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TIGD Wk 4: Role Selection

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Anonymous

With the 'mechanics' mentioned in the previous three weeks, there may well be particularly well known games that we automatically associate with those mechanics, but they have appeared so consistently as to stand alone, conceptually, as a 'mechanic'.

Role selection is, doubtless, such a 'mechanic' too, but I suspect discussion this week will necessarily be inspired by one particular game, and I doubt we would have thought of this topic for the series had Puerto Rico not been such a success within the boardgaming hobby. Equally, I would suggest that 'role selection' seems to be a relatively new mechanic in games, and so I've just outlined the 5 games that, to my knowledge, are the only ones to feature 'mid-game role solection' (as opposed to varying abilities provided to specific players for the duration of a game, as seen in Cosmic Encounter et. al.).

Looking at it mechanically, role selection involves players picking a particular role for a turn (or other segment of the game), which will give them new abilities and/or weaknesses while they hold that card. Typically, this is done by either drafting "roles" from an open selection, or passing around cards from which players pick a role when the cards reach them. The differences between 'open' and 'hidden' role selection is probably something we might like to discuss.

Naturally, the order of picking roles will be an issue, particularly if (as seems wisely the case) there is a limit on how many times a certain role can be picked. Also, especially in hidden role selection, where player no.2 ought not to have perfect information about what playe no.1 picked, it may be that some of the roles are randomly removed from those available in any given turn.

Getting to the specific games that use this mechanic, I can only find, as I said, 5 (and two of these are semi-sequels). Notably, they are all games that have recieved a reasonable degree of critical acclaim (to a greater or lesser extent, for sure, but few would argue any were failures).

Verrater and Meuterer, both by Marcel-Andre Casasola-Merkle, are arguably the first role selection games. In these clever card games (often described as board games packaged as card games), players secretly selected roles that would influence, in the respective games, a medieval civil war or the fortunes of a ship's crew. In both games, selection of roles will potentially divide the players into two groups against each other.

Bruno Fadutti's Citadelles (aka Ohne Furcht und Adel) uses a similar role selection to decide the turn order, as well as giving special abilities.

Puerto Rico and San Juan are the most commercially and critically successful examples. In both, the roles trigger activities by all players, but with the role selector recieving some sort of bonus. This role selection mechanic is thus particularly interesting for tying phase order to special ability selection.

Anyway... enough of me. Have I missed any games? Is this a "new" coremechanic that will be rapidly utilised elsewhere, or an interesting one that will just not see the ammount of use auction mechanics get?

Richard.

jwarrend
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TIGD Wk 4: Role Selection

Thanks, Richard, for another great opening article. You are, as far as I know, quite right that few games so far have used this mechanic, yet because each has been so excellent, and, as you mention, one of them, Puerto Rico, is The Greatest Game Ever, it seemed like it was worth devoting a week to this up-and-coming mechanic. Another motivator is that many of the designers here have expressed interest in using the mechanic in some form or another.

I think that Role Selection has a lot of the same advantages as Action Point Allowance, in that it allows a variety of different kinds of actions to be taken. Unlike Action Point systems, however, in which you parcel out a few actions during your turn, Role Selection is far more interactive, as it says "these are the actions that the group as a whole will be able to take".

This adds great tension, but it is flexible in that it can create different kinds of tension. In the case of Citadels or Verrater, the tension comes from "I hope I get the role that I want to use" -- the "scarcity" problem. (Of course, there's also a "who picked what?" "headgame" element, which I'll leave alone for now...) In Puerto Rico, the tension comes from the relative order of the role executions: "I want to Trade my Coffee before someone makes me Ship it". And I suspect that there are other kinds of tension that the mechanic can be used to create. But in all cases, it's a great route to interactive tension, as opposed to Action Point systems where the tension must come from somewhere else.

One "weakness" in Role Selection can be the potential for table seating order effects; if only X roles are available, then the order in which players choose roles is very important. This has been handled various ways, which I'll leave for others to discuss.

It's hard to say whether Role Selection will become as used (or overused!) as auctions, since they accomplish such different aims. But I would suspect that because of the flexibility of the mechanic, it can be dropped into almost any context plausibly, and can be exploited to create great tension, meaning that for better or for worse, we're probably going to see a lot of games with this kind of mechanic.

Other games that I might put in this class include Lowenherz and Age of Mythology.

-Jeff

Scurra
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TIGD Wk 4: Role Selection

Now you see I think there are clearly two different mechanics there, which you have conflated into one.
The mechanic used in Citadels (and Verrater really) is "variable player powers", the neat twist here being that of changing throughout the game (rather than being fixed at the start, as in Bang! or CE) but the game progresses in the same fashion each round.

Whereas the one used in Puerto Rico (and San Juan) should really be called "variable phase order", something which is, in many ways, a close relative of action points - I mentioned how that mechanic can be used to permit a player to determine the phase order of their own turn, and VPO extends that to enabling the players as a group to determine the phase order of the round.

And, unfortunately, the role-selection mechanic is utilised so beautifully in PR that it doesn't leave a lot of room for experimentation - just as any tile-laying game has to be compared with Carcassonne*, so a variable phase order game is going to be compared with Puerto Rico. And you can't win that one :)

Having said that, I think that both have a lot of potential for exploration. (For instance, I'm working on a design in which the variable player powers, which will change during the game, are granted to you by an opponent, rather than by your own choice, which adds a nice wrinkle to gameplay choices.)

[*hmmm. See my "Fire and Ice" game for example ;-)]

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TIGD Wk 4: Role Selection

Scurra wrote:

Quote:
Whereas the one used in Puerto Rico (and San Juan) should really be called "variable phase order", something which is, in many ways, a close relative of action points

Agreed, although I think we also need to think about what jwarrend wrote:

Quote:
Unlike Action Point systems, however, in which you parcel out a few actions during your turn, Role Selection is far more interactive, as it says "these are the actions that the group as a whole will be able to take".

For example, I'm working on a game where there are a number of actions (which could be considered to be defined by roles). The first action chosen can be done a total number of times across all players equal to the number of players. The next action chosen can be done one less time ... and so on ... However, there is no need for all players to do the same type of action ... for example ... using the role is Peurta Rico, we might have ...

Player 1 - Builder (4>3)
Player 2 - Craftsman (3>2)
Player 3 - Builder (3>2)
Player 4 - Captain (2>1)
Player 1 - Builder (2>1)
Player 2 - Trader (1>0)
Player 3 - Builder (1>0)
Player 4 - Craftsman (2>1)
Player 1 - Captain (1>0)
Player 2 - Craftsman (1>0)

[Admittedly this idea was inspired by a discussion here on BGDF in (randomly) putting a number next to each of the roles]

Thus, the key concept here is scarcity of certain actions as defined by the players.

