Keirador wrote:On a purely tonal basis, if you're looking to inspire that sense of dread, I think unique hidden powers is the way to go. What I think is kinda interesting about the concept here is that fundamentally, the powers don't need to be balanced, at all, because the powers only get used by dying, right? So that sets up another couple layers of tension: internal tension for town players who know their power is AWESOME, so they're kinda torn on whether it's right to fight on and try to lynch scum and avoid a mislynch like normal, or whether this unique set-up is incentivizing them to kick it early, and then a tension within the town over who seems to be more sangfroid about getting lynched and who's fighting it kicking and screaming, and why.
Hmmm, that's a good point about increasing the tension and dread. I've already come up with a good list of town-positive powers by looking at a list of fairly standard Mafia roles and doing some tweaking. I could likely do the same to get some town-negative and town-neutral ones in there too.
I've also been thinking that since there won't be situations where a player goes "WAIT, WAIT, DON'T LYNCH ME I HAVE TO STAY ALIVE TO USE MY POWER!" because they might
want to get lynched to help town, I'd probably give the scum scummy powers that actually will activate on lynch, as well as cover powers.
I still like both variants I originally wrote up, and what's also cool is that each one plays on one of the two main mechanics of the RPG it's inspired by. Pretty sure I'll end up just running both as two different games.
