Mr. Flay wrote:The Fonz wrote:Accounting for opposing groups and the possibility of crosskills adds an extra layer of skill to scum play though. Plus, multifaction games have a tendency to inherently re-balance against whoever is 'winning' at a given time, which keeps games interesting (scumgroups which have lost members are less likely to be crosskilled, town lynches make crosskills more likely because the scum form a greater proportion of the player pool).
This.
Funny you bring this up, because I actually find this another strike against multiple scum groups. "Self-Balancing" as the game continues actually does
not
help "balance."
For example:
Day One
: Lynch Townie A
Night One
: Mafia Kills Townie B, Werewolves Kill Townie C
Day Two
: Lynch Townie D
Night Two
: Mafia kills Werewolf, Werewolves kill Townie E
Now; the Town's winning chances (although presumably low) have increased because of something the Town did not do. If a game starts off balanced as 33/33/33 and Team A screws up (i.e. Town mislynches), the percentages should logically favor Teams B and C. But a "self-correcting" game basically tries to keep the percentages at 33/33/33 until the bitter end. And this does not truly reward good play, nor does it truly punish bad play. It basically makes the end of the game far more important than the beginning of the game.
Overall, the "added layers" for multiple scum-groups are antithetical to what playing Mafia is all about. When people explain Mafia games, it is "uninformed majority" v. "informed minority" with each group trying to eliminate the other; because that's what Mafia
is.
Once you start trying to get informed minorities to also eliminate
other
informed minorities, and you force the Town to "lynch in the right order" when dealing with informed minorities, you are changing the face of the game.
Mafia should not be a game where you can pull off a win by pitting two groups against themselves while getting them to ignore you. That's something boardgames can do, primarily those that are trading / political (like Diplomacy, Risk, Dune, Settlers). But boardgames generally do not have an element of "hidden identities" -- you already
know
who and what you are up against, and so you can take that into account. And even those boardgames that
do
have "hidden identities" are always, in my experience, split up into two groups (essentially, Traitors v Heroes).
Multiple scum groups try to do
too much
with what Mafia is all about. It forces "tactical considerations" that should not really play a part in what is basically a "party game Whodunnit" murder-mystery game. If you can find the scum and get them lynched, Town should win; if scum can convince the Town that
they
are Town and as a result get Townspeople lynched, the scum should win. Letting groups win for other reasons (i.e. "Ha! Sure you lynched scum, but you didn't lynch the RIGHT scum!" and "Hey, thanks for nightkilling that scum for us, scum!") just does not sit with me as being in the spirit of Mafia.
Additionally, multiscum games have a natural tendency towards Kingmaking situations; if one party is essentially doomed to failure, why should they get to choose who wins? Along this line, once you add a second scum team to the mix, then when I am scum, I suddenly have to choose what team I want to benefit with my own nightkill; do I kill a Townie because he might screw over my scumteam and help the other scumteam (while they are free to kill me), or do I kill the other scumteam, thereby helping the Town, because I know I can't win in the end until the other scumteam is eliminated? That simply does not strike me as a consideration that should truly play a part in a Mafia game.