That said, is this role selection? We have different roles that define different actions as in Peurta Rico, but all actions don't need to be taken as a bunch. Also, not all roles can be taken each turn like in Peurta Rico ...

Scurra
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TIGD Wk 4: Role Selection

Oh sure (I wrote my piece after reading Richard's article but before Jeff had posted his: the curse of online discussion boards :-)

But I think your proposal is still variable phase order (except that you're making the phases repeatable in a different way to PR, which reactivated them every round.) In which case it [i]is[/is] role selection :-)

jwarrend
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TIGD Wk 4: Role Selection

Scurra wrote:
Now you see I think there are clearly two different mechanics there, which you have conflated into one.

If you want to argue that what we're calling "role selection" is really, in every implementation, composed of sub-mechanics that are more primitive, I won't necessarily disagree with that, except to say that under such analysis, almost any mechanic can be reduced to something more primitive. After all, "roll and move" is "roll" and "move", which are techically distinct operations.

However, I wouldn't go as far as you did and say that it's inappropriate to group the games together as belonging in the same family. I'll expand on this below.

Quote:

The mechanic used in Citadels (and Verrater really) is "variable player powers", the neat twist here being that of changing throughout the game (rather than being fixed at the start, as in Bang! or CE) but the game progresses in the same fashion each round.

I wouldn't really consider "Citadels" to be what one commonly thinks of with "variable player powers". When I think of "vpp", I think of Cosmic Encounter, or other games in which each player has some ability that "breaks" one of the game's rules or gives special abilites over and above the standard mecha. This is sort of the case with Citadels, for the reason you point out, but the differences are much more profound than the similarities. There's no question that Citadels is closer to Verrater than to Cosmic, particularly given that the role selection mechanic was lifted from that game! And the action selection mechanic of PR is a logical descendent of the character mechanic from Citadels and Verrater. It seems very uncontroversial, to me at least, to say that PR, Citadels, and Verrater all use a similar mechanic; sure, they use it in different ways, but they still form a "family".

Quote:
Whereas the one used in Puerto Rico (and San Juan) should really be called "variable phase order", something which is, in many ways, a close relative of action points - I mentioned how that mechanic can be used to permit a player to determine the phase order of their own turn, and VPO extends that to enabling the players as a group to determine the phase order of the round.

Again, this may be accurate at a level of mechanics primitives, but I would say that PR and Tikal, say, an Action Point game, bear almost no similarity whatsoever, certainly in comparison with Citadels, which you're arguing is a totally different mechanic.

As you read in Richard's summary,

Quote:

Looking at it mechanically, role selection involves players picking a particular role for a turn (or other segment of the game), which will give them new abilities and/or weaknesses while they hold that card. Typically, this is done by either drafting "roles" from an open selection, or passing around cards from which players pick a role when the cards reach them.

Now, I claim there's no element of conflation here; he's just describing a mechanic. What you're saying is that the specific implementations of the mechanic Richard describes go in different directions, and thus can be more adequately understood in terms of other mechanical descriptors, but I wouldn't say that because of this observation the games fail to be described by Richard's descriptor. In other words, if you want to differentiate the games at a fine-grain level, that's fine, but at a coarse-grain level, they're certainly similar enough that we can approach them similarily and try to understand the overall mechanic that Richard describes by exploring its various implementations.

Quote:

And, unfortunately, the role-selection mechanic is utilised so beautifully in PR that it doesn't leave a lot of room for experimentation - just as any tile-laying game has to be compared with Carcassonne*, so a variable phase order game is going to be compared with Puerto Rico. And you can't win that one :)

I'm afraid I have to agree; PR pulled together these and a bunch of other mechanics that people have been playing around with in designs for years, but PR represents, I think, the culmination of those mechanics into the "perfect" game (or as close as one is likely to get). Curiously, as Seth observed in our other PR thread, PR's greatness isn't even due primarily to the role selection, yet inevitably, games that use role selection will get compared to PR -- and dismissed as inferior. (c.f. Age of Mythology). There's plenty of room left for role selection, but it's always going to need a twist. Curiously, the one that GeminiWeb describes above seems like the logical "next step" to Puerto Rico -- action selection with the restriction that *almost* all players will get to take the action. Another direction for this mechanic is one that I'm going in in a couple of games, in which you add a cost structure to taking the actions.

But, no question, designing the next "Puerto Rico" will be tough, because it will, I claim, need to pull on a different family of mechanics, some of which probably don't exist yet.

-Jeff

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TIGD Wk 4: Role Selection

jwarrend wrote:

Curiously, as Seth observed in our other PR thread, PR's greatness isn't even due primarily to the role selection

In fact, I would go as far as to say that the Role Selection is what's wrong with PR. Well, that's not true, it's more like the turn order is what's wrong with PR more than the role selection itself. Of course the game does a pretty good job of working around that.

But as Jeff mentioned, the thing that's so great about PR is really the interactions of all the different mechanisms.

As far as PR's use of role Selection, I really like the cash incentive to choose a role that wasn't chosen previously.

- Seth

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Adding role selection mechanisms to existing games ...

jwarrend wrote:

Quote:
Another direction for this mechanic is one that I'm going in in a couple of games, in which you add a cost structure to taking the actions.

Hmmm ... looks like I'm starting to think like jwarrend (Aside - jwarrend, should I be worried?). I was just about to make a comparison to Tikal, where a role selection mechanism could be added where each role ("treasure hunter", "digger", etc.) had different action point costs for the different actions ...

Anonymous
TIGD Wk 4: Role Selection

What about Maharaja?

sedjtroll
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Re: Adding role selection mechanisms to existing games ...

GeminiWeb wrote:
I was just about to make a comparison to Tikal, where a role selection mechanism could be added where each role ("treasure hunter", "digger", etc.) had different action point costs for the different actions ...

Way back in the day when fastlearner's Everest was in the GDW I suggested a possible Role Selection mechanism for that game. It was the type that had each player decide which action everyone will take next (much like Puerto Rico)- so Scurra might call that Variable Phase Order or something. In that case the 'roles' would have been stuff like Climb, Recruit, Explore, Sponser, etc. Basically breaking up the actions that can be taken into roles so that the focus is on the order the actions are taken in rather than which of the actions you will take this turn.

As it turns out, Everest is a fine game with the Action Points, but maybe that's an example of how to look at something and see if Role Selection would work for it.

