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Disciples and an NPC Judas

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jwarrend
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Joined: 08/03/2008

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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zaiga
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Joined: 12/31/1969
Disciples and an NPC Judas

I like the drafting idea. People who have a problem playing Judas could simply avoid drafting him. I don't think that this method is necessarily more "gamey" than your normal way of dividing the goal cards. I don't remember what that mechanic exactly was, but since there was something like a 1 in 11 chance that Judas might not get picked I assume that was a bit "gamey" mechanic too. This is not a big problem I think, although you do not want to have too much of these small kind of rules/mechanics if you want to keep the game light.

I also like the "Rome burns" scenario, although that would turn it into a completely different game. Reminds me of the new Bruno Faidutti game "Terra", where players have to sacrifice resources for the greater good, otherwise there is a chance that everyone loses. I'm not sure if the "everyone loses scenario" is necessarily unsatisfying, after all it seems to work pretty well in "Lord of the Rings".

Then again, the premise of "Terra" is different than that of "LotR". In "Terra" one player wins or everyone loses, in "LotR" everyone wins or everyone loses. In the latter scenario everyone will always be willing to sacrifice for the greater good. In "Terra" a player who is losing might spoil the game by not sacrificing for the greater good, causing everyone to lose. The "Rome Burns" scenario falls in this category.

I don't think "Terra" works very well as a pure strategy game, where the goal of the players is to win the game at all costs. However, it has been noted that "Terra" works well with non-gamers, who are probably a bit less concerned with winning. In your game, when players have a moral objection to playing Judas, that would mean that they also have an extra external motivation to try and prevent Judas from betraying and they might value this higher than a win for themselves, which might make the "Rome Burns" variant work.

Just some thoughts.

- René Wiersma

Scurra
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Disciples and an NPC Judas

I suspect that the Rome Burns solution is probably the best one for a game in which the players have actively chosen not to have a Traitor, since then it becomes much more of a "co-operative" exercise; although I suspect that you would have to change the scoring idea: maybe everyone loses if the players total score (all together) is less than the Pharisee track doubled or something? (rather than making it contingent on one player missing out.)

I think the "drafting" mechanic is too gamey* too (I think I said that at the time!) but I also think that it would work really well for a group that had played the game a bit and thus knew what the various Goals were.

But I think both of them are perfectly good variants which could be recommended for different playing groups - I would certainly be happier to see a specific paragraph in the ruleset that addressed the whole "Traitor" issue, both with the reasons behind it and a alternative play method that excludes it.

*as opposed to "gamey" meaning "ill-smelling, rank, rancid or rotten" :)

jwarrend
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Disciples and an NPC Judas

zaiga wrote:
I like the drafting idea. People who have a problem playing Judas could simply avoid drafting him. I don't think that this method is necessarily more "gamey" than your normal way of dividing the goal cards. I don't remember what that mechanic exactly was, but since there was something like a 1 in 11 chance that Judas might not get picked I assume that was a bit "gamey" mechanic too.

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).

Scurra wrote:

I suspect that the Rome Burns solution is probably the best one for a game in which the players have actively chosen not to have a Traitor, since then it becomes much more of a "co-operative" exercise; although I suspect that you would have to change the scoring idea: maybe everyone loses if the players total score (all together) is less than the Pharisee track doubled or something? (rather than making it contingent on one player missing out.)

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

Scurra
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Variants...

jwarrend wrote:

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.

I think that's an interesting dilemma - does the designer always know best? With many games, it's pretty evident that there is a "right" way to play, but sometimes having the scope for variant rules offers you as a player the freedom to experiment with different ideas. And finding that the designer had anticipated you (as it were) can be interesting too. And sometimes you end up with a metagame: there are enough variant ways to play TransAmerica for instance, that a fun metagame is to allow the Start Player to determine which variant will be played that round (although that clearly isn't applicable in this case.)

I take your main point - sometimes its hard enough to choose a game to play, let alone what ruleset that game may be using! But with good guidance (such as suggesting the 'drafting' option for experienced players) I feel that they can offer more than looking like an afterthought tacked onto the rules, or an attempt by the designer to escape commitment :)

jwarrend
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Re: Variants...

Scurra wrote:

I think that's an interesting dilemma - does the designer always know best?

I think the issue is that the designer should know best, and if you don't, it's a sign that perhaps you haven't playtested enough. I think throwing a lot of "optional" rules at the players runs the risk that no one will ever want to play the game because they have no idea what "the game", in its "ideal" state, actually is.

