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Endgame422 wrote:Honestly pure vanilla seems the way to go imo.
The fundamentals are the hard part to learn and with a solid knowledge base a player can fairly easily figure out how PRs work.
With new players i think KISS applies perfectly.
Endgame422 wrote:Honestly pure vanilla seems the way to go imo.
The fundamentals are the hard part to learn and with a solid knowledge base a player can fairly easily figure out how PRs work.
With new players i think KISS applies perfectly.
aage wrote:Never trust CYOC or pancake.
StorrZerg wrote:Or how many non vanilla games could just end day 1, if everyone mass claimed. (no seriously lol)
aage wrote:StorrZerg wrote:Or how many non vanilla games could just end day 1, if everyone mass claimed. (no seriously lol)
This
I'm staying out of most of the current games because they're either non-vanilla or seem too complicated to have some balance. Three of them are "choose your own mafia", "pick your own mystery" and CYOC... Seriously? Can't I just play a normal game of mafia? I honestly can't remember when I was last involved in a case against actual mafia that didn't rely on either power roles or flavour, and that is a bad thing. Current focus on flavour and ridiculous roles detracts from the level of actual scumhunting. This in turn lets mafia get away with almost anything. Case in point: me as mafia in my past ~5 games.
Streaker wrote:If you'd say that you would love a more basic, balance guaranteed, game then I'd hear you.
I do agree that games are getting carried away with flavour and special powers.
Metsfanmax wrote:I don't think that complex roles should be a key part of the learning games. Complex roles are just toys, they superficially make the game more interesting perhaps, but the game fundamentally isn't about the roles. Cop and doctor are enough to get the gist of how to use power roles.
Endgame422 wrote:Honestly pure vanilla seems the way to go imo.
Marashu wrote:Metsfanmax wrote:I don't think that complex roles should be a key part of the learning games. Complex roles are just toys, they superficially make the game more interesting perhaps, but the game fundamentally isn't about the roles. Cop and doctor are enough to get the gist of how to use power roles.
The problem there is how really effective follow the cop is - from what I've read, even new players would figure it out really fast. These other newbie setups were made to try and balance that out.
Streaker wrote:Balance is important, but even a half-skewed setup (favouring either side 60-40 or even 65-35) is not that bad for a newbie game. Balance takes a second place to overall game experience fun factor for a newbie game, imo. Balance becomes much more of a factor in larger games with more experienced players.
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.
StorrZerg wrote:i find no joy in this
StorrZerg wrote:i find no joy in this
Epitaph1 wrote:I just learned that Ultimate Werewolf has a system for creating balance. Each role is assigned a number (positives for townies, negatives for werewolves) and you use those to get as close to zero as possible.
https://boardgamegeek.com/thread/641590 ... calculator
I haven't played UW yet (I will tomorrow) but my understanding is that most of the roles correlate to what we have in mafia. Perhaps we can adopt the number system to mafia roles and try a few setups based on that.
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