- Seth

Anonymous
TIGD Wk 4: Role Selection

Scurra wrote:
Now you see I think there are clearly two different mechanics there, which you have conflated into one.
The mechanic used in Citadels (and Verrater really) is "variable player powers", the neat twist here being that of changing throughout the game (rather than being fixed at the start, as in Bang! or CE) but the game progresses in the same fashion each round.

Hm-- I tried to cover this fact when I said that Puerto Rico was distinct for tying the priveleges to phase order. I agree with you, anyway, but I did try to say this.

Richard.

zaiga
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TIGD Wk 4: Role Selection

ekted wrote:
What about Maharaja?

Maharaja is an interesting case. The roles are not chosen every turn or something like that; they are auctioned off once (or simply drafted, depending on which variant you use) at the start of the game and, theoretically, you keep them for the rest of the game. The role of a player can change during the course of a game and it probably will, several times, but you have to "waste" an action to do it. This puts the uses of roles (or special powers) in Maharaja somewhere between that of Cosmic Encounter and Citadels.

I feel that the use of roles in Maharaja is not an integral part of the game. It is not hard to imagine the game without the special abilities of those roles. In a sense, it's only a nice way of determining turn order and breaking ties with some extra gravy. I wouldn't be surprised if the special abilities of the roles were added late in the design stage.

- René Wiersma

Anonymous
TIGD Wk 4: Role Selection

jwarrend wrote:
But, no question, designing the next "Puerto Rico" will be tough, because it will, I claim, need to pull on a different family of mechanics, some of which probably don't exist yet.

I don't want to be the one to let this turn into a discussion of PR, rather than the mechanic generally, but it's interesting that PR contained nothing that was really new. None of its mechanics were ground-breaking, but the assembly of them all in that pattern was successful. And I quite agree that the Next Big Thing will be extremely different.
, and that role selection is probably not one of the bigger factors in PR's success, even if it's noticeable.

So, in order to avoid this being a "me too" post, I better say something about role selection in general...

I can see that themed action point actions can look very similar to role selection, but in all the games we've mentioned the key is that not everybody can be the same role at once, or at least there is some prevention of everybody choosing the same thing. I suppose this brings up an oft-mentioned issue: it differentiates the players from each other very early on, so things have different value to them all.

Best wishes,

Richard.

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TIGD Wk 4: Role Selection

Richard_Huzzey wrote:

I can see that themed action point actions can look very similar to role selection, but in all the games we've mentioned the key is that not everybody can be the same role at once, or at least there is some prevention of everybody choosing the same thing.

But that's why I was arguing that Citadels and Puerto Rico are different: in Citadels, only one person can be the Assassin during any particular round, whereas in PR one of the tricks of the game is that sometimes you want someone else to choose a certain role so that you can take advantage of it without having to choose it yourself.

(btw, sorry about missing your earlier point about phase order, but I was trying to tie it in to the Action Point comment I made.)

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TIGD Wk 4: Role Selection

jwarrend wrote:

I wouldn't really consider "Citadels" to be what one commonly thinks of with "variable player powers". When I think of "vpp", I think of Cosmic Encounter, or other games in which each player has some ability that "breaks" one of the game's rules or gives special abilites over and above the standard mecha. This is sort of the case with Citadels, for the reason you point out, but the differences are much more profound than the similarities.

And I wasn't disputing that. I was saying that Citadels is Variable Player Powers, not Variable Phase Order. [All the roles in Citadels do indeed "break" the rules: the difference from CE is that they don't do it to such an extreme extent, and that's because the roles change hands every round so you can't let them do that.] I certainly think that Citadels doesn't belong with CE in terms of other factors such as variable player order within a round, which shows you why grouping games together is always a mistake ;-))

Quote:
Again, this may be accurate at a level of mechanics primitives, but I would say that PR and Tikal, say, an Action Point game, bear almost no similarity whatsoever, certainly in comparison with Citadels, which you're arguing is a totally different mechanic.

No I'm not arguing that it's a totally different mechanic, because it obviously isn't. (Where did I suggest that PR was somehow an Action Point game?) What I said was that where Action Point systems allow for a variable phase order within a player's own turn, PR's use of Role Selection creates a variable phase order within an entire round.

But Citadels doesn't do that. It changes the player order, sure, but the sequence of roles plays out in exactly the same way: the Assassin, then the Thief, then the Magician etc. Whereas in PR, player one always goes before player two, who goes before player three. I think those are distinctly different ways of executing a round sequence and thus deserve to be considered as different things, even if at one level both games involve the players selecting roles to fill during each round - which does indeed make them both "role selection" games!

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TIGD Wk 4: Role Selection

Scurra wrote:

I was saying that Citadels is Variable Player Powers, not Variable Phase Order. [All the roles in Citadels do indeed "break" the rules: the difference with CE is that they don't do it to such an extreme extent, and that's because the roles change hands every round so you can't let them do that.] I certainly think that Citadels doesn't belong with CE in terms of other factors such as variable player order within a round, which shows you why grouping games together is always a mistake ;-))

I don't completely disagree, but again, we're not trying to group games so much as isolate mechanics and understand them. Viewed from that lens, do you agree that Citadels and PR can both be said to be "role selection" games, as defined by Richard above? If so, then we can talk about them in light of both their similarities AND differences. But saying that they're just fundamentally different is not accurate, particularly given the "evolution" that the games represent.

Quote:

No I'm not arguing that it's a totally different mechanic, because it obviously isn't.

Then I must apologize, because I am clearly not understanding you at all. Your initial post said that considering the character mechanics of PR and Citadels to both be describable as "Role Selection" mechanics represented conflation of two different mechanics, the mechanics you're calling "Variable Player Powers" and "Variable Phase Order." What I'm saying is that your point is entirely semantic; saying PR is a "Variable Phase Order" game does not preclude it from also being a "Role Selection Game." I mean, come on...the role selection mechanic Puerto Rico was obviously lifted directly from the Verrater/Citadels family, but given the "twist" that now, everyone gets to take the action. That may retrospectively turn out to be close to "variable phase order" games, but it doesn't mean there's no such thing as a "role selection" mechanic, which is what you seemed to be saying.

Quote:
(Where did I suggest that PR was somehow an Action Point game?)

Here:

Quote:
Whereas the one used in Puerto Rico (and San Juan) should really be called "variable phase order", something which is, in many ways, a close relative of action points

Quote:

But Citadels doesn't do that. It changes the player order, sure, but the sequence of roles plays out in exactly the same way: the Assassin, then the Thief, then the Magician etc. Whereas in PR, player one always goes before player two, who goes before player three. I think those are distinctly different ways of executing a round sequence and thus deserve to be considered as different things, even if at one level both games involve the players selecting roles to fill during each round - which does indeed make them both "role selection" games!

