Just a couple of notes on my motivation behind the game, concepts etc.
The first game I ran on GR was
I Love You, But You're Dead. It was pretty well-received as a new concept, and I really enjoyed being responsible for something novel that the community here liked!
It gave me the confidence to try and run an (as we almost universally referred to them then)
AYA-style game. I thought I'd start off small though, so it was in some ways more akin to a novelty game:
Are You A Vigilante? Indeed, the answer was yes: everyone in the game
was a Vigilante! But again, it seemed to go down pretty well (and my fond memories of running it led me to re-use the setting for Tribe Vs Tribe).
I then teamed up with the very excellent Karl, and we co-ran
Cannibal House. In hindsight I had gotten some of the critical mechanics wrong (one of the votes in particular should have been private not public; it made the game too difficult for the Cannibals) but it was another enjoyable exercise in game-running (though we did get feedback then that the game seemed limited by having a definite set end date; feedback I should have listened to). It was a bold, ambitious, complicated game! It made me want to run a
proper AYA - one for the ages.
Real life got in the way somewhat, but when I was able to, I went out all guns blazing, with what I was hoping would be my Magnum Opus:
Wolf Mafia.
Safe to say, I cocked it up.
In hindsight it is clear to me: the "half-wolf" mechanic totally imbalanced the game. The realities of the game were unknown to the player base - no amount of clever cryptic hints could bridge that gap. At the game's end, there was a palpable (and justifiable) sense of disappointment among the players: all too kind to truly sting or wound with their feedback, but honest enough to reflect that, actually, this might have been a bit of a waste of time, given that we didn't actually know the rules we were playing to. (And again, I set a specific cut-off date for the end of the game!
)
I am in no way ungrateful to have been able to run those previous games (and am actually quite proud to have played a small part in Karl subsequently turning
Cannibal House into the first entry of what would become an outstanding trilogy, having added the magnificent
Howling at the Moon and
When the Larvae Moult to the GR game canon). But ever since the end of
Wolf Mafia, a thought has lived in the back of my mind:
I owe this community a good game. This time, I did not want to forget one crucial thing:
the players are the stars. No deliberately hidden surprise mechanic can create a "moment" quite as memorable as those organic moments that come up within classic games. Those classic moments happen from creative players taking creative choices within a defined, consistent,
known ruleset. You want your mechanics to be thorough, balanced, fair - but you don't want them to be the attraction; that's generated entirely by the players. (To give a footballing metaphor: the best referees are those you don't notice.)
I therefore wanted the ruleset to be watertight (which is why I posted it before the game start) but flexible enough to allow creative play, without the rules themselves being the creative factor. At the same time, I really wanted this to be a proper
event - hence my unashamed hype thread - but I wanted it to justify such a status, by being simultaneously familiar enough to play, but new enough to intrigue. I also hoped that a change to the base mechanics might help us steer clear of some of the foibles that our "traditional" structure now brings (the same players being killed in the same order, people being punished for being busy IRL, the "Seer Circle", etc.)
I came up with the "wish list" of what the game would offer (I referred to this in my hype thread) before I came up with the ruleset, and the idea behind the game: what if everyone was involved in a secret team in some way? I had previously considered advertising the game as a "classic" Are You A Werewolf, but in secret everyone would be a Wolf - but there'd be multiple teams of Wolves, each unaware of the existence of the others, each thinking they were the only set. But that would have resulted in a massive number of daily kills. So then I thought, each Wolf faction could be told that they get one Kill, unless none of them post in the game thread (in which case they'd get no kills), but they'd get an extra kill if one of their number was that day's mayor, and an additional kill if they met a certain daily posting quota.
The concept was too convoluted for me to make work (it would have required me to lie and tell each player that, upon death, there was an X% chance of them flipping as a Villager, with the outcome dependent on a RNG; then, all killed Wolves would flip villager automatically, to preserve the secret long enough until one faction became dominant enough to win the game) but you can probably see how the base mechanics fed into the ruleset that became
Tribe Versus Tribe.Then rinks pointed out that the abbreviation was more commonly associated with vaginal tape, and I have regretted the name choice for nearly forty days and forty nightsI doubt very much I'll ever run a game again - IRL factors make it far too difficult (it's been a squeeze to get this one over the line TBH!) - but I'd be absolutely delighted if anyone else wanted to take the reins, or put their own twist on it, or even run something else completely! If nothing else, I hope that this game has shown that it's possible to use the forum format to run different kinds of games, so hopefully we won't stop playing them altogether.
Thank you all for playing!