It works on anarchic too apparently!
I mean more like role madness-y
oh if we’re talking rolemadness then I got nothing haha
Simply design a new closed setup every time
wait so if the converter dies early are they just Fucked or
No they inherit cta and conversion instead
But they keep their role
Conversion isn’t multitaskable but cta is
I generally have found that you’re going to consistently have some of those and have to sacrifice others
I think you can definitely brute force excitement design but you need to know your playerlist in advance
Indeed
something like clown fiesta mafia vs clown fiesta mafia 2 shows how important your playerlist is
the second game was better in a lot of respects but a lot of choices didn’t gel with the playerlist so it was significantly less exciting and more frustrating instead
Virtuous turbo flashbacks
also lord of the rings fm
very beloved game
probably not that good in retrospect
In general, if a game is short and not really emotionally taxing, the allowance for variability goes up.
Like One Night Werewolf is a game where you can win off of skill or deductive reasoning, but at the same time you can lose games for literally no reason because of pure happenstance. But it’s fine cause each game is like 8 minutes tops.
Also, ya know, encouraging players to keep the vibe of being okay with losing cause of stupid shit and all that.
I can’t believe we actually did it tbh
I probably should have explicitly been responding to this lol
Very valid way to design games, esp ones that are going to be inherently inconsistent like a fol-like cult setup
Also true
Two rooms and a boom moment
Yeah, those sorts of party games are good examples of that.
do not make ‘D&D but Mafia’
It will Not work unless you rolled the lottery on playerlist