If you want to say that these different approaches have different effects on player experience, different attendant problems, lead to different play styles, etc, I would heartily agree, and I'd hasten to point out that this is exactly what we want to discuss here! How these games, using a similar base mechanic, veer in such different and interesting directions. But if instead you want to say that the games can't intelligently be understood as "role selection games", and that we should break this discussion up into two separate discussions, I not only disagree, but I claim the whole thing is something of a red herring. In these games, we have a rare opportunity to watch a mechanic emerge and evolve, with each implementation using the mechanic in a different way but still in a recognizable way. Let's take advantage of what we can learn from such an evolution as designers, and not split hairs over "technically, this game should be in category A while this one should be in category B". We agree that categorization attempts are always somewhat forced and doomed to fail at some level anyway; nevertheless, there are still commonalities that we can understand and learn from. Let's do that!

-Jeff

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TIGD Wk 4: Role Selection

Quote:

Scurra wrote:
(Where did I suggest that PR was somehow an Action Point game?)

Here:
Quote:
Whereas the one used in Puerto Rico (and San Juan) should really be called "variable phase order", something which is, in many ways, a close relative of action points

I didn't say PR was an Action Point game - I said that "variable phase order" was a relative of action points, [and, by extension, I suppose, that "variable player powers", at least as they are used in Citadels and Verrater, isn't.]

IOW I was observing that just because two games have a role selection mechanic doesn't necessarily mean that you can analyse them in the same fashion; hence I was simply pointing out what the actual effects within the games were. Since we agree about this, it seems a rather pointless argument ;-))

(At least we've started with vaguely uncontentious mechanics: just wait until we try to discuss "auctions" as a discreet entity ;-)

FWIW, I think that the mechanism used in Citadels is inherently more interesting but equally it is more flawed in terms of being able to offer some sort of strategic depth: another player's choice doesn't really impact on you beyond depriving you of that option when it's your turn to pick, unless you actively choose to play the "head game" - and it's fair to say that you don't need to and you can still do well.
Whereas there does seem to be enough "levels" within PR to ensure that an ill-considered choice can cause serious ripples for the rest of the game.

zaiga
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TIGD Wk 4: Role Selection

You know, I never really saw the similarities between "Puerto Rico" and "Citadels" until I read some comments on the Geek about "PR" using a role selection mechanic similar to that in "Citadels". Yes, you pick roles in both games, but they have a very different function in those games.

Strange as it sounds, but, much like in "Maharaja", the role selection mechanic in "Citadels" isn't the core mechanic in the sense that the game wouldn't work without it. The role selection presents the most interesting decisions in the game and it really wouldn't be fun without it, but you would still be able to draw cards and/or get money to build those buildings and the game would still technically function.

Compare this to Puerto Rico, where each role (with the exception of the prospector) is needed for the game to work properly. You can't toss out a few roles and add a few new ones, because then you run the risk of breaking the game's core system.

To me it seems that during the design of "Citadels" the role selection mechanic came first and the money/building mechanic was added to give meaning to that role selection mechanic, whereas during the design of "Puerto Rico" the basic actions and underlying mechanisms came first (getting plantations, building, adding colonists, producing goods, shipping goods, selling goods) and the role selection mechanic was chosen as the mechanic to be able to execute all those actions.

Of course, I'm not sure if that is the way in which those games were designed, but it sure does look that way to me and it would explain why two games with a similar mechanic, play and feel so differently.

- René Wiersma

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TIGD Wk 4: Role Selection

I agree with Scurra. To me Citadels offers Variable Player Powers and Variable Turn Order, both of which are very important parts of that game, while Puerto Rico offers Variable Phase Order, something that's very, very different. (And thanks, David, for noticing this, as I've been struggling with a "role selection" mechanic in one of my games and seeing this revelation helps a ton.)

To me they're so different that "role selection" doesn't mean a whole lot. It's akin to "moving pieces," which in one game might be about "majority control" while in another might be about a race. Just because you move pieces in both doesn't mean they're the same mechanic, at least not on a useful level.

That said, how about we discuss Variable Turn Order and Variable Phase Order, since they're inherent in what I used to call Role Selection and have enough similarties and differences to be worthy of a great deal of consideration.

I've gotta run but I have some stuff on that topic I'll post if no one gets to it first.

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TIGD Wk 4: Role Selection

Scurra wrote:

FWIW, I think that the mechanism used in Citadels is inherently more interesting but equally it is more flawed in terms of being able to offer some sort of strategic depth: another player's choice doesn't really impact on you beyond depriving you of that option when it's your turn to pick, unless you actively choose to play the "head game" - and it's fair to say that you don't need to and you can still do well.

This leads into Richard's point about "open" vs. "secret" selection of roles. The game "Lowenherz" has a "role selection mechanic" of sorts where there are 3 actions available, and each player has 3 cards, with which he selects which action he wants to take. (and when 2 players pick the same action, they have to negotiate or else "fight it out" to see who gets it) Now, when the game was being explained to me for the first time, I assumed that this meant that players would select their roles simultaneously and secretly. But, not so -- it is face-up, going around the table. Thus, you choose to enter a conflict, rather than happening upon one. It's such a simple difference, but it leads to a game that plays dramatically different than the one I thought was being explained.

Citadels is like that; the game completely hangs on the secrecy of the selection, and the divorce between the players and the roles. That's why I felt that Citadels isn't a good example of VPP; not only do the roles change hands, but the actions associated with the roles are tied to the other roles. The Assassin says "I'm going to kill the King", not "I'm going to kill Scurra, that miserable wretch!"

But rather than revisit that debate, what I want to point out is my surprise at your claim that the game can be navigated smoothly without engaging in the "head game", by which I assume you mean the idea that when I'm picking my roles, I try to analyze who's likely to have picked what roles before me, and who's likely to pick which roles after me. I confess to not having played a lot, but my impressions in playing were that this "head game" is absolutely essential to winning; that someone who can't do it well will find themselves missing a lot of turns or a lot of gold; but of course, this is little more than an impression. Now, I would say that one need not play it to an incredibly deep level, but I do suspect that everyone plays it on some superficial level. Example: All players have 1 Gold, except for Joe who has 7 Gold. Now, which player is going to be a target for the Thief? And thus, wouldn't it behoove the player who wishes to select the Thief to try to figure out who Joe might pick? (and conversely, for Joe to decide what role he's "telegraphing" and avoid that role?)

At any rate, I think that the inability to directly attack a player is where the headgame comes from, and I think it's a cool aspect of the game. I think it makes the game more interactive than the PR system, but then, the powers are more interactive as well; there is no analogue in PR to the "soldier" ability (destroy another player's building), for example. However, I've always felt that PR was a very highly interactive game; it's just the interaction is more indirect, which I find in some ways more satisfying.

