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Author Topic: Broken Hearts - Planning and Discussion  (Read 3075 times)

doll

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Broken Hearts - Planning and Discussion
« on: February 02, 2017, 04:51:08 am »

This thread is just so that I have a spot to continuously edit the open part of the setup (everything other than a particular game's role list and flavor text) and to concentrate feedback in one place.

Please tell me if anything is even slightly ambiguous or lacking in required detail.

Broken Hearts
a game of love
(not mafia)

Core Mechanics
Spoiler: Winning & Game Over (click to show/hide)
Spoiler: Day & Night (click to show/hide)
Spoiler: LOVE (click to show/hide)
« Last Edit: February 03, 2017, 03:51:01 pm by doll »
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fillipk

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Re: Broken Hearts - Planning and Discussion
« Reply #1 on: February 03, 2017, 01:52:24 am »

You might have an issue with the day only ends when people vote for it to end system, I tried running a hammer only game and it ended due to lack of participation.

Set-up definitely looks interesting though, especially the pming to end the game part.  Everything looks clear, except you didn't put why people would die from being outside given that the survivalist role exists.
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Giving waitlisted people the ability to murder non-responsive players was a great idea. Need to do that more often.

doll

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Re: Broken Hearts - Planning and Discussion
« Reply #2 on: February 03, 2017, 02:27:52 am »

You might have an issue with the day only ends when people vote for it to end system, I tried running a hammer only game and it ended due to lack of participation.
I'll just need to wait until I can expect reliable participation, and force-replace inactive players aggressively.
Also: there is no town. Players are not trying to hunt scum. Players will not be hunting properly until they have some mechanical information to work on. Mechanical information is learned at night.

Everything looks clear, except you didn't put why people would die from being outside given that the survivalist role exists.

Quote from: Day & Night
Every player who started and remained the Day Outside will die at the beginning of Night unless otherwise noted.
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TheBiggerFish

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Re: Broken Hearts - Planning and Discussion
« Reply #3 on: February 03, 2017, 02:43:01 pm »

Hi.
In.
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webadict

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Re: Broken Hearts - Planning and Discussion
« Reply #4 on: February 03, 2017, 03:21:36 pm »

You might have an issue with the day only ends when people vote for it to end system, I tried running a hammer only game and it ended due to lack of participation.
I'll just need to wait until I can expect reliable participation, and force-replace inactive players aggressively.
Also: there is no town. Players are not trying to hunt scum. Players will not be hunting properly until they have some mechanical information to work on. Mechanical information is learned at night.
[/quote]
This seems a fatal flaw in the game. If you do this, participation will likely get really stagnant.
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doll

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Re: Broken Hearts - Planning and Discussion
« Reply #5 on: February 03, 2017, 03:44:58 pm »

I suppose you're right about making players need to manually extend the days (or having fixed length days).
I was originally going with that anyway, but it seems odd to have it default to doing something which should happen as soon as the voting majority are no longer interested in the day.

The main reason for the unending days was the expectation that there would be daytime sequences where players won't act until they hear the response to their confessions (if there is one).  I suppose that's covered by manual extensions anyway.

Re: hunting: the usual goal of the game is to hunt for a partner, rather than for generically or specifically hostile players (though those may and in most setups will exist).
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Solifuge

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Re: Broken Hearts - Planning and Discussion
« Reply #6 on: February 15, 2017, 08:58:45 pm »

Hey! Saw this in the Setup thread. Wanted to say that this looks like a pretty nifty, artsy bastard / deconstruction-of-sorts of Mafia. Mechanics are set up to create a good framework for emergent storytelling, which is one of my favorite parts of the genre. I love the theming too; it ought to pair well with mechanics based around trust and uncertainty, forgivable lynching, the risk brought by protecting, investigating, or otherwise getting close to someone unknown (room-based collateral damage, identification, etc), and the rampant promotion of collusion and conspiracy in general. That's a good recipe, right there! :D



That all said, whenever you get around to running this, are you considering letting people Spoiler-Spectate? I'm not certain I should/could play (not sure I can be of use, or provide a proper challenge in Mafia), but I'd love to see it in action!
« Last Edit: February 16, 2017, 03:55:18 am by Solifuge »
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doll

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Re: Broken Hearts - Planning and Discussion
« Reply #7 on: February 16, 2017, 12:21:32 am »


That all said, whenever you get around to running this, are you considering letting people Spoiler-Spectate? I'm not certain I should/could play (not sure I can be of use, or provide a proper challenge in Mafia), but I'd love to see it in action!
This is very much a game where you should be playing to your wincon and your wincon alone, so it's not too terrible (for everyone else) to have inexperienced and/or rusty players.
That said, I will be having spoilspecs if I don't think there will be a problem getting enough replacements.
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Solifuge

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Re: Broken Hearts - Planning and Discussion
« Reply #8 on: February 16, 2017, 03:46:53 am »

At first glance, I read that one comment to say "...as with all girls, they are genderless <insert Otaku Convention here>". It came across as a nugget of human wisdom, rather than a misunderstanding of the subject/basic grammar. I liked it, but whoops nevertheless!

Anyway doodabuddy, thanks for laying out the clarification, pointing out them logic holes, etc. If you're personally okay with it- and no else one protests outright- I'll definitely consider playing when/if you get around to running it, rust be damned. And I hope you do run it; it sounds quite fun!

That said, good luck with your prep, and the rest of your biz.
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Tiruin

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Re: Broken Hearts - Planning and Discussion
« Reply #9 on: March 30, 2017, 11:23:44 pm »

PTWing this thread for its beauty of construction and mechanics. :3 Love seeing things like these in play :D
(Oh goodness if someone is running this Broken hearts theme, I'm SO IN no matter how bad my workload will be)
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doll

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Re: Broken Hearts - Planning and Discussion
« Reply #10 on: March 31, 2017, 01:31:07 am »

BH1 is in the queue, between BYOR 0/Supernatural 9 and Sprng [Of] Hate/Wiretap Mafia.
BH1 will be a 9 player game.
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mastahcheese

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Re: Broken Hearts - Planning and Discussion
« Reply #11 on: April 02, 2017, 02:12:24 am »

This sound incredibly amusing.

Waiting for this to turn into a Yandere simulation.
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Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
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