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Hi guys so here are our night actions tab and thought process for the game.
First the tab:
Following the "level up" idea from our theme we wanted to give players the opportunity to level up throughout the game thanks special objects they would find in dungeons. However finding many level up ideas for every role was complicated. Also given our small number of players we decided to make everyone start as vanilla to give the mechanics more impact and push players to go into dungeons. We simplified the dungeons's objects idea by deciding that it would be simpler to just have dungeons that allowed to level up (because there were strong monsters in it that gave lots of xp lol) and dungeons that didn't.
Dungeons were as followed
On D1 we put a dud dungeon but didn't expect HALF the players to choose it, + one who forgot to send + one of the four remaining died D1. So only 3 people with a role on N1. We expected it to be at least 5 or 6.
Which is why we had put a necromancer and an apprentice in the role list thinking they would have much to do and choose from as the game went on. (They didn't )
As for the roles, we made a list beforehand and randomized it with the player list. Thus, everyone had a role waiting for them, all they had to do was enter the right dungeons.
This is what each of you was bound to get:
Asako - Necromancer
DD - Sane spy
Erinyes - hider
Brandish µ - prosecutor
Gajeel - Insane apprentice (who then became sane)
Lady pompom - Sane doc
GrySun - Paranoid det
Belserion - M. Det
Baka Taichou - Escort
Shad - Poisoner
We also had ideas for second level ups for each. But appart from Gajeel no one leveled up twice.
On D2 rather than a dud we put a secondaries dungeon which is weaker but still useful. We had a thought up list of secondaries and randomized the list with the player that entered the dungeon. No premade association player x secondary.
On D3 we once again put a dud and wanted to have fun by adding a buff dungeon that allowed for a double action. It may seem too OP, but in Mafia game there is game, and we wanted to see how all the double actions would cross each other and maybe create interesting game situations. In the end the buff was only useful to mafia.
On D4 with such few players remaining and everyone having a role or a secondary, only one dungeon was legit (and no one entered it).
That's it for the explanations we wanted to give, feel free to ask any question. Any constructive feedback or criticism is accepted !
(Also my wording might make it seem like we took decisions on the go as the game went on, but no, most of it was thought out before the game started and then we navigated and adjusted things as phases passed.)
First the tab:
Following the "level up" idea from our theme we wanted to give players the opportunity to level up throughout the game thanks special objects they would find in dungeons. However finding many level up ideas for every role was complicated. Also given our small number of players we decided to make everyone start as vanilla to give the mechanics more impact and push players to go into dungeons. We simplified the dungeons's objects idea by deciding that it would be simpler to just have dungeons that allowed to level up (because there were strong monsters in it that gave lots of xp lol) and dungeons that didn't.
Dungeons were as followed
D1 dungeons | D2 dungeons | D3 dungeons | D4 dungeons |
Busan (dud) | Pekin (secondaries) | New York (roles) | Sao paulo (dud) |
Seoul (roles) | Tokyo (roles) | Bamako (buff) | Valencia (dud) |
Daegu (roles) | Singapour (roles) | Canberra (dud) | Tunis (roles) |
On D1 we put a dud dungeon but didn't expect HALF the players to choose it, + one who forgot to send + one of the four remaining died D1. So only 3 people with a role on N1. We expected it to be at least 5 or 6.
Which is why we had put a necromancer and an apprentice in the role list thinking they would have much to do and choose from as the game went on. (They didn't )
As for the roles, we made a list beforehand and randomized it with the player list. Thus, everyone had a role waiting for them, all they had to do was enter the right dungeons.
This is what each of you was bound to get:
Asako - Necromancer
DD - Sane spy
Erinyes - hider
Brandish µ - prosecutor
Gajeel - Insane apprentice (who then became sane)
Lady pompom - Sane doc
GrySun - Paranoid det
Belserion - M. Det
Baka Taichou - Escort
Shad - Poisoner
We also had ideas for second level ups for each. But appart from Gajeel no one leveled up twice.
On D2 rather than a dud we put a secondaries dungeon which is weaker but still useful. We had a thought up list of secondaries and randomized the list with the player that entered the dungeon. No premade association player x secondary.
On D3 we once again put a dud and wanted to have fun by adding a buff dungeon that allowed for a double action. It may seem too OP, but in Mafia game there is game, and we wanted to see how all the double actions would cross each other and maybe create interesting game situations. In the end the buff was only useful to mafia.
On D4 with such few players remaining and everyone having a role or a secondary, only one dungeon was legit (and no one entered it).
That's it for the explanations we wanted to give, feel free to ask any question. Any constructive feedback or criticism is accepted !
(Also my wording might make it seem like we took decisions on the go as the game went on, but no, most of it was thought out before the game started and then we navigated and adjusted things as phases passed.)