Originally Posted by
Largehorn
Thanks for the great feedback (both positive and negative!) everyone.
I think you're right about the protects and much of everything else. These here though, I'm not exactly sure how you would have approached the problem you mention. Can you give me your thoughts on how you would have addressed them?
It is a good question. And let me start off by derailing that question a little.
I feel the game of mafia is best if everyone is a potential suspect. The game of mafia works on distrust. You should never really have anyone to trust. The moment someone is universally trusted, their time is up - they absolutely must die as soon as possible, because they can lead the town to victory. This is the job of the scum in a game of mafia: kill the trusted players. Or seed suspicion on them so that they are no longer trusted (a lot harder). Scum must have a pool of similarly suspicious people to hide amongst, if the number of trusted people outnumber the suspicious people, the game is generally a town win.
Some roles are self-confirming. The most obvious example is the innocent child.
But a cop or doc claim is equally valuable as claims because literally all games have one of them.
The moment someone claims doctor, the scum have two choices:
- Fake-counterclaim, guaranteed sacrifice a valuable member fore a mere chance of eliminating the doctor in question,
- Kill the doctor. This is the more rational choice.
Everyone knows this. That is why a non-countered cop or doctor is generally self-confirmed. I just meant scum weren't comfortable sacrificing someone. And if that doctor claim really is scum play, then that will become apparent sooner or later.
Some roles can also self-confirm through actions. A tracker/watcher claiming player X went to player Y and have player X verify that claim. Masons confirm each other. A heckler confirming a heckled message is self-confirmed. Obviously both could be scum versions of those roles, but it's somewhat unlikely.
And finally, some roles confirm each other due to having similar mechanics, or even wordings on a rolecards. This is why most games run with a "no comparison" rule. It's hard to enforce when it comes down to comparing mechanics.
It takes a lot to push a lynch a semi-confirmed player, even when it is a fairly obvious case. Consider me trying to lynch Kryllian the "doctor" in the last game; didn't really work out.
As a mafia game designer, reducing the number of self-confirmed roles is important.
Example:
I think I failed on this in the MMMM game. Virothe's Constable role and your Doctor role had a similar mechanic (passively reveal rolecard and kill-weapon in the dusk/dawn reports, respectively) . As a consequence, you ended up confirming each other. That probably made the game too easy for the town, and the scum might have lost due to that alone if not for a few unrelated weird-ass things that happened to push the balance back in scum territory. It is something I will strive to avoid in future games.
I think Reticence had the right approach in the D&D game. We made the roles first, and then drew them to scum or town later. Any confirmation made by townies in that game was all down to chance whether they were correct or not. Obviously, that's a solution that doesn't fit all games. If you have a clear idea on what roles a mafia team should have, adding the "third factory worker role" to the scumteam just wouldn't have done anything for the mafia team.
One alternative is fake claims. Give the scum some idea of what a role that does fit into the system, and leave some space in the design for those roles to fit. Sometimes that means removing the doctor role for a scum doctor fakeclaim. In this game, a "second shift factory worker" would have been perfect for a scum fakeclaim. Imagine the fun you could have had watching the first and third factory worker confirm all three as obvious town due to similar roles, leaving the rest of the town chasing a wild goose hunt for that last scum elsewhere. Better, even if the second factory worker flips scum at some point, that doesn't mean the first and third factory workers are off the hook.
Example:
In the MMMM game, I gave the serial killer a fake claim of a Scion. I even gave the fakeclaim an active feedback part, so that it would receive abilities just like any other Scion role (although, the SK couldn't actually use the fakeclaim-given abilities). The SK would have fit into the pattern of anyone trying to compare roles though. That was what I was aiming for in the design.
Similarly, the undercover maid in the same game was indistinguishable from a real maid, and had a real maid rolecard to ensure that player knew what was up.
Another alternative is to poison the well. Play on what players expect, and defy their expectations somehow. You don't necessarily need to play it to the scumteam's advantage, just try to predict what the each player will predict, and defy some of those predictions. The best situation is if players feel they cannot really predict what the game will show them, and must read players based on actions rather than roles.
In the MMM game, I deliberately poisoned the well for anyone trying to look for scum in the servants chat in that game; the game had 3 scum factions, but only two of those scum factions had agents in the servants channel - but it was large enough to fit all three! I was secretly hoping that someone would play that pattern, and methodically lynch one servant at a time in a vain hope of finding that last scum. Sadly, didn't come up as the small mafia hid too well in that game.
The "faction" part of the rolecard was another such poison. I was hoping that someone would predict that the scum were of one faction only - f.ex "family" - and hunt accordingly. Unfortunately, scum of both factions died on N1, sealing that idea for the town players.
I also gave the scum the "help me out doing comparisons" ability in that game to directly counter anyone trying to compare abilities and mechanics, but unfortunately I didn't explain it good enough, so no scum team actually used that lifeline. Oh well. Next time