I actually had a shelved idea awhile a couple years ago, which I had called Murphy’s Mafia (ie, themed after Murphy’s Law). The basic idea was that all nightactions would have had a 50% chance of success, a 45% chance of being ineffective, and a 5% chance of critically failing. I think I set the idea aside because I wanted more modding experience before I tried something this convoluted. I don’t really remember much of it, though I’m pretty sure I have some preliminary notes left over on a computer on