Difference between revisions of "Talk:Day of the Thing"

From Ludocity
m
m
Line 12: Line 12:
  
 
Also, an idea for a final phase of the game: once the radio is built, only 4 scientists can fit in the rescue helicopter. Scientists have to decide who gets to go in the copter to warn civilization. If 2 or more scientists are actually the Thing, then the Scientists still lose. (To give more incentive for Things to be sneaky in late game.)
 
Also, an idea for a final phase of the game: once the radio is built, only 4 scientists can fit in the rescue helicopter. Scientists have to decide who gets to go in the copter to warn civilization. If 2 or more scientists are actually the Thing, then the Scientists still lose. (To give more incentive for Things to be sneaky in late game.)
 +
}}
 +
 +
{{comment
 +
|date=09:55, 10 August 2008
 +
|user=[[User:Kevan|Kevan]]
 +
|comment=Ah, although this got lost slightly in the writeup, I was imagining that "the laboratory" would be a single room known to all the players. So everyone would know where the radio was being built.
 +
 +
Perhaps it just needs a rule making machinery cards indestructable - a Thing would have to grab the cards and run, rather than tearing them up, which would give away their identity, and let the scientists give chase.
 +
 +
A helicopter endgame might be good - I was originally going to  [http://kevan.org/games/things.html reuse an endgame mechanic from another Thing game I made] (the scientists only win if they can identify all the Things), but felt that actually building the radio was probably difficult enough. Picking four seems like a good compromise - I'll certainly keep it in-hand for playtesting, if it turns out that the radio is really easy to build. It might make for a good "major victory / minor victory" ending.
 
}}
 
}}

Revision as of 09:55, 10 August 2008

Asher Stuhlman said:

I worry that the Things can become too powerful. If a Thing knows where the equipment is kept (which might happen if a scientist becomes a Thing), they can just tear up every Radio part.

Robert Yang said:

I agree. Seems like the "exponential" growth of the Things will make things too easy for them.

Also, an idea for a final phase of the game: once the radio is built, only 4 scientists can fit in the rescue helicopter. Scientists have to decide who gets to go in the copter to warn civilization. If 2 or more scientists are actually the Thing, then the Scientists still lose. (To give more incentive for Things to be sneaky in late game.)

Kevan said:

Ah, although this got lost slightly in the writeup, I was imagining that "the laboratory" would be a single room known to all the players. So everyone would know where the radio was being built.

Perhaps it just needs a rule making machinery cards indestructable - a Thing would have to grab the cards and run, rather than tearing them up, which would give away their identity, and let the scientists give chase.

A helicopter endgame might be good - I was originally going to reuse an endgame mechanic from another Thing game I made (the scientists only win if they can identify all the Things), but felt that actually building the radio was probably difficult enough. Picking four seems like a good compromise - I'll certainly keep it in-hand for playtesting, if it turns out that the radio is really easy to build. It might make for a good "major victory / minor victory" ending.