In post 46, Not Known 15 wrote:Let`s discuss quests: My opinion:
No one should do quests.
The drawbacks are too severe. In the worst case, the item might even go to scum on top of a townie being 0-xp`d. I see no pro-town way to use the quest mechanics. If someone does, please tell us.
Now, about quests…
The neighborizing effect has little meaning since it will be made of more than half of the playerlist by definition (it's only created if 50%+ of the plist joins the quest, if i read the rules correctly), so it's technically not even a neighborhood, it's a night-unlocked main thread.
However, the bonus perk is actually useful and can be easily leashed even if it gets into mafia hands. We would chose any leader believed to be town (because of the +1 xp bonus) and then have him send the special gift on another player who is also decided in the quest thread before it is locked. Although… from the description, it looks like we don't get to know what gift it is beforehand? This could be a problem, but we can still leash it via options, i.e. if it is a vigshot then it goes to player A, if it's a protective it goes to player B, etc.
The drawback is that one player will lose all his XP and is roleblocked for the night. That's… heavy, actually. It's like giving scum an additional roleblock power that they might not even have in the first place.
On second thought quests aren't so nice as i had read them initially. The risk vs benefit ratio seems to be scumsided unless the gifts are really really good AND if they don't fall into wrong hands. If we are to try and see if the rewards are worth it, everyone should join the day 1 quest and reassess once we learn more about the rewards, otherwise we skip them entirely.
-Farkran