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[werewolf] New roles?



> markball writes: 
> I think we should resume discussion of more roles to add.
> http://www.princeton.edu/~mafia/rules.htm

And Andrew Plotkin's page: http://www.eblong.com/zarf/werewolf.html

Apart from the obvious pathological programming nightmares, I'm all for trying new roles, and I
think we can fine-tune them as we try them out. Mainly because the dullest lines in a werewolf
game are "I'm just an ordinary villager" and "it would be bad to kill me". That's really weak
role-play. It'd be nice if everyone had something special about them (even if that something
special was a passive thing, or a curse rather than a blessing). Some roles would make a great
complement to the ones we already have and don't seem like they'd be too hard to implement. I
kinda liked miller, passive scharping (let's call it "wounded"), vest/wolfsbane as easy roles to
understand that could add a lot to angel/medic games, and there's some obvious pairs (vigilante
with psychologist).

The only difficulties I see in general is some of these rules really do lead to the potential for
tied situations - maybe the game needs a bit of preparation to handle those - and some roles may
not quite work over pbem, players already put too much analysis on how long they survive in a
game, or the particular timing of a vote - some of the suggested roles are pretty useless if you
can take a guess who they are based on when someone is online.