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Re: Plague Mafia

PostPosted: 06 May 2016, 04:37
by Crunkus_old
Keirador wrote:Dammit condude. I've been trying to come up with something both straightforward and unique for like a month, and everything ends either overwrought and unworkable, or repetitive. This is a really cool set-up and I'm mad at you for it.


He was inspired by the last game. It's n00bonic, you see.

Re: Plague Mafia

PostPosted: 06 May 2016, 05:00
by condude1
Keirador wrote:Dammit condude. I've been trying to come up with something both straightforward and unique for like a month, and everything ends either overwrought and unworkable, or repetitive. This is a really cool set-up and I'm mad at you for it.


Hehe, sorry. I've had this one in my back pocket for a LONG time. Crunkus can attest to that. Prior to SiTD running I sent him a game design for editing that incorporated this into an insanely complicated mechanic that has since been shelved. Since then I've developed my KISS method, so I decided to run it as a setup in its own right.

This is in signups now, if you want to join...

Re: Plague Mafia

PostPosted: 06 May 2016, 05:07
by Keirador
Oh yeah I'm in, as long as nothing else I'm in is running simultaneously.

Re: Plague Mafia

PostPosted: 06 May 2016, 13:28
by sjg11
Keirador wrote:Dammit condude. I've been trying to come up with something both straightforward and unique for like a month, and everything ends either overwrought and unworkable, or repetitive. This is a really cool set-up and I'm mad at you for it.

Look on the bright side. Nothing you design or try to GM can end up going as badly as Fable 7 did.

Re: Plague Mafia

PostPosted: 06 May 2016, 18:51
by Keirador
sjg11 wrote:
Keirador wrote:Dammit condude. I've been trying to come up with something both straightforward and unique for like a month, and everything ends either overwrought and unworkable, or repetitive. This is a really cool set-up and I'm mad at you for it.

Look on the bright side. Nothing you design or try to GM can end up going as badly as Fable 7 did.

Legit the last idea I had was a set-up in which multiple town factions had to compete with each other for a win condition, all sharing the loss condition of being destroyed by an intentionally weak mafia with cloaked numbers so they were never sure when they were in LYLO, nearly all players with roles (each faction had a vigilante, a tracker, and a godfather) flavored as the War of Five Kings. I never even bothered putting it into development, way too clusterfucky. Fable 7 looked like a straightforward breeze in comparison.

Re: Plague Mafia

PostPosted: 06 May 2016, 19:44
by Crunkus_old
One thing that I noticed about the rules:

If the strong/weak/etc types are distributed non-randomly, there may be some degree of speculation after a while given what people will eventually show themselves to be through symptoms. If that's part of the anticipated design, so be it...but if it's not supposed to be relevant, indicating that the types are distributed randomly may be necessary in the rules.

My apologies if I missed that.

Re: Plague Mafia

PostPosted: 06 May 2016, 21:41
by condude1
Crunkus wrote:One thing that I noticed about the rules:

If the strong/weak/etc types are distributed non-randomly, there may be some degree of speculation after a while given what people will eventually show themselves to be through symptoms. If that's part of the anticipated design, so be it...but if it's not supposed to be relevant, indicating that the types are distributed randomly may be necessary in the rules.

My apologies if I missed that.


Good point. I'll make the change now. I might even put the number of each type into the rules beforehand, so that there's nothing secret about the mechanics whatsoever.