A curiosity in this discussion is that we seem to be gravitating to Citadels and PR. Has anyone played Verrater or Meuterer? Since they're the games that started this whole thing off, it seems like they're worthy of discussion as well. They're a bit more obscure, but having the advantage of being completely contained in a box of cards, meaning that you get a pretty robust game for under $10; a pretty substantial accomplishment, and one that's spurred me to try (thus far unsuccessfully) to make a game out of just a single deck of cards...

As a completely unrelated note, I saw Citadels in a local game store for $60 the other day. Yowsa! For comparison, I think they were charging $45 for PR. I think the online stores are calling me...

-Jeff

jwarrend
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TIGD Wk 4: Role Selection

zaiga wrote:

Compare this to Puerto Rico, where each role (with the exception of the prospector) is needed for the game to work properly. You can't toss out a few roles and add a few new ones, because then you run the risk of breaking the game's core system.

I agree that each role in PR is vital to the game, but I would say that PR as a game may work with a different system of selecting the roles.

Quote:

To me it seems that during the design of "Citadels" the role selection mechanic came first and the money/building mechanic was added to give meaning to that role selection mechanic,

This seems plausible, however, curiously, it's not how it actually happened. I had read on Faidutti's site previously that he lifted the mechanic directly from Verrater as the last stage in the otherwise-complete Citadels design, and I just found the page at which he says this. Check it out here.

It would be interesting if more designers provided a history of the development of their games, kind of like the Lord of the Rings article you linked us to last week. That's one of the things that's cool about this site, getting to see the games as they take shape (and in some cases, as in the GDW, having a hand in steering the development...)

FastLearner wrote:
To me they're so different that "role selection" doesn't mean a whole lot. It's akin to "moving pieces," which in one game might be about "majority control" while in another might be about a race. Just because you move pieces in both doesn't mean they're the same mechanic, at least not on a useful level.

Ugh. Ok, I suppose that we should always be prepared to allow for the possibility that a mechanic, or problem, or whatever other topic that we've chosen to talk about is not actually as well-defined as we may have thought. And I don't necessarily want to clamp down on people for honestly saying "I don't think there's really any basis for this conversation". However, might I make the request/suggestion that in the future, such comments could be made before the discussion gets off the ground? I understand that it's asking a lot for people to scour the "upcoming topics" list and say "hey, topic 6, I don't agree that there's something to talk about here", but at the same time, saying midway through the week, "hey, is there even such a thing as role selection" seems post hoc to me.

Again, I think Richard's definition captures what we're talking about:

Richard_Huzzey wrote:

Looking at it mechanically, role selection involves players picking a particular role for a turn (or other segment of the game), which will give them new abilities and/or weaknesses while they hold that card. Typically, this is done by either drafting "roles" from an open selection, or passing around cards from which players pick a role when the cards reach them. The differences between 'open' and 'hidden' role selection is probably something we might like to discuss.

Now, games that share these traits clearly have more in common than games that share the transparently silly property of involving "moving pieces". This is much more specific, and it describes the games under consideration (Verrater-Citadels-Puerto Rico) and excludes all other games. That, to me at least, satisfactorily defines a mechanic (though, again, it does NOT exhaustively describe the games themselves).

And again, the reason I think it makes a lot of sense to lump these games together is the direct evolutionary relationship between them. Citadels borrowed deliberately and directly from Verrater. Puerto Rico at least gives every appearance of having borrowed from Citadels. Of course the games use the mechanic in different ways, but saying that this means there's no mechanic to speak about is just wrong, and ignores the history that inescapably links these games. Faidutti, by concious choice, used the role mechanic from Verrater. Whether he ended up with a similar game cannot break the link that these games share.

FastLearner wrote:
That said, how about we discuss Variable Turn Order and Variable Phase Order, since they're inherent in what I used to call Role Selection and have enough similarties and differences to be worthy of a great deal of consideration.

Sure, I agree, and as I've been saying all along, understanding how the games implement "Role Selection" differently is of course part of the purpose of this conversation. Scurra's observation about differences between "variable player powers" and "variable phase order" certainly have a lot of validity. But again, I think it's important to understand that they are variations within the broader "theme" of role selection as defined by Richard above, and not completely separate and distinct entities.

Let me attempt to further specify Richard's definition and hopefully make clear why I think "role selection" hangs together as a well-defined mechanic, particularly with respect to what each definition point excludes.

1. There are several abilities or actions, each of which will be used a fixed number of times by all players. Here, I gather, is where Scurra was observing the similarity to Action Point systems or "Recipe" systems (in your turn, do A, then B, then C, etc), the big difference being here that individual players don't get to take all the actions during their respective turns.

2. Other players, by selecting an action or ability, restrict the choices of later players This is an obvious extension of (1), and stands in contrast to a game like Carcassonne or an Action Point game like Tikal, where theoretically any of the game's actions can be taken during your turn, by your own choice. In Role Selection games, the players who go before you in a round "hem you in" with respect to actions (not just with respect to board position, as in "he got to Boardwalk first, so he got to buy it rather than me").

3. The special action/benefit only lasts for one game turn. This stands in contrast to what I would call the "true" "variable player powers" games --Cosmic Encounter, Illuminati -- in which each player has a special and unique power that lasts through the whole game. It's also different from "upgrade"-oriented games like Axis and Allies, where you can receive special abilities or powers which then extend beyond the scope of the turn.

4. The selection mechanic is the centerpiece of the game's action. Unlike a wargame that involved, say, "drafting special heroes to join our team", and then carrying out our turns ordinarily with the help of the hero, these games use the selection mechanic as a central lynchpin in the game's structure. In "Meuterer", once you've chosen a role, you no longer take further actions. In "Citadels", the role you choose locks you into a specific place in the turn sequence, and connects you with the other roles in a specific way (ie, if you've chosen the Soldier, anyone who calls for something to happen to the Soldier will affect YOU). In "PR", the whole turn sequence is consumed by selecting of roles.
(Of course, this doesn't mean that the role selection is the main source of tension in a game; just the main source of action.)

I'm sure that there are other items we could add to this bullet list. The point is, PR and Citadels share the mechanic of "picking one and only one role, from a set of available choices, which choices are further restricted depending on what the other players selected, and which roles confer a single-turn benefit or ability, and with the selection mechanic being a central ingredient of the game's action engine."

Hope this clears things up a bit. At any rate, I'd be very interested to hear a comparison and contrast between the "variable turn order" and "variable phase order" subsets of this mechanic...

