And since I've been (very voluntarily) pulled into a game design discussion, I guess here's where I come from:
A lot of games that are kind of simple, mostly vanilla but still have a theme suffer somewhat (I think) from the themeing. But I still love themes for the storybuilding aspect, and as a springboard for ideas.
Because hey, if I'm doing Animorphs, I expect Visser 1 and Visser 3 as baddies and it's not really consistent with canon for them not to be. But then the game can be "broken" by basically pushing for role reveals until you find someone with a weak one, then killing them. And okay, you can say that you shouldn't just go straight to role revealing, but truly, if the info is out there, there's little incentive not to. So if you're a wolf and being pushed on, it becomes somewhat dependent on you being able to make up a role that seems plausible and that's not really the core of WW either, you know? Even if it can lead to highly amusing Lemon Party situations. And on SDN, I think a lot of people play our typical games with a little bit of suspension of being hardcore, because we know it would break the game as we've evolved it here. It's why when Lupin gets a communication role and can gain the trust of half the field, she's terrifying. Because she's not playing with that little bit of suspension, and it makes it extremely tough on wolves.
So as a mod, what can you do? That's basically the question I've tried to answer with every game I've made. But until this game, I've tried to answer it while still maintaining our general tradition of having almost everyone have a role and ability, because people (including myself) generally like that. And I also work within my preferences. I personally don't like when the moderator flat out lies... a la STL affiliation items - I think they're false more often than they're true - or completely unrelated covers, a la Mark Warner seering as Dr. Adams in the House game. I want things to make sense and be consistent with the themeing, so I design around that.
Examples; Rick & Morty, multiple Ricks and Morties to hide in and a couple converts. Pokemon, lots of converts. Favourite Things had such a loose theme that cover roles should have been fairly easy. Minecraft roles mostly meant nothing and some were even pointedly misleading. Animorphs the baddies could hide in their morphs or the game items. And in many of the complicated ones (truly, I think of Animorphs and Pokemon as my most "puzzle-like" games, and they were designed within the same couple months) there were hints hidden in the design that would have had very big impacts on the game if people had read into things. I think of the fact that when Persian died in Pokemon, it was revealed that she could convert one human player... and someone gave a killing item to a human that night, leading to a triple kill and a wolf win. Or in Animorphs, I went out of my way to say that day PMing was an ability of
andalities, and then when the andalite baddie claimed it nobody picked up on that. They're little, and they're definitely not classic WW, but I find it fun to design and when people really take the time and try to figure it out, it's so rewarding.
I rarely put things into games for no reason. Sometimes, though. I did like that
jukebox in Minecraft.
😉 (nsfw)
Anyway. This was definitely an easier game to run (which was nice when life hit the fan partway through), and I'm very happy that people had fun with it despite it being so vanilla. I wish we'd had a little more discussion, as it was very quiet at times. But all in all happy with it.
🙂 Now someone needs to get rolling on another!