As someone who has hosted a lot of games, I've had a lot of games ruined by simple design choices I could and should have changed beforehand. I thought it might be useful to discuss some discovered "rules of thumb" which can help you figure out when something you're planning on doing is a terrible idea. My hope is that by sharing this wisdom in a public place I can save new hosts the trouble of having to figure these out on their own.
Standard village v mafia games:
Multifaction games (this includes viva and FFA):
Experimental concepts in any game:
kthx
Standard village v mafia games:
- Always give the village a slight advantage in numbers. If every faction plays perfectly, the village should win.
It is hard for the village to play perfectly - much harder than it is for the mafia to do the same. If the mafia has allowed the village to lynch correctly every day, then the mafia deserves to lose. Make sure that the numbers in the game reflect this.
- Silence and Persuasion roles are really, really powerful on the mafia, and fairly weak on the village.
If you're looking for a "filler" role to give a mafia player, don't add in a persuasion or a silence just to make everyone feel like they're contributing. If you give the mafia a persuasion, you have to balance the game around the fact that they're essentially a whole man better than they seem until that persuader dies.
If, however, you're looking for a "filler" role to give to a villager, silences and persuasions are powerful, not-broken ways to do this. The longer the village has control of the lynch, the more interesting the game is.
- Watchers are really, really powerful on the village, and fairly weak on the mafia.
A correctly deployed watcher can catch multiple mafiamen each night. Especially if the mafia *does not know* that the village has a watcher, this can be game-breaking.
- If there is any chance that info given from the host could be false (eg there is a mole role in the game, there is a paranoid inspector), there must be a rule/line in the PM saying so.
Nothing is less fun than watching the game you designed become destroyed while the village leader is duped by the information YOU gave them. If an inspector knows that it's possible that their results could be lying to them, then there is an interesting dynamic wherein the inspector knows they can't trust everyone they've cleaned. This is good! But they have to know that their results are not infallible.
- Don't give the mafia an every night safeguard.
Safeguards make bodyguards irrelevant, and if you give one to the mafia, they will kill the village leader every night. That's not fair to these village leaders - the people who are caring most about your game.
Multifaction games (this includes viva and FFA):
- Always give each faction a bodyguard. This is doubly important if the game does not have aliases.
You want factions to speak to each other, and there's no better way to make sure they don't than by giving them no protection from enemy threats.
- BREAK. SYMMETRY.
This one is a bit more subtle than the others, and it can be stated like this: There has to be something (other than the usernames involved) that makes one team substantially different from another. If this isn't the case, then the game quickly devolves into a popularity contest / randtargeting contest. See every Viva style game ever.
Symmetry can turn an interesting concept into a dull, boring sludge. See Challenge 4 of Everyone Who Signs Up Will Be In This Game.
- If everyone needs everyone else dead, then the game will end in either a kingmaker or a runaway victory.
Multifaction games are known for having terrible endings, but I've found that in games like Metroid Prime 2, and vonFiedler's Card Game Mafia in which each player only needs a certain subset of players dead to win, the winners of the game more accurately reflect how well everyone played. This is more satisfying as a player by a ton.
This can also apply to village v mafia v wolf games, but hopefully the village has enough of a numbers advantage to start that the game is interesting anyway. Besides, the wolf always wins the kingmaker in these games, and wolf wins are cool.
Experimental concepts in any game:
- Try to keep the rules at least somewhat simple.
I hosted probably one of the most complicated games ever in So Many Cards. At the end of the day, though, very little of the fluff I put into the game mattered at all - it was the more basic structure of the game (2 mafia v 1 village) that produced most of the interest and strategy of the game.
- Don't give villagers custom win conditions.
This is one of those ideas that sounds great in principle but sucks in practice. The motivation for doing something like this is that you want villagers to be doing more than just "following the leader", so you give them an extra objective to complete.
However, for villagers, acting as a unit is really their only source of power. Don't give villagers custom win conditions - if they succeed, it's often not by their own design, and if they fail, then they're losing for no reason, or as I like to call it, "pulling a Paperblade".
Giving the mafia custom win conditions, however... has tons of potential.
- Recruits in non-Viva games suck. Really, they do.
A lot of recent games have been playing with the idea of using recruits as a core mechanic. There is no way to create a balanced game with recruits. There really isn't. Don't use them.
kthx
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