Is anyone ever going to organize a The Mole game on here

For large social games such as Survivor where the primary mechanic is social interaction.
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Post Post #69  (isolation #0)  » Fri Jul 06, 2018 11:51 am

Does someone actually want to host a Mole game?

I have a plethora of ideas. I'd be more than willing to plan out a full game and write-up instructions if someone would be willing to collaborate and make sure we carry it to term (I get busy sporadically).

^_^

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Post Post #72  (isolation #1)  » Sat Jul 07, 2018 4:54 pm

I don't understand this two teams idea.

What prevents The Mole from going all out and completely throwing every mission?

Unless... each round the player that got voted most as the mole is excluded from partaking in a mission or two. That way the mole can't be too obvious? Just brainstorming.

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Post Post #75  (isolation #2)  » Sat Jul 07, 2018 5:28 pm

In post 74, Irrelephant11 wrote:No, any time all players unanimously identify the mole, the mole receives 0 points for messing with the challenges. That way the mole has to be secret and effective, so they can beat the other mole. This is what I was trying to say like five posts up :P


I don't think this is a viable solution. I also don't think it'd have the impact anticipated.

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Post Post #82  (isolation #3)  » Sun Jul 08, 2018 12:09 pm

In post 77, animorpherv1 wrote:My problem with berry's solution is that if the mole is found then it will probably be very obvious.


I don't know what you're referencing. I don't think I've posted my solution.

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Post Post #85  (isolation #4)  » Sat Sep 22, 2018 11:43 am

Alright, let's do this!

I have the rules for a game outlined and the missions outlined.

Below are the basics to the outline of the game. ^_^ It would take me a week or two to write up all the challenges and make sure everything is good-to-go.

What do I need to do to run said game on the forum? I am open to a co-host, specifically if it is someone that is great at creative flavor text and is super active.

Spoiler: GAME SUMMARY
Each round the players will compete in a series of MISSIONS. These missions will test the player’s intellect, communication, trust, and teamwork. If players are successful in their mission, each player on that mission will receive money into their personal funds. But be careful, because amongst you are two moles who are secretly working to sabotage the missions while remaining unsuspected.

At the end of each round an AUCTION will occur where players can big the money they’ve personally earned to win GADGETS. Gadgets are helpful tools that can increase a player’s chances of survival or allow them to manipulate the game.

After the auction has concluded, players will complete a QUIZ about the identities of the moles. The player that knows the least about the identities of the moles will be eliminated.

When the game is down to four or five players they will enter the FINALE. Where the players will take one final quiz about the identities of the moles. The player that scores the highest on the quiz will be crowned the winner.


Spoiler: THE MOLES
Two players amongst the group will be moles, working to secretly sabotage the missions they’ve been assigned to while remaining unsuspected. The two Moles will be competing against each other throughout the game. The Moles will never be eligible for elimination.

The Moles will score points throughout the game based on two criteria:
1) For each mission a Mole is on, that Mole will score points if they successfully sabotage the mission
2) During each Quiz, the Mole that is least suspected between the two will earn points

* Further details on scoring will be provided to The Moles, in private, once they have been selected.

At the conclusion of the game, The Mole that has scored the most points will be crowned the winning Mole.


Spoiler: ADDITIONAL NOTES
It should be noted that each individual mission will only consist of some of the members of the team. Thus, players will have incentive to win because only those members will get money, increasing the chances that they'll win a gadget in the auction.

Examples of gadgets in the auction: bonus points towards the quiz (thus increasing a player's chance to stay), the ability to assign teams for missions next round, the chance to win an exemption. And more ^_^.

The Moles will not know who each other are throughout the entire game and will not partake in the quiz. Their objective is to focus on their own scoring and it is not to identify the other Mole. The Mole's will not know their scores from the quiz nor will they know the other Mole's score throughout the game.

I strongly believe the scoring aspect of The Mole's is balanced strong enough that they have incentive to secretly sabotage challenges without going-all-out and remaining hidden. Meanwhile, players have a dilemma on their hand, they can go for money and earn prizes that'll increase their survival. They can intentionally sabotage here or there, but if they overdo it they won't have a lot of money and their chances of elimination will be higher! I believe the rules will create a healthy balance of letting players invoke their own personal strategy and approach to the game, whether they're a Mole or a player ^_^.

The theme for the game will be a spy academy (think Kingsmen). I once read a book description about a spy academy where each agent was code-named as a playing card... when I began reading the book it didn't focus as much on the academy aspect as I had envisioned and think it'd make a cool theme. The players are new students to the academy training to becomes spies... whilst unbeknownst to the players, the Moles are elite students who are going through a test to see if they have what it takes to be a spy.

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Post Post #87  (isolation #5)  » Tue Sep 25, 2018 8:19 pm

In post 86, Irrelephant11 wrote:So, two moles in one game kind of defeats the purpose of two moles?
I'm always willing to try a mole-like game but I don't really "get" your version of it here


The purpose of two Moles is that they are competing against one another. Thus, The Mole has an objective to sabotage and yet remain unsuspected. By this method The Mole also has incentives.

Also - it keeps both Moles engaged. I've seen games where The Mole has no interest in the game towards the end because they get bored and don't need to be engaged with the players so they basically become a lurker and obvious to spot. Since the two moles are competing, that would also resolve that issue.

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Post Post #90  (isolation #6)  » Wed Sep 26, 2018 8:11 am

Irrelevant is correct - it would be one game.

I personally don't think the two games method would turn out how we anticipate it to. It turns away from being a Mole game and just becomes a "which team is better at challenges" game. I've participated in a Mole game before with competing teams and that's what it turned into regardless of how many people were sabotaging. In fact, one Mole barely did any sabotages because the other team was always outdoing ours on merit alone (and not a result of anyone sabotaging from our sixe).

Although I personally was initially against having multiple moles in a game, I think it could turn out surprisingly well. I think it'd be difficult for the finalists to identify both moles, but I do have a counter-measure to that for the end game. Lastly, in terms of the quiz, I've identified three methods to create a quiz for two moles: A) do a ranking system and get points based on where you ranked the moles in your suspicions... I'd be against this in a normal game but in a two Mole game this scenario may be perfect. B) Let each question be worth two separate points and require the player to select two answers. C) Ask questions such as "Did either Mole do X?" Or "Dod both Moles do X?" Where the answer is either yes or no.

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Post Post #91  (isolation #7)  » Wed Sep 26, 2018 8:15 am

I think pablito called it out best: two competing teams gives a major incentive to *never* sabotage, which in my opinion, is too far in the opposite direction of what we'd ideally like to mimic. We want non-players to sabotage when and if they choose to at the sake of missing out on a benefit, like the real show.

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Post Post #94  (isolation #8)  » Wed Sep 26, 2018 12:04 pm

In post 93, Irrelephant11 wrote:I think part of the reason some of us suggest two separate & concurrent games, though, is that there's no incentive in this version to not sabotage if that would get a non-mole closer to the end


In my current version there's lots of reason not to sabotage: if you lose all your missions you get no money. Meanwhile, the players that won their missions win money and can bid on exemptions and bonus points in the auction, increasing their chances of staying.


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