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Variable Player Powers - exclusive or discounted?

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MarkD1733
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The last few posts of my previous thread got some attention. I don't want to accidentally bury a good discussion in another topic, so I am posting it all separately here.

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Let me ask one more question...currently each player has his own player power(s). Should they be exclusive powers...like ONLY PLAYER 1 MAKES ABC? Or should it be more of a DISCOUNT Power...everyone can make ABC, but they use 2 things instead of Player 1 who only needs one.

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ruy343

Pandemic

I would look no farther than the masterworks by Matt Leacock to give advice for that one. In games like Pandemic, there are many things that can be done better by a specific role. For example, the Operations expert doesn't have to spend a matching city card to build a research station, and the medic can treat as though they up to 3 cubes at a time instead of one. Those roles are improvements on what can be normally done.

However, the Archivist can take cards from the discard pile with restrictions. That role can do something that no one else can, but it's carefully weighed so that it's not overpowered.

In short, you can do both. Analyze every aspect of the game that there is to interact with, and see what can be done to make that a role. In Pandemic, it's treatment rate, moving for other players, helping with logistics, trading cards, requiring less to cure, pulling cards from discard pile, and previewing the nastiness that's coming.

However, it's far easier to make something unbalanced when it's something that other player's can't do at all. Just be careful to balance test it.

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LordBrand

I'm sure it goes without

I'm sure it goes without saying, but I'll say it anyways: If it's something that only one person can do, and you have more "roles" than you have players, make certain that something isn't a lynch-pin for winning the game.

Example: In Pandemic, playing on 6-epidemic hard mode, certain roles feel REQUIRED to win, rather than a cool feature of differentiation. On the easier modes, they are pretty interchangeable, and add a nice element of randomness to the game.

Just consider your own game, and how pivotal those special powers will be.

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Zag24

Dissenting opinion

I disagree that the different roles is a good idea in a cooperative game. I think it is part of what contributes to the alpha player issue. The knowledgeable player knows what the best approach is -- the doctor should do this, the scientist should do this, the military guy should do this, and we'll manage that outbreak. (Sorry, I don't know Pandemic well enough to know if they are actual roles, but you get the idea.) If anyone deviates from the script, it will fail, and it IS the best approach, but it left all the other players as minions to the alpha.

MarkD1733
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Zag24 wrote: Dissenting

Zag24 wrote:

Dissenting opinion

I disagree that the different roles is a good idea in a cooperative game. I think it is part of what contributes to the alpha player issue. The knowledgeable player knows what the best approach is -- the doctor should do this, the scientist should do this, the military guy should do this, and we'll manage that outbreak. (Sorry, I don't know Pandemic well enough to know if they are actual roles, but you get the idea.) If anyone deviates from the script, it will fail, and it IS the best approach, but it left all the other players as minions to the alpha.

Well...that depends on whether the cooperative game requires consensus decision-making. Cooperative doesn't have to mean that you discuss and agree. It just means you aren't actively competing to beat the other players. For example, in my game, it would "thematic" not to discuss and agree unless the players were in the same battle. Similarly, even in Pandemic, you could play that way...no discussion unless you are in a city together. However, that doesn't mean they cannot try to compare the other player's needs versus their own for the ultimate goal of the game.

That being said, having discounted powers tends to expand options for players and increases competition for resources. If I think I need 2 units of ABC, and I need to spend 2 resources from the communal supply, that might prevent the other player who can make 3 units from 2 resources, but I might need to do that to help us win the game. Exclusive powers for players limit, intentionally or unintentionally, their options. In many instances, you may feel compelled to use the power to a fault. Part of the game is know when you can and when you cannot. That is where choosing mechanics to suit either option would be important. Hence my having to think this through a bit.

Zag24
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I wasn't saying that it's an

I wasn't saying that it's an overwhelming point. Certainly some of the other approaches to manage the alpha player issue can dominate, and make it a non-issue. My point was that you should consider it, because I do think that it contributes to the problem.

How about an extra element of random in the game? Each round, all players get two different powers which apply just for that round. They're just minorish things.

Thrifty Blacksmith: you build 1 sword for 4 iron instead of 5.
Motivator: All miners working for you produce 33% extra ore (4 ore for every 3 miners).
Etc.

If each person has two powers, and they change every turn, then it will overwhelm an alpha player and all the players will have to work out their own contributions.

Just a thought.

MarkD1733
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more good ideas, Zag...more good ideas

You are absolutely right...I need to consider it. Depending on who I am playing with, I can become the alpha player :-) My reply to your comment was my part of me thinking through that more, but as you indicated, there are still more ideas and mechanics that can help with avoiding that situation that need to be considered.

It's funny because, my friend who is helping me with this game had offered something similar...everyone gets to do X things each round, but there are actually more than X things to possibly do. One or more of those things becomes unavailable each round, forcing the player to adapt their strategy. You appear to have flipped the idea...give each something extra to consider doing. Kinda like the bonus cards in Terra Mystica...

Very interesting....Thanks once again!

Dagar
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I know nothing about the game

I know nothing about the game you are designing, but I agree that special powers no one else has tend to be used to an extent where your options are not really options any more in many games, be they cooperative or not.

Some of the characters in Battlestar: Galactica have one-time use special abilities that, in certain moments, can turn the game around. You could also think of having special powers with a bad touch, saying: 'Okay, you have this cool ability, but if you use it, something bad (might) happen(s). Of course, you need to balance it.

LordBrand
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Depending on how many

Depending on how many different "powers" you have, making powers allow discounted actions rather than unique actions has the huge advantage of simplification. Unique actions require more work to balance, and also give your players more to memorize.

Another variation, and one we use in my game, is rule-breaking extra powers. Rather than things being something truly unique, they can do the same actions everybody else can, but they aren't as limited.

Example: People typical have to their purchasing of structures during a specific phase of the game. One of the kingdoms (each player controls a kingdom) may purchase during their active turn... Which gives them an advantage before the purchasing phase.

Another is that players collect resources from the fiefdoms (territories) they control unless they are occupied by other players. One kingdom can ignore the occupation and collect anyways. etc.

My game isn't cooperative as a default, so obviously these are just examples, but you get the idea. It's just another axis you can create uniqueness among player starting roles without throwing in new mechanics.

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