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Originally Posted by GrimGent
But why do it that way? In our games, someone has always read the relevant passages out loud (generally hamming it up outrageously) after the Traitor has left the room.
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Again, this is something brought to the table by the group. Its not something "inherent" in the game, and the mechanics don't really contribute to this sort of behavior.
Compare this to "Shadows over Camelot", another cooperative game which includes a Traitor in it. Much better designed, rules that encourage character interaction and involvement. The very nature of the traitor does not suddenly bring the game to a grinding halt, but infuses the distrust and paranoia throughout the entire game.
Instead, what we have is a tactical game (observe the stats and the nature of the combat rules) imbedded in a nearly completely random game, with a potential role play aspect tacked on
by some groups. This thing is a Frankenstein's monster of a game: what is it supposed to be? Is it a spooky atmospheric game? A tactical board game? A collaborative story-telling effort? A fast paced beer and pretzels game? It attempts to be all of these and ends up failing in every one of these aspects. Tension is constantly undermined, the tactical element is destroyed by the randomness, the collaborative story-telling is surrendered to the whims of a draw deck, and the game takes too long for set-up and play for it to be considered a good beer & pretzels game.