-Jeff

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TIGD Wk 4: Role Selection

jwarrend wrote:
And I don't necessarily want to clamp down on people for honestly saying "I don't think there's really any basis for this conversation".

I never said any such thing. I said that the topic seems to be to vague to me, and here's a subset I'd like to discuss.

Quote:
However, might I make the request/suggestion that in the future, such comments could be made before the discussion gets off the ground? I understand that it's asking a lot for people to scour the "upcoming topics" list and say "hey, topic 6, I don't agree that there's something to talk about here", but at the same time, saying midway through the week, "hey, is there even such a thing as role selection" seems post hoc to me.

Speaking only for myself, I didn't recognize it until we got into the discussion. I'm sure similar things will happen in the future.

To me, anyway, discussion of "this isn't a homogeneous thing" is just as valid a discussion point as any other. In fact for me it's more valuable than anything else.

-- Matthew

jwarrend
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TIGD Wk 4: Role Selection

FastLearner wrote:
jwarrend wrote:
And I don't necessarily want to clamp down on people for honestly saying "I don't think there's really any basis for this conversation".

I never said any such thing. I said that the topic seems to be to vague to me, and here's a subset I'd like to discuss.

Fair enough; my apologies if I misrepresented you in any way. I have no problem with moving the discussion to a "subset" level (something the Nuke format doesn't facilitate as nicely as it could, but what can you do?)

Perhaps the difficulty here is that, to me, the existence of a broader "role selection" mechanic is as clear as day. I mean, we're talking about 5 games here, two of which (Meuterer and San Juan) are "little brother" games, and the other three emerged chronologically, and the designer of one (Citadels) has come right out and said "I lifted my character mechanic directly from Verrater". All of this, combined with Richard's definition, which I claim includes these 5 games and excludes all others, appear to me to be dots that I can connect.

Quote:

To me, anyway, discussion of "this isn't a homogeneous thing" is just as valid a discussion point as any other. In fact for me it's more valuable than anything else.

Ok, that's fine. I disagree that "role selection" isn't homogeneous, and my beef with this as a "discussion point" is that it makes its case on a finer level of articulation than the discussion initially started on. Scurra, and apparently you, are saying that based on the way Citadels and PR implement the role choice, with Citadels having a fixed order in which the roles are executed each turn vs. PR having a changing order each turn, therefore there's no broader descriptor under which the games can be fit. But I claim this retroactively changes the subject of discussion, because again, under the definition Richard started us off with, there is a broader commonality between the games over and above their differences at the "what order do the actions occur in?" level. If you (or Scurra) want to claim Richard's definition is inadequate, that's perfectly valid, but what I guess I'm objecting to is your (totally incidental) skirting of the definition that we started with to say that the games are different.

Why does this matter so much? It probably doesn't. But as with all things, I don't think conversations can really go anywhere until the involved parties agree on what they're talking about. In the context in which this conversation started, I think it was very clear what was meant by "Role selection". If someone said "hey, I just noticed that Citadels uses "variable player order" whereas PR uses "variable phase order", let's explore that", it would be fine. What I don't like is someone saying "hey, don't you guys realize that there isn't even such a thing as role selection in the first place?", because it now removes one of the very foundations of the discussion. That's fine if it's legitimate and necessary to do so, but again, it must be done by attacking the starting premises of the discussion (in this case, Richard's def.) and not from notions that, however accurate and well-intentioned, flow from different originating premises. Thus, the reason I keep carping on this, likely to everyone's annoyance, is because I want these TiGD discussions, ultimately, to help people design better games. This specific series is all about doing that by exploring popular game mechanics, and these discussions must start from a certain definition of what those mechanics are in the first place.

(Incidentally, I'll also point out now that our next series, which starts next week, will be "Common problems", like "kingmaker" or "seat order", and we need people to moderate those discussions as well (which just means writing a couple of introductory paragraphs). Please, everyone who's participating, sign up to take a turn. It won't take up much time, and we can't expect Richard to keep moderating every discussion! (though, he's welcome to if he wants to...) )

Hope this clarifies my position somewhat.

-Jeff

setarcos
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TIGD Wk 4: Role Selection

After reading Jeff’s clarification of what a Role Selection Game is, I’m wondering if a mechanic I’ve been thinking about using for some of my games even qualifies as Role Selection. Maybe it would be useful to the discussion if you guys were to comment.

Imagine a game of Puerto Rico in which each player has his own set of role cards. On a player’s turn he could play any role card he had not already used. The next player can use the same role card from his set or choose a different role for himself. After a player’s entire set has been used up he picks up all of his cards and continues as before.

Am I describing Role Selection, or is this some sort of Action Allowance?

sedjtroll
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TIGD Wk 4: Role Selection

jwarrend wrote:
I disagree that "role selection" isn't homogeneous, and my beef with this as a "discussion point" is that it makes its case on a finer level of articulation than the discussion initially started on. Scurra, and apparently you, are saying that based on the way Citadels and PR implement the role choice, with Citadels having a fixed order in which the roles are executed each turn vs. PR having a changing order each turn, therefore there's no broader descriptor under which the games can be fit.

Heh, and I thought I was the only one who liked to argue for the sake of argument ;)

I think what we're talking about here is the following:

Role Selection is a mechanic which can do one of a few things (or maybe some combination of them)...
1. Determine the order in which actions are taken, irrespective of player turn order.
2. Determine the order in which players take turns, irrespective of actions taken by players in those turns.
3. Determine the actual actions allowed to a player.

Examples:
1. Puerto Rico- the Role you choose determines which action will be taken, but players still take that action in turn order.
2. Citadels- the roles are in the same order each round, and the role you choose determines when you take your actions, no matter which actions you take or what order you take the actions in.
3. Citadels- to an extent the role you choose allows you certain actions which are not available to other roles (assasinate, bewitch, build extra districts, collect income). In that game there are also some actions that are available to all roles (get money or a card, build a district). In Puerto Rico however, no matter which role is selected and who selected it, each player is allowed to take the action.

So I find this whole arguement a little silly because I don't believe what Scurra and FastLearner are saying (that there's a difference between Variable Player Powers, Variable Turn Order, and Variable Phase Order) has anything to do with the mechanic of Role Selection, or weather or not those discreet mechanics can be labelled or grouped as jwarrend argues that they can.

Of course they can be grouped, and calling them all different types of Role Selection (or different ways to go with a RS mechanic) sounds fine to me. I think the differentiation of the systems is an interesting and logical next step to discussing Role Selection as a mechanic. Aside from simply saying "make roles (or actions) and then have players select them" I don't really see where else this discussion could possibly go!

The other question, which I think I started to ask last week, is when and how we should try to impliment Role Selection in our designs?

