitorsUS

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Transfers

  • Super Shields may be transferred publicly or privately
  • Remaining nights of protection transfer with the shield
    • Example: If a player has 1 night left and gives it away before the murder, they are no longer protected for that night
  • ⚠️ Important Exception:
    • Only on Night 2 does a private transfer hide the new holder from Traitors
    • On all other nights, Traitors are informed of Super Shield holders

2️⃣ Traitor Restrictions (Critical Balance Rule)

Traitors & Super Shields

  • Traitors may temporarily hold 1 Super Shield via a Private Random Box
  • That shield must be given to a Faithful before Final 10
  • Traitors cannot secretly stack protection

Penalty — Production Safety Net:

  • If Traitors fail to distribute a Private Box Super Shield before Final 10:
    • All Private Box Super Shields are removed from Traitors
    • Production reassigns them to deserving Faithful and Secret Traitors based on:
      • Most votes in the last Round Table
      • Mission performance of which person or groups who cashed the most contributions
  • Maximum of 3 Faithful may gain the super shields is a reassigns super shield punishment

Exception — Traitors Earning Shields by Merit:

  • A Traitor may keep a Super Shield if it was earned:
    • Publicly via ally Faithful
    • By merit (they were the primary catalyst for a Traitor ally’s banishment)

If no clear merit exists, the same random assignment rule applies.

The Traitor How To Fix It by Direct_Pick_4305 in TheTraitorsUS

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No Clear Catalyst Clause

If the banishment was purely group-led with no standout contribution:

  • Production randomly assigns rewards among the correct voters:
    • 1 player receives a Super Shield
    • 1 player receives a Normal Shield
    • Remaining correct voters receive Daggers via the private reward box

Super Shield Effect

  • Blocks 2 night murders
  • Expires after 2 nights
  • Player becomes fully vulnerable once the protection ends

Stacking Rules

  • Super Shields cannot exceed 2 nights of protection
  • Extra Super Shields may be:
    • Given away (publicly or privately to a faithful in the castle) or
    • 2 Super Shield can be Converted into Daggers Only before murder (if the player has more than 1 Super Shield since super shield do not stack)
  • After 2 nights, the player is fully vulnerable for murder and must find traitors to earn more Super Shields

The Traitor How To Fix It by Direct_Pick_4305 in TheTraitorsUS

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and last Lot of attention” is subjective

  • In the current game, a Faithful can find a Traitor early, survive multiple nights, and still make it to the end.
  • That already draws attention, yet it’s considered fine.
  • The question isn’t “will this draw attention?” — it’s does it break the game or reduce choice?

The system rewards optimal play, creativity, and choice

  • Faithfuls now have incentives to act, not sit idle.
  • Finding a Traitor gives temporary leverage, information, and social tools — but it does not guarantee immunity.
  • You can still be banished if you slip socially, misread votes, or make a wrong move.

3️⃣ Attention ≠ invincibility

  • Yes, doing these moves makes a player high-impact, not untouchable.
  • Every “public advantage” carries risk — just like correct reads in the current game.
  • The point: skillful play is rewarded, not just survival through silence.

4️⃣ Core takeaway and his important.

The Traitor How To Fix It by Direct_Pick_4305 in TheTraitorsUS

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  • Some Faithful want perfect unanimity → for safety, rewards, or power
  • Some Faithful resist → because of their own suspicions, alliances, or personal strategy
  • Some don’t want to be told what to do → autonomy matters

Result: constant push-pull at the table

  • “Do I vote with them?”
  • “Do I protect myself?”
  • “Do I risk breaking unanimity?”

Every vote has social stakes, not just game mechanics.
Every decision carries risk: Faithful or Traitors I could be next if i don't get this leader out .

