I do this too don’t worry
the only setups that don’t have a basis in other sdgs anyways
designing around a gimmick is a good way to have your games be noted as Fun and Memorable if you can pull it off correctly
… and if you can’t, Fucking Sucked and Memorable For Sucking
imma be real my downfall 95% of the time is not being able to think of enough roles to fill a town
probably a product of designing mostly around macro mechanics
somebody on aops ran a genshin impact mafia game and it was really normal like 13p no gimmicks relatively vanilla roles iirc it was interesting
I have several games
99% finished, pretty cohesive (in my opinion), probably just needs fine tuning:
- Roulette (13p/30p)*
85% finished, somewhat cohesive, but probably needs quite a bit of tuning, given the concept:
- Smogon Amalgam (32p)*
75% finished, not cohesive at all, but most of the roles have been designed:
- Music of the Spheres 2: Incendiary Lemons (30p?)
40% finished, there are roles, but they’re basic, kinda redundant, not at all cohesive, and some of them don’t make the most sense flavorwise:
- Rocket League Rumble (16p)
Basically just scraps from which a few roles can be gathered:
- Generation 9 Mash (11 roles)
Asterisks indicate the presence of a Google Sheet for it.
Will there be abs
I should do this thbthtbhtbhtbhbthbthbt
not rn though I’m sleeeeeeeeeeeeeeeeeeeeeeeeep
or rather lack thereof
Metal Gear Solid FM
(17p, all of the work done is in memory, only somewhat wacky rolemadness)
Dungeons and Dragons Mafia
(Never got to the playercount stage, really scuffed mechanics)
Major Mafia
(11p, special closed experimental, extremely scuffed)
probably could be tuned to be open
How would this work?
ok so we’re talking grid mechanics
line of sight, adjacency conditions for certain abilities