One time it might be worth looking at, as I was saying in the Everest GDW thread, is whenever you've got a list of possible actions and all those actions are available to each player each turn. On the one hand you can make it an action allowance thing, where you have a list of 7 actions and you can take 3 of them. On the other hand you could make each action a "role", and let Role Selection determine either the order the roles are taken in (where each player takes the action), or else the order in which people take the action (as opposed to seat order).

Imagine Puerto Rico with Action Allowance instead of Role Selection. On your turn you get to select any of the roles and only you get to perform it. Then the next player does the same, etc. Or maybe any 2, or any 3...

- Seth

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TIGD Wk 4: Role Selection

Wow! It's amazing how much discussion occurs when I'm asleep down in Oz!

I'm relatively new to the various rules of thread etiquette, but to add in my 2 (Australian) cents in ...

The key for me is summarised in jwarrend's comment:

Quote:
is because I want these TiGD discussions, ultimately, to help people design better games. This specific series is all about doing that by exploring popular game mechanics

Well, I think this thread has been great for that, whether or not it has deviated a bit from the original definition, largely in part because its forced me to look closer at the mechansim of 'role selection' and understand the possible ways to implement it.

I really like the fact that we have started classififying different sorts of examples (e.g. variable phase order, variable turn order, varaiable player powers) not only because it opens up different ideas as to what is possible based on our own limited experience, but also because it encourages us to embrace the differences and explore how they can be combined ... or entirely new interpretations can be incorporated into game design.

For example, an old Puerta Rico discussion sparked the idea I mentioned previously where the order the roles were selected impacted on the number of times the action could be performed across all players. (Whether the game I'm incorporating it into will work is of course a whole different issue ...) Without that earlier discussion however, I probably wouldn't have even considered such a mechanic (particularly as I hadn't even played PR at that time ... have now played it once).

... so where I am going with all this?

By all means use Richard's definition - it was a great starting point for the discussion and we need to control the scope of our discussion somehow. However, also bring up other ideas which might be related ... and if they are too different or too 'out there', we can set them aside for another week and have a whole new thread just about them.

And Richard - thanks! You've obviously succeeded in getting everyone thinking about role selection and that's what matters!

Also, for those who missed it, the point of this post was to note that value of trying to understand the different ways to implement role selection in a game and the associated impacts on the mechanics.

jwarrend
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TIGD Wk 4: Role Selection

Just to clarify my position one more time, then I promise I'll back off!

Yes, please, by all means, talk about variable phase order, or variable turn order, or whatever floats your boat; all are completely within the purview of this discussion, and I am NOT trying to be "overzealous moderator" and restrict where the discussion can go. The only thing I don't want to see happening in this thread, or in any other TiGD thread, is for the starting premise to be dismissed without being directly engaged. You're quite free to disagree with the conclusions or assertions of the week's "moderator", but you must do so by responding directly to his points. In this week's discussion, "role selection", as defined by Richard, does describe all of the games we're talking about, yet we had someone else say something that sounded to me very much like "no, there actually isn't a well defined 'role selection' mechanic," without ever attempting to show why Richard's definition was inadequate or inaccurate.

And again, I'm carping on this because I want these discussions to be a sort of "resource", and I want them to start with a definition. It's fine if the definition is challenged, but I don't want people to have to read a thread to its conclusion and then scratch their heads and say "well, huh...is there such a thing as role selection, or isn't there?"

In that sense, I'm giving a great deal of authority to the people who start each week's discussion; they are empowered to define the basic parameters of the discussion. Which again is why it is a great idea to sign up to moderate; think of the power you can wield!

Again, thanks to all who've participated, and yes, there's plenty more to talk about here: variable phase order, variable player powers, etc. Go for it!

-Jeff

Anonymous
TIGD Wk 4: Role Selection

Setarcos wrote:
After reading Jeff’s clarification of what a Role Selection Game is, I’m wondering if a mechanic I’ve been thinking about using for some of my games even qualifies as Role Selection. Maybe it would be useful to the discussion if you guys were to comment.

Imagine a game of Puerto Rico in which each player has his own set of role cards. On a player’s turn he could play any role card he had not already used. The next player can use the same role card from his set or choose a different role for himself. After a player’s entire set has been used up he picks up all of his cards and continues as before.

Am I describing Role Selection, or is this some sort of Action Allowance?

I just had a "hey, that's what I was thinking too" moment. :-)

I've got exactly the same mechanic in 'After The Arc', and how you categorise it, I don't know. Although my initial definition was controversially broad, I'd be disinclined to call this mechanic role-selection personally. While you *are* thematically chosing a 'role', the group of mechanics considered otherwise permits communal selection from a limited array.

The mechanic we're both thinking about is based on budgeting your actions from a selection fully controlled by you. While, unlike action points, there is an artifical control on how regularly you can choose a certain "option" it isn't quite the same, to my mind.

Actually, what we're thinking of is pretty similar to the Kosmos 2-player game 'Dracula'. There, you move a number of spaces on the board and then play a card with at least that high a movement value, which also activates your combat strength for the turn and a special ability when you see what is there. You only get to play with half the full selection of cards at one time, and when you've used each of those once you get the other half, which you use until they've run out when you start back on the original half; repeat ad. infinitum.

I have one card which lets you pick up all the exhausted roles and start using the full set again, meaning you can choose to get them back, but at the expense of an entire turn.

Anyway, I'll be back to weigh in on the "definition" debate later when I have the time to reply to the many comments!

Best wishes,

Richard.

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TIGD Wk 4: Role Selection

Jeff is perfectly correct when he says that the theme for the week is "Role Selection" and it doesn't matter what other subsets this can be divided into.
For instance, how about something like Basari, and its so-close-it's-positively-incestuous cousin, Edel, Stein & Reich.
Now this classed on the Geek as "Simultaneous Action Choice", but I reckon that these are clearly Verrater-style* role selection games, in that only one player can take a particular action during a turn (it's the negotiation aspect that makes these games great!) But in this case, everyone has the same (limited) choice of actions, and the psychology comes in calculating both what other people will choose and what other people think you will choose. (My friend Dave (davemanUK) has a neat wip that utilises this simultaneous action selection mechanic but as a role-selection process.)

(*OK, so it's clear that credit belongs where it's due here :-)

And that's where I'm willing to admit that "role selection", however it works in particular contexts, is a valid category grouping but it's perhaps the wrong name, since it is the psychological calculation involved that makes the mechanic interesting, rather than what you are choosing between. This may be slightly less critical in PR than it is in the other examples cited, but it's still clearly there ("if I Produce, Bob will Captain to deny me a Trading option, but then Jane will..." and so on.)

