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Mafia 61. Star Wars: Classic TrilogyAuto-translated
Отдай свои прошлые сны, В сомненьях себя обрети, В бешеном танце душа кружится! Не думай, что будет потом, Здесь и сейчас мы живем, Стань хоть на миг сам собой, слышишь!
The winner had all single-step clues. Even on Nair, although it was surprisingly difficult for me. Ah, now I understand why; the connection wasn't very obvious there.
Отдай свои прошлые сны, В сомненьях себя обрети, В бешеном танце душа кружится! Не думай, что будет потом, Здесь и сейчас мы живем, Стань хоть на миг сам собой, слышишь!
Well, relying on mods isn't a good approach. So, it shouldn't even be considered. The clues themselves just need to be made more complex. So that the chain of reasoning for solving the puzzle goes in two or different directions. Maybe not two, but three.
The point is that it's not a good method. But using double clues is a method. And a very effective one at that.
All negatives are strongly against clues. That's the gist of it.
At least one negative is FOR clues.:p Actually, that's why I came here. The Winner's clues just seem too simple.:( But I'm for one complex clue, rather than two simple ones. Guessing 50/50 isn't the way to go, I think.
Ничто не возникает из ничего и ничто не пропадает бесследно. Если где-то чего-то убудет, то в другом месте добавится. (Закон сохранения).
The ban on notes is a good thing. The role of investigators becomes relevant at least in the last few days, and otherwise, investigators have the opportunity to put more pressure on certain candidates during the day; it's just not a role for inactive players. Well, if you think about it, double clues have a downside: the Mafia has a harder time choosing targets at night because they know that after the first kill, they can still somehow manage, but after the second, it's definitely over.
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.
reviewers have the opportunity to focus more on specific candidates during the day
Yes, Orton clearly showed that he was an officer who redirected Luke (even I understood that :D). Who listened to him? The same goes for the reviewer: he checked, tried to explain, but no one listened. :(
Ничто не возникает из ничего и ничто не пропадает бесследно. Если где-то чего-то убудет, то в другом месте добавится. (Закон сохранения).
I need to think about whether I should even run the next game. If so, I should come up with my own, original setting with interesting NPCs and, if possible, balance.
I will definitely be waiting.
By the way, another conclusion: it's not worth trusting the players to balance the game.
Okay, fine.)
Well, yes. Ortonnn, with his whole demeanor, showed that he was an officer who redirected Luke (even I understood that). Who listened to him? The same with the checker: he checked, tried to convey, but no one listened.
The whole mafia understood.) It was obvious that someone had to come and stubbornly vote for the same candidate, regardless of the voting process.