I'd like to design a game w/ a large amount of agency.
Perhaps one where players are allowed to, as a night action, guess the scum team, and if they are correct, they are rewarded with being invulnerable to being killed that night?
And if the scum team guesses who the town power roles are and which one is which, they are given a roleblocker/redirector?
Neither of these abilities break the game, I think.
Thoughts?
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it would depend on the setup but in general wrt to agency: more agency leads to more swing, and known individual agency should always be balanced around the idea that town can leash the abilities
also keep in mind if the player knows they guessed the correct scumteam, well the reward of having the right scumteam turns the game into a mechanical 1vscumteam
and in any games with lots of individual agency that is known, you could leash scumteam guessing so there are no redundancies- gobbledygook
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I think Errant Parabola's The Search had pretty good player agency. Every player had a separate win condition in addition to the town and scum win conditions. Some roles had powers that run counter to their win conditions. Some roles have powers that support their win conditions. Many of the win conditions ran counter to one another. It was a fun concept, just not super well polished. Maybe something like that?- OkaPoka
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i think in situations like these with more complicated win conditions ~ its best to keep it a closed setup rather than openIn post 2, gobbledygook wrote:I think Errant Parabola's The Search had pretty good player agency. Every player had a separate win condition in addition to the town and scum win conditions. Some roles had powers that run counter to their win conditions. Some roles have powers that support their win conditions. Many of the win conditions ran counter to one another. It was a fun concept, just not super well polished. Maybe something like that?- popsofctown
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I think vanilla nightless probably has the most agency and you can't really add more agency in any way that doesn't have considerable negative collateral damage"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?" - popsofctown
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