3 de julho de 2018 06:57:34 ART
What catapulted Mafia's popularity was Plotkin's second contribution: werewolves. "I thought the rules were brilliant, but the theme felt arbitrary. Mafia aren't that big a cultural reference. I wanted to find a theme that fit hidden enemies who look normal during the day, but are murderous at night. Werewolves were the obvious choice in
H5 Game."
If you want to play Werewolf well, you have to draw on a wide skill-set. First comes memory. It's not always easy -- particularly at 2am -- to remember who accused whom and how everyone voted, but this is crucial for spotting patterns. And you need meticulous observational skills; note someone drumming their fingers or fiddling with their collar, and you have the "evidence" to back up whatever theory you're selling. Then there are concrete observational cues -- who's making eye contact with whom? Has somebody slipped up by saying a werewolf has been lynched, when only a fellow werewolf could know that?
Statistics also play a part. Werewolf is ripe for back-of-the-envelope calculations about the odds, say, of someone correctly identifying werewolves in consecutive rounds without being a werewolf himself. But as the game goes on and the pool of players shrinks, it becomes a very different proposition. At this point an acute memory, an eye for detail and a knack for numbers are only a foundation.
End-game Werewolf is about flair and imagination; oratory; force of personality; performance. For self-confessed geeks, this is often quite a leap; these interpersonal skills are not necessarily those most visible at the kind of events where Werewolf flourishes.
Visit
Mafia City official site to know more about this game.
Este post foi editado por Luteguras Green em 3 de julho de 2018 07:00:22 ART"