Which finally leads to my earlier comment: you can play Citadels (or even PR) without indulging to a massive extent in this process. It's unlikely that you will win this way, but it is possible, and that may ultimately be a flaw in Citadels (any game in which choosing entirely randomly not only screws the game but can also result in winning has a problem - this is also evident in Basari but in a somewhat different fashion.)

There you are Jeff - I concede defeat. When I look at it this way, Role Selection is clearly its own category. ;-))
What now interests me is whether the discussions people have had about adapting the concept risks losing sight of that psychological dimension in favour of a more dynamic interaction between the roles (a la Lowenherz as Jeff described.) It may not be a problem (hey, what do I know?!), just an observation.

jwarrend
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TIGD Wk 4: Role Selection

Setarcos wrote:
Imagine a game of Puerto Rico in which each player has his own set of role cards. On a player’s turn he could play any role card he had not already used. The next player can use the same role card from his set or choose a different role for himself. After a player’s entire set has been used up he picks up all of his cards and continues as before.

It's funny, I also have a game that works pretty much in this fashion, although with a couple of twists. I don't know whether I'd call it "Role Selection" or not. As Richard observes, the games we're talking about here all have in common that each Role is available to the entire group only a limited number of times. And as David (Scurra) points out, part of what makes these games work so well is the psychology element.

That said, I think it's a fine mechanic, and could lead to an interesting game, whether or not we call it "Role Selection" or not. I'm inclined to say we wouldn't, but that's only because doing so would require modifying the definition a bit. That being said, I think the point your post does raise is the question of what characteristics are essential to what we're calling "role selection", and which are merely incidental.

Scurra wrote:
Jeff is perfectly correct when he says that the theme for the week is "Role Selection" and it doesn't matter what other subsets this can be divided into.

But again, I think it's legitimate and desirable to talk about the subsets!

Quote:
(*OK, so it's clear that credit [to Verrater] belongs where it's due here :-)

Yeah, I wonder if it wouldn't be interesting to have a series, or a single discussion, perhaps on "watershed games"; games like Verrater that may not be that well known but that pioneered a mechanic or concept that was subsequently used extensively in other games.

Quote:

And that's where I'm willing to admit that "role selection", however it works in particular contexts, is a valid category grouping but it's perhaps the wrong name, since it is the psychological calculation involved that makes the mechanic interesting, rather than what you are choosing between.

Now that's a very interesting and crucial observation. It does seem that what we're calling "role selection" does lead in all the cases we've discussed to a head game at some level or other. What is it that motivates the headgame? I would argue that there are (at least) two dominant factors. The first is the scarcity problem; if only one player is going to get each action/ability, then making your choice not only means knowing what you want, but calculating what others want and possibly depriving them. The other is the sequencing problem, and that, interestingly, leads to a commonality between Citadels and PR (and there's the same thing in Lowenherz, as well). In each case, your role choice is motivated in part by which actions take place before which other actions. The games do this differently, of course, but in Citadels, you may find yourself wanting to choose Assassin so that there's no way the Thief can steal your big pile of gold; in PR, you may find yourself wanting to Trade your Coffee before someone forces you to Ship it. (In Lowenherz, sometimes you'll choose a less powerful action simply because it occurs first in the turn sequence). What other factors can motivate the headgame?

Quote:

Which finally leads to my earlier comment: you can play Citadels (or even PR) without indulging to a massive extent in this process. It's unlikely that you will win this way, but it is possible, and that may ultimately be a flaw in Citadels (any game in which choosing entirely randomly not only screws the game but can also result in winning has a problem - this is also evident in Basari but in a somewhat different fashion.)

Now I see your point. It's actually an interesting point; I suspect that if you chose "foolishly", you could get hammered (for example, if you always choose the role that is most obviously the one you would be expected by others to want). But making your plays *randomly* may actually work in some cases. I agree, that is a problem, if it works; but I haven't played enough to know whether it does.

Quote:

What now interests me is whether the discussions people have had about adapting the concept risks losing sight of that psychological dimension in favour of a more dynamic interaction between the roles (a la Lowenherz as Jeff described.) It may not be a problem (hey, what do I know?!), just an observation.

I think that Lowenherz solves this by pushing the headgame to a different place -- when two people choose the same role, they must negotiate, or, failing that, must "duel" by simultaneously selecting an amount of Gold to put up, with the winner being the one who put up the most gold. But you're right, the head game doesn't come from "I wonder what everyone else is choosing", although it's still there at some level; if I'm going to choose first, do I pick a role that's less attractive but perhaps is less likely to be contested by other players?

At any rate, I think your observation is spot-on. What makes this mechanic so interesting and successful is the head game that comes out of it. In that sense, Setarcos' game above probably has a head-game of its own, but it's probably a different kind of head game than these games. The question becomes, I guess, when using Role Selection systems, should we keep the "spirit" of these games or is it only the "function" (an interesting means for choosing actions) that matters? I suppose it depends on the game...

Nice observation!

-Jeff

sedjtroll
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TIGD Wk 4: Role Selection

jwarrend wrote:
What makes this mechanic so interesting and successful is the head game that comes out of it.

Someone finally said something that I disagree with strongly enough to argue about it. This head game you mention isn't what's interesting about the Role Selection mechanic, as ANY mechanic can bring up a "had game". In Monopoly for example, there's the head game involved... do I spend my cash to buy houses and hotels, since my opponent is approaching my Orange property (in fact, he's about 5-8 spaces away!), or do I save money in case I land on his Green or Dark Blue, each with Hotels? I don't believe this is as interesting as the Citadels and Puerto Rico examples, but the point is it's not the mechanic that introduces head games, it's the game, and the choices offered by the game. Roles selection is a source of choice, so I guess you could say that I'm arguing against myself here, but my point is that I think we were closer to the crux of the Role Selection mechanic when we were breaking it down into the different flavors of the mechanic.

Quote:
The question becomes, I guess, when using Role Selection systems, should we keep the "spirit" of these games or is it only the "function" (an interesting means for choosing actions) that matters?
Well, in the spirit of the irreverent initial definition which we've been so vocal about, I would say the function is all that's required in order to categorize the mechanic. However, I don'tt hink that's useful discussion. A better answer would be another question- what do you mean by keeping the spirit of the games?

In our designs, if we intend to use a Role Selection mechanic, does it need to feel the same way as one of these 5 games? I think not. Will it feel that way weather we like it or not? I don't know, but I don't think it's necessary. I'm not sure the question you pose has an answer. Role Selection by definition is "an interesting means for choosing actions," and it may or may not invoke the same "spirit" as a game already using that mechanic.

- Seth

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