For all who've been following the discussion about my latest project, "the 12 Disciples", I have something of a dilemma I'd like to run by you.
In discussing the game with some folks, I've come across the view that I sort of anticipated that says, basically, "I would be uncomfortable being the Traitor" (these were Christians).
Now, I have no problem with this aspect of the game, but it was suggested I consider making an "optional" rule that the Traitor can be left out of the game on purpose. I think this is a fairly happy solution, and it's also nice because it would be nice to make a 2 player version of the game in which it was guaranteed that there would be no traitor.
The problem, of course, is that much of the tension in the game comes from the pharisees track (which gives the traitors' reward), so I need to find an "alternate" meaning for the Pharisees-track in "traitorless" games.
Here is where I need the group's help.
I have a couple of possibilities. The easiest thing would be, first of all, to shuffle "The Last Supper" somewhere into the last X cards of the deck, and having it end the game now (pretty similar to how it works now). When this Event comes up, the game ends. Then what happens? Several effects seem possible:
- "Rome burns" If no player has a higher score than the (NPC) Traitor, there is no winner.
- Goal threshold Players earn points for each of their goals for which the number of points they'd get for the goal exceeds the position of the Pharisees track (NOT the "value" on the track).
- Deed threshold Players who didn't perform at least as many Deeds as the position of the Pharisees track must randomly discard Deeds equal to the difference. edit-- Wait, this doesn't make sense. Maybe instead they get some penalty or something. I don't know, you get the idea...
Do any of these seem particularly good? (or particularly bad?) "Rome burns" is the obvious solution, but I think it would just be unsatisfying to play an hour long game and then in the end, oh, gee, none of us won! Yet, since the players do have some control over that track, it could still be a satisfying source of tension, I suppose. I welcome other suggestions.
I think, for now, I'll leave this as simply an "optional" way to play, which I hope would make the game accessible to more people. For example, when my kids are a little older, I'd love to play this game with them, but even I probably wouldn't want them to play "the traitor" until they were at a sufficient level of emotional maturity to understand the divorce between themselves and the game.
Also, I think Scurra's "drafting" mechanic could work very nicely, however, I'm also concerned that it's too "gamey" for a game that is meant to be somewhat light and somewhat accessible...
Thanks for any thoughts you have!
-Jeff
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Actually, the algorithm is pretty simple. You just take the 11 "good" disciples, pull one randomly, then shuffle the traitor in with the other 10 and deal out 2 cards to each player.
My concern with "drafting" is that it may give away too much info. For example, if you're the 3rd or 4th player in the chain, and you see the Traitor card the 2nd time that the draft goes around the table, you know for a fact that the 1st and 2nd player aren't the Traitor, for example. Sure, maybe this would necessitate throwing out the "guess the traitor" scoring but even then, there might be an advantage to having this knowledge. Certainly deserves more thought.
While I haven't played Terra, I agree that the "everyone loses" effect would feel different in a competitive game than a cooperative one; a narrow loss is quite satisfying in Lord of the Rings, whereas a game where "we all lose" would seem kind of anticlimatic and annoying in a non-cooperative setting (but I could be wrong).
Just to clarify there, think of the traitor as another player -- if his score is higher than any other player's, no player wins. If one player has a higher score than the traitor and all other players, then he's the winner.
But, I'm not sure this would be that meaningful. "Oh, ok, I didn't 'win'. But I still had a higher score than all of you." So in some sense, "all players lose" seems kind of semantic, since the players can of course just decide to "overrule" this aspect of the game. For people who were willing to actually take it seriously, though, it would work ok, I think.
I agree, it might be best to include these (and/or others) as "variants", something I hate to do in general -- I want the game designer to know what is the "best" way to play the game, and not have to decide for myself. But in this case, it's more a case of, "if you are uncomfortable with this rule, feel free to use this one instead." The concern with that, of course, is that by calling attention to it, people who weren't uncomfortable with the rule in the first place may become so! But, I think it's probably a good compromise to explore as a way to keep everyone happy, which is really what the game is about.
Of course, I have some playtesting planned with various and sundry Christian gamers and gaming groups, and we'll see what the reaction is, and whether there's any kind of a broad consensus...
Thanks again, guys!
-Jeff