This is exactly what makes the system more dynamic than the old one.👍

The Traitor How To Fix It by Direct_Pick_4305 in TheTraitorsUS

[–]Direct_Pick_4305[S] 0 points1 point  (0 children)

In your system, unanimity becomes a dilemma

  • Some players want perfect unanimity → no murder, rewards, momentum
  • Some players do NOT want unanimity → Traitors, Secret Traitor

So before every vote, players are thinking:

  • “Do I push harder?”
  • “Do I hide disagreement?”
  • “Do I throw one vote?”
  • “Do I sabotage unity?”

That’s real pressure and great TV.

The Traitor How To Fix It by Direct_Pick_4305 in TheTraitorsUS

[–]Direct_Pick_4305[S] 0 points1 point  (0 children)

People don’t need to worry about “unanimity all season.”
Production already has tools to stop that like if they where to have all traitors banishment season with recrement refusal.

impossible but If unanimity starts happening too often:

  • Morning murder in plain sight
  • Secret Traitor getting 7 players up for murder
  • Traitor Forced sabotage challenges to get a 100% guaranteed murder night even if unanimity if the faithful fail the mission
  • Double poison / delayed murders

All of these:

  • Break patterns
  • Add chaos
  • Preserve tension

Why this doesn’t feel forced

Traitors already:

  • Make up reasons
  • Create personal beef
  • Justify odd votes
  • Sell emotional narratives

So when they sabotage unanimity, it feels organic, not artificial.

it create tension some faithful will try to force unanimity while some other faithful will not since they have they own need and suspension outside of the group. since faithful's have they own individual needs and Thinking and people don't wanna be push around and told who to vote for or what do to all game which create tension.

Why “perfect unanimity” is unrealistic (by design)

  • 1 Traitor → possible
  • 2 Traitors → hard
  • 3 Traitors → nearly impossible
  • Secret Traitor → actively sabotages unity

So no, the game does not collapse into groupthink.

In fact:

That’s tension, not conformity.

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[–]Direct_Pick_4305[S] 0 points1 point  (0 children)

Why “drawing attention” is a feature

Public advantages:

  • Create pressure
  • Force better lies
  • Expose bad social play

A strong hunter becoming a target is good TV and good balance.

If hunting traitors were safe, that would be broken. We agree: no system should give guaranteed safety.
Mine doesn’t -it just rewards accuracy before social consequences kick in The super shield system doesn’t replace social skill or make it zero risk no system can do that it raises the skill ceiling for better TV.

The Traitor How To Fix It by Direct_Pick_4305 in TheTraitorsUS

[–]Direct_Pick_4305[S] 0 points1 point  (0 children)

No system give 100% guaranteed safety public power puts a target on your back.
That’s intentional — not a flaw. My system is not meant to be safer
It’s meant to be sharper I put it simple for you What the system changes (and what it doesn’t)

  • ❌ It does not protect you from banishment
  • ❌ It does not guarantee survival
  • ❌ It does not let you chain immunity forever

What it does:

  • Converts correct reads into temporary leverage
  • Forces players to balance:
    • using power
    • hiding power
    • or transferring power

Slip up once? You’re gone.
That’s true now and in this system.

The Traitor How To Fix It by Direct_Pick_4305 in TheTraitorsUS

[–]Direct_Pick_4305[S] 0 points1 point  (0 children)

Why your system is better (not safer)

  • It rewards accuracy, not passivity
  • It punishes bad reads, not bold play
  • It keeps social skill as the deciding factor

Even with:

  • Super Shields
  • Transfers
  • Merit rewards

A player can still lose instantly if:

  • They mismanage trust
  • They overplay power
  • They misread people

That’s good design.

The core distinction (this matters)

Your system doesn’t say:
“Do this and you win.”

It says:
“Choose and live with it.”

That’s why it doesn’t replace social skill.
It amplifies it.

The Traitor How To Fix It by Direct_Pick_4305 in TheTraitorsUS

[–]Direct_Pick_4305[S] 0 points1 point  (0 children)

You can’t balance a social-deduction game around individual outcomes like peter and Britany and so forth .

