Daenym and Wild Eep present: Handicapable Mafia Postgame cncnd I just like writing that header So real quick, a disclaimer before we get going. If you’ve never encountered one of my tl;dr posts before, know that I have a tendency to ramble on and on (and on) at times. So be ready to use the search function unless you’re in it for the long (really long) haul. Table of Contents: 1) The Premise - General stuff about the game design and intentions of the hosts. 2) The Roles - The full list of role PMs, as well as an analysis of each role. 3) The Players - A look at how each player did in the game. 4) The Game - Notes on the game mechanics and some of the stuff that was thrown in. 5) The Rest - Awards and some fun logs. The Premise How this game actually came to be is kind of questionable. One thing that’s for certain, however, is that it it doesn’t look too much like it did when the idea first popped into my head. The theme for this game can probably be contributed to my major, which is psychology. That, and the fact that House is one of my favorite TV shows. So obviously mental illnesses and so forth are on my mind pretty often, whether I like it or not. However, the initial incarnation of this game was a bit different (and probably a bit simpler). The game was always designed to end up as a 3-faction multi-faction game. The Staff faction was always going to be the “mafia” group, since it seemed like a fun play on “good and evil” factions within the game. The Patients, however, weren’t always all mental patients. At first, the “village” was split down the lines of physical and mental handicap. I honestly can’t recall all of the physical handicaps that were there, but things like Paraplegic, Blind, Deaf, Mute, and Siamese Twins were included. There were a few reasons we ended up cutting the physical handicaps. One was that a role I was determined to use for Mute was pretty incredibly broken. Another was that we were having trouble coming up with eight good roles for them. Oh, and Eep thought Encepholacele was “gross,” which is what pushed him over the edge... Anyway, after that the village became all mental patients. Which, really, is more fun. It made the split even more chaotic, and there was just a lot more freedom in role creation by using all mental illnesses. It did sorta make “Handicapable” a bit of a misnomer, but Eep had already registered the channel, so we couldn’t be bothered to change it. Now, the Split was always something that was meant to happen, obviously. The game was designed to be fairly geared toward the Patients early-game, based on the infuriating CLAIMTOME mentality that is Smogon mafia. But with the chaos of the Split, the Staff would have a chance for a comeback of sorts (which they did, but more on that later). The role of Huntington’s Disease was supposed to be pretty crucial to that particular point in the game, but, as always, the worst possible option is the one that ended up happening, so the flavor ended up being sorta fudged a bit. In general, the roles were designed to be decently non-standard, or twists on really common/necessary roles. Things that Smogon doesn’t see very often (Insane Cop), or a new take on something you see a lot (changing Question Asked to Lie Checker). Sadly, most roles didn’t get to realize their full potential. This is largely because almost everyone in the game had access to a near-complete role list very early on, and they all purposely maneuvered around some of the cooler (at least we thought so) roles. The reason for the non-standard stuff was to somewhat throw off the mass claim initially. People wondering “Where’s the BG?” and so on. Sadly, people see what they expect to see, and they sort of untwisted all of the role twists, so it ended up not causing confusion for the players, but just grief for the hosts. Things like having four different info roles were offset by the fact that the info roles were all meant to be pretty unreliable. Outside of the non-standard roles, there were a lot of other little things thrown into the game. The bold words in role PMs were fun, since it made everyone sweat. And plenty of individual roles had their own little quirks that made this game end up somewhere on the spectrum of interesting and infuriating for players. That, combined with the fact that Eep and I gave away very little information and forced players to figure it out for themselves. Overall, the game was meant to be fairly heavy on flavor, which I think was accomplished. That’s more a personal preference, since it makes the game at least a bit more exciting to read if someone ever comes back and attempts to read the game, since there’s at least something resembling a story to follow. Oh well, even if no one besides the hosts read any of the flavor, it was still generally fun to write.