Everything can be refuted if you create a setup that matches it. I don't like this mechanic myself for the most part, but even it can lead to good games if used properly.Law wrote:This statement is all that I need to know that I would never host a game where you had to be alive to win. It's all anyone should need, to understand why it's a terribly flawed notion.Dragon D. Luffy wrote:
The prize itself doesn't matter much, but my wincon while I'm still playing the game does.
It's not about winning and losing, it's about incentive and intent. If your townies aren't playing properly, then it's not the same game anymore. If I enroll in a game and I'm later informed that I need to be alive to win, even if I am technically a Town role-- as far as I'm concerned, I'm a survivor Indie. And like it or not, that's how the majority would think, whether they talk about it or even realize it. That's basic human psychology at work.
I've not seen one person here refute this most basic detractor from that style of hosting. I've seen some people try, and ultimately fail.
For example, an example of a very good game I played that had the alive-to-win mechanic applied in a creative way:
http://www.mafiathesyndicate.com/viewto ... f=28&t=672
In this game, every townie IS an indie. The power roles with specific wincons but no need to survive, and the weaker townies with survivor wincons. This is balanced by the fact the mafia/town ratio is very small.
Only a sith deals in absolutes. If you create restrictions to what a mafia game should be, you are only making yourself miss some great games.