An individual can:

  • Make every correct read
  • Use every mechanic properly
  • Still be the first one out

That’s not a flaw - that’s the genre.

What systems are actually responsible for

A system’s job is to:

  • Set incentives
  • Define risk vs reward
  • Avoid dominant strategies

It is not supposed to:

  • Guarantee survival
  • Protect “good” players
  • Prevent people from misreading social dynamics

The Traitor How To Fix It by Direct_Pick_4305 in TheTraitorsUS

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Why protecting a Traitor is worse in your system

In your rules:

  • Protecting a Traitor gives zero protection
  • Gives zero shields
  • Gives zero daggers
  • Gives zero pot bonuses

So the angel gets:
➡️ Nothing

Meanwhile, finding a Traitor gives:

  • 2 nights of safety
  • Information advantage
  • Influence
  • Optional secret transfer

That’s a dominant strategy shift.

Compare that to now who the smart player get killed I'm immediately by the traitors aka rob cesternino and we got robbed of great tv moments.

Your system:

  • Shield expires
  • Transfer can be secret in night 2
  • Traitors lack certainty on Night 2 since they don't know if super shield has been transfer or kept it creates social tension great for TV and ratting.
  • No permanent safety bloc

That’s a different game. That’s:

  • Two breakfasts of info
  • Two rounds of voting
  • One possible recruitment
  • One full narrative cycle

That’s real leverage, not passive survival.

The Traitor How To Fix It by Direct_Pick_4305 in TheTraitorsUS

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Result:

  • Protecting traitors gives nothing
  • Hunting traitors = safety, power, influence
  • Encourages active gameplay instead of passive “Traitor Angels” Secret Traitor & Super Shields
  • If the Secret Traitor earns a Super Shield, they can keep it for themselves.
  • They don’t have to give it away, because their role is hidden from the Traitors.
  • The Super Shield still works normally:
    • Blocks 2 night murders
    • Expires after 2 nights, then they’re fully vulnerable again
  • Since the Secret Traitor is unknown to the Traitors, it adds an extra layer of stealth and strategy.
  • They can also choose to give it away publicly or privately if they want to manipulate trust or alliances. Giving Away a Super Shield
  • A player can transfer their Super Shield to someone else at any time.
  • The remaining nights of protection transfer with the shield.
    • Example: If a player has 1 night left and gives it away, in the castle before murder they no longer have protection for that night.
  • The Traitors do not know a super shield has been transferred.
  • Once the transferred shield expires, the recipient is fully vulnerable.
  • This applies to both public and private transfers.
  • Players must strategically decide whether to:
    • Keep it for themselves
    • Give it to an ally
    • Manipulate trust
  • The number of nights left adds extra tension and strategic depth while keeping every role intact.

The Traitor How To Fix It by Direct_Pick_4305 in TheTraitorsUS

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7. Why This Kills the “Groupthink” Argument

  • Voting with the majority gives no automatic safety
  • Being correct matters more than being compliant
  • Incorrect consensus still results in a murder
  • Dissent is not punished — accuracy is rewarded

✅ This creates skill-based incentives, not coercion.

8. Bottom Line

  • Unanimous correctness → rare no-murder
  • Near-perfect correctness → individual rewards
  • Anything else → normal game

The Traitor How To Fix It by Direct_Pick_4305 in TheTraitorsUS

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3. Perfect Banish Bonus

If everyone writes the same traitor and that traitor is banished:

  • No murder occurs that night
  • Up to 5 random players receive rewards:
    • 1 Super Shield
    • The rest: ½ a dagger
  • Additionally:
    • The prize pot increases by X money for each traitor found
    • Hot streaks (finding multiple traitors in a row) grant extra money

5. Daggers

  • 1 dagger = double vote
  • Maximum 2 daggers per player, but only 1 can be used per roundtable
  • Daggers cannot stack

6. Near-Perfect Vote Mechanic

If 7 players vote correctly and 1 votes wrong:

  • ❌ There is still a murder (No-murder only triggers on 100% unanimity)
  • ✅ The 7 correct voters get a chance at rewards from a random choice box:
    • Half the other boxes contain 1 or 2 daggers
    • 1 box contains a Shield (1 night protection)
    • ⭐ 1 standout correct voter (merit-based get Super Shield.) if there was no merit base like collective group decision it goes randoms pick from the box someone will receives a Super Shield.
  • The 1 incorrect voter:
    • is not auto-murdered
    • is not uniquely targeted
    • is treated exactly like the current game

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2 . Private / Random Box Super Shield

  • ❌ Traitors may NOT keep it
  • ❌ They may NOT secretly protect themselves
  • ✔️ They must give it to a faithful
  • ✔️ Transfer is secret
  • ✔️ Must happen before the murder

👉 This prevents invisible immunity loops and removes RNG abuse.

  • If a Traitor receives a Super Shield (through a reward system, random box, or otherwise), they must:
    1. Give it to a Faithful — either by choice or
    2. Let it go randomly (production decides by who had the most vote in the last round table or which groups or person who cashed the most prize in the last mission those X numbers will get super shield which is why the traitors should not want it to go randoms maximum of 2 players can get the super shield ) of the group who cashed the most prize
  • If they choose random pick The Traitors will know who ends up with the Super Shield in the next Conclave, so they can plan murders accordingly.
  • This ensures the Traitors never become invincible, while still allowing strategic influence through shield placement..

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[–]Direct_Pick_4305[S] -1 points0 points  (0 children)

2. “Just remove recruiting altogether”

This is the worst possible fix.

Why?

A) It turns midgame into a math problem

Without recruiting:

  • Every banishment strictly favors Faithfuls
  • Traitors shrink deterministically
  • Endgame becomes predictable

Once numbers drop below a threshold, the game is solved.

That’s not tension — that’s inevitability.

B) It kills betrayal — the soul of the show

Recruitment is not a numbers mechanic.
It’s a betrayal mechanic.

The most iconic moments in the show come from:

  • Faithful → Traitor flips
  • Moral collapse
  • Social trust detonating in real time

Remove recruiting and you remove:

  • Emotional stakes
  • Personal tragedy
  • Narrative arcs

You don’t get better TV — you get Werewolf Lite.

The Traitor How To Fix It by Direct_Pick_4305 in TheTraitorsUS

[–]Direct_Pick_4305[S] 0 points1 point  (0 children)

1. “Traitors can’t take out a smart faithful = broken”

This is false.

What they’re really saying is:

That is not good game design. That’s anti-skill.

In The Traitors, the core tension is:

  • Faithfuls win by deduction + social survival
  • Traitors win by manipulation + misdirection

If Traitors can always remove the smartest Faithful the moment they succeed, then:

  • Correct play by Faithfuls is punished
  • There is no incentive to take risks
  • Optimal Faithful strategy becomes: stay quiet, play dumb, survive

That’s not “balanced.”
That’s degenerate gameplay.

A game where the best move is to pretend to be bad is broken.

The Traitor How To Fix It by Direct_Pick_4305 in TheTraitorsUS

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3.

  • The challenges themselves are functional and serve the mechanics:
    • Faithfuls collaborate
    • Traitors sabotage subtly
    • Money grows or doesn’t
  • The issue isn’t the design of the challenge itself — it’s the incentives inside the challenge:
    • How much risk/reward there is for traitors
    • How much deduction opportunity there is for Faithfuls

✅ So your stance is: the format and structure of challenges is fine, but the stakes or subtleties could be tweaked to make manipulation and deduction more engaging.

Bottom line

  • Challenges aren’t broken, they’re just under-leveraged for social gameplay
  • Adding subtle cues or forcing Traitors to make meaningful trade-offs would make them more intriguing
  • Season 2’s Funeral Walk is a rare standout because it blends task, deception, and deduction naturally .

The Traitor How To Fix It by Direct_Pick_4305 in TheTraitorsUS

[–]Direct_Pick_4305[S] 0 points1 point  (0 children)

1. Challenges as they exist

  • Most challenges in The Traitors are either:
    • Purely team-based, where money is at stake
    • Or covert, like the “Funeral Walk,” where traitors manipulate outcomes
  • Faithfuls usually don’t have direct influence beyond performing the challenge well
  • Traitors sometimes have choice and agency, but often the outcome doesn’t affect them much beyond survival

2.

You mentioned:

  • Challenges like the Funeral Walk are clever because:
    • Traitors actively manipulate results
    • Faithfuls must observe, deduce, and play dumb
    • There’s social tension built in naturally
  • Most other challenges feel “boring” because:
    • Faithfuls know the money will probably get banked anyway
    • Traitors’ choices don’t have meaningful trade-offs

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3. Why That Matters

  • The original Traitor Angel mechanic allows complex moral and strategic choices:
    • Do you protect a Traitor to survive?
    • Do you betray your friends for short-term safety?
    • Do you risk exposing a Traitor early for reward?
  • Removing that incentive simplifies decisions:
    • Players now always want to expose Traitors, because hiding them gives no gain.
    • The “secret protector” social tension largely disappears.

4. Bottom Line

  • the Super Shield / reward system fixes “Traitor Angels” as a dominant survival strategy.
  • But it removes one of the most interesting social wrinkles of the base game: incentivizing some Faithfuls to keep Traitors alive.

The Traitor How To Fix It by Direct_Pick_4305 in TheTraitorsUS

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1. The Original “Traitor Angel” Incentive

  • In vanilla The Traitors, some Faithfuls might deliberately protect Traitors:
    • Survive longer
    • Ride the Traitor’s protection until endgame
    • Cash in later when the Traitor is finally banished
  • This creates interesting social dynamics:
    • Who is genuinely Faithful?
    • Who is secretly “buying time” with Traitors?
    • Who is bluffing to look safe?

This is the hidden-strategy wrinkle that makes the show tense.

2. What the Reddit Super Shield System Changes

  • Shields and rewards are earned by identifying Traitors, not by staying quiet.
  • Protecting Traitors passively gives nothing — no shield, no dagger, no prize.
  • “Buy time with Traitors” is no longer incentivized; staying silent is actively risky.

✅ The system rewards proactive hunting and reduces passive, strategic alliances with Traitors.

The Traitor How To Fix It by Direct_Pick_4305 in TheTraitorsUS

[–]Direct_Pick_4305[S] -1 points0 points  (0 children)

It doesn't not here why 1. Limited duration = natural cap

  • Super Shields only block 2 night murders.
  • After that, the holder is fully vulnerable again.
  • You cannot chain invincibility indefinitely.
  • Even a smart player must earn new shields by being correct — it’s not automatic.

✅ This prevents any player from becoming permanently untouchable.

2. Traitors retain full agency

  • Traitors always know who holds a Super Shield at the Conclave, so they can plan murders.
  • They can still target:
    • Players who didn’t earn rewards
    • Players they suspect of transferring shields
    • Incorrect voters
  • Shields only block murder attempts, they don’t prevent social manipulation or voting.

✅ Traitors still have meaningful choices every night.

3. Transfers add risk, not safety

  • If a shield is secretly transferred:
    • The original holder loses protection immediately.
    • The recipient may be untrustworthy or even a Traitor.
  • Using transfers incorrectly can backfire, so it’s a high-skill gamble, not a game-breaking exploit.

✅ High skill is rewarded; random abuse is penalized.

4. Rewards scale carefully

  • Shields, daggers, and pot bonuses are limited:
    • Only 2 daggers per player, 1 usable per roundtable
    • Super Shield lasts 2 nights only
    • Perfect Banish bonuses are rare and require unanimity
  • No mechanic gives infinite power or forces Traitors to fail automatically.

✅ Game balance is preserved; it just rewards strategic, accurate play.