On May 09 2009 06:04 Mynock wrote:
This should go into a separate thread, but I think we should try an all-roles game. And by that I don't necessarily mean that everyone should have a super-special-awesome role to be imba with, but that lots of people could have different win conditions.
I'm thinking of a lot of roles here, but mainly they would be inner stories that add to the character played by a certain player so it promotes communication, both inner and public.
For example:
Role: Good Twin.
Description: You are the good twin, and your brother has turned to the dark path and joined a mafia family. He is your evil twin, you have to find him, and persuade him to stop with his wicked ways. You have the ability "persuade", which you can use only once, and if you use it on the correct target (your evil twin), you will both leave the game (you win, your evil brother loses), if you use it on a wrong target, your ability will simply go to waste. You still win the game if Town wins. Every second night you will receive a little clue as to who your twin is.
Role: Evil Twin.
Description: You are the evil twin, and you have always despised your brother. You have to find him, and kill him. You better find him before he finds you. If he dies by a hit or lynch or any other means, you're safe from him, but your family still has to win the game for you to win. Every second night you will receive a little clue as to who your twin is.
Things like that, basically. A little lore to the game. An otherwise green inactive Townie will have an initiative to play the game and participate in a quest. An otherwise silent Mafia will have to get a bit public and try to find his twin. etc...
Obviously there's a lot of roles that can be made up, the key is of course balance, and keeping things interesting. If things are interesting, people are active.
Also, 2 (rivaling!) Mafia families seems good. More people with roles, more blues to balance it out, more activity...
This should go into a separate thread, but I think we should try an all-roles game. And by that I don't necessarily mean that everyone should have a super-special-awesome role to be imba with, but that lots of people could have different win conditions.
I'm thinking of a lot of roles here, but mainly they would be inner stories that add to the character played by a certain player so it promotes communication, both inner and public.
For example:
Role: Good Twin.
Description: You are the good twin, and your brother has turned to the dark path and joined a mafia family. He is your evil twin, you have to find him, and persuade him to stop with his wicked ways. You have the ability "persuade", which you can use only once, and if you use it on the correct target (your evil twin), you will both leave the game (you win, your evil brother loses), if you use it on a wrong target, your ability will simply go to waste. You still win the game if Town wins. Every second night you will receive a little clue as to who your twin is.
Role: Evil Twin.
Description: You are the evil twin, and you have always despised your brother. You have to find him, and kill him. You better find him before he finds you. If he dies by a hit or lynch or any other means, you're safe from him, but your family still has to win the game for you to win. Every second night you will receive a little clue as to who your twin is.
Things like that, basically. A little lore to the game. An otherwise green inactive Townie will have an initiative to play the game and participate in a quest. An otherwise silent Mafia will have to get a bit public and try to find his twin. etc...
Obviously there's a lot of roles that can be made up, the key is of course balance, and keeping things interesting. If things are interesting, people are active.
Also, 2 (rivaling!) Mafia families seems good. More people with roles, more blues to balance it out, more activity...
We could edit this slightly to be like from The Departed/Infernal Affairs.
You have the Rat vs. the Mole. Both are going after each other, but neither knows who the other is.