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Mafia 61. Star Wars: Classic Trilogy

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#861
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Unfortunately, the idea of double clues didn't work out. This system gives the town more advantages, even though it allows for clearing a Mafia member if it's a random occurrence. If the town makes a mistake during the day, the second player can be killed at night. If the town guesses correctly during the day, the second player becomes a guaranteed peaceful player. If the same role is used to kill twice, the player can be easily identified because only one pair of clues will match during the killings; the second pair will be on different players (again, this depends on randomness, but I'm considering the most likely scenarios). If each killing role is paired, the killing role will be identified after the pair is eliminated. So, double clues are a bad option. I won't use it anymore. I also didn't like the balance in the Mafia game. First, it was severely disrupted by the clues. Second, due to Jabba's economic system, stalemate situations were possible, which Zlobny Yashchur discovered. Third, the redirection mechanic. Fourth, the reduction of the Mafia's block ability. I liked the idea of a resource for using Night Actions; this will definitely be in my next game. I'm also satisfied with the counter-control effect – Leia against Tarkin. It turned out to be overpowered, but on the other hand, Tarkin could have used his ultimate ability every day otherwise. So, the rule "for every overpowered ability, there should be an even more overpowered counter" can definitely be used for balance. Overall, I'm more satisfied with this largely experimental game than with the previous one. There are some unfortunate mistakes: Nera's foolish (although, in my opinion, not obvious) reveal at the very beginning, and again, Dagu's revealing warning (but I also don't approve of putting pressure on the game master). But this allowed me to draw some conclusions. Considering Orton's modkill, the rules should be revised. I won't sign up for the table yet, even though there's another ready-made setting. I need to think about whether I even want to run the next game. If so, I should come up with my own, original setting with interesting Night Actions and, if possible, balance. By the way, another conclusion: it's not worth trusting the players to balance the game. And finally, I hope that in the future, the players will be more active, and the delays were solely due to the holidays, and not to the slow death of the Mafia on HeroesWorld. I wish other game masters to run dynamic and interesting games, and I ask that the title of GM of the longest Mafia game remain with me.
Карты для Heroes of Might and Magic V
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"

Кампания для "Кодекса Войны"
"Выбор Сагиттеля"