That said, I like your suggestion to include variants with a paragraph or two of analysis as to what players the variant might appeal to, and what specifically is accomplished by the variant.

But, I always shudder when the "optional rules" begin with something like "for players who want a more strategic game, use these rules..." I want to know what contribution each rule will make to the game experience; I don't want to have to play 50 times with all permutations to find out which one is the most fun.

And I think that's the tradeoff. Yes, customizability and flexibility of a game system can be a good thing, but it's presumptuous at best to say that people should be willing to invest a ton of time in your game to find the "best way" to play. As such, I think it's up to you, the designer, to test the game, find the "optimum" set of rules, and then provide one or two alternative rules and a clear exposition on what the rules add to the game, for those who wish to use them.

Of course, in this game, I think some optional rules would be appropriate and perhaps even necessary. But it's more with an eye towards accessing different sensibilities, and not so much with an eye towards customization in this case. I think making a game too dependent on "customization" may be a dangerous thing to do unless the game is so great that you're sure people will invest the time in exploring the system fully.

-Jeff

SVan
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Joined: 10/02/2008
Disciples and an NPC Judas

I like variant rules, but just like what has been said, I don't want something that is just sugar coating (or something that makes the game more or less strategic.) I prefer varient rules that give the game a different flavor, that make you feel like you're playing the game in a whole different way without losing the aspect of the game that drew it to you in the first place. (Easier said than done.)

So going back to the Disciples game, which was the discussion in this thread all along, I believe that the different ways of determining the traitor qualify (in my eyes at least) as good variants. The different variants do change the game somewhat, but the strategy is pretty much the same. I also agree that explanations are essencial to allow others know why the variant is here, and how it can make the game a different experience.

Hope this helps...

-Steve

FastLearner
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Joined: 12/31/1969
Disciples and an NPC Judas

I thought of a drafting mechanism that doesn't have the problem of knowing the guy before you did or didn't (or might have) taken the traitor, at least partially.

Add a few goals so that there are a total of 15. Deal all of the goals out to the players, placing any extras in the middle of the table. Everyone keeps two of the goals they were dealt and returns the others to the middle.

For a "someone at the table might well know that there's no traitor" variant, everyone returns all but one of their initial cards to the center, and then the cards are re-dealt and everyone picks one more. This is much more fun, I think, but it doesn't fix the "someone knows" problem.

I have a different yet similar drafting mechanism in one of the games I'm working on now, and it seems to work well (mind you, it's plenty different enough that no one would think they were the same).

-- Matthew

DavemanUK
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Optional rules....Length of Play

A note on the rules variants, I am facing the same decision in whether to keep my game at 3hrs long or use a different mechanic that (hopefully) brings it down to 90mins. Theoretically, I would have no problem in seeing a ruleset that stated, "This is a 90mins game but if you want a longer version try this..." :-)

Dave W
(Scurra, thanks for the idea from your posting above) ;)

jwarrend
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Re: Optional rules....Length of Play

DavemanUK wrote:
A note on the rules variants, I am facing the same decision in whether to keep my game at 3hrs long or use a different mechanic that (hopefully) brings it down to 90mins. Theoretically, I would have no problem in seeing a ruleset that stated, "This is a 90mins game but if you want a longer version try this..." :-)

I'm not so sure about this, but I guess it would have to depend on the game in question. If it was something like "make the game longer by scaling the goals", then sure, I think that would make sense. In fact, there was an article in the Games Journal not too long ago about doing the reverse -- making long games shorter by scaling the goals back -- making the Risk board smaller, for example.

But, if you're talking about a change to the very mechanics of the game, this is a bigger issue, particularly when you're saying, "hey, you're going to have to invest 3+ hours just to find out if you even like the longer version." Obviously, I suspect it's quite specific to the game in question. For example, I've talked extensively about a game I have that currently plays at 4+ hours, but with a radical change to the turn structure, I believe I have gotten it down to about 2.5 hours or so. Now, the longer game gives you a little bit more "openness" each turn, but I don't feel it adds all that much in terms of actually making the game more fun -- the "density of decisions" as it were decreases. So, for me, it wouldn't make sense to say, "hey, you can play the really long version, if you want", because the game just isn't as much fun.

Your situation might be very different; perhaps, for example, that your "longer" version of the game adds complexity, and thus time, but the increased complexity is warranted because it adds a fun factor as well. But in all cases, I think Scurra's point is well-taken -- it's essential to say not simply "here's how to make the game longer" (because, trust me, no one wants that) but also "here's why you might want to make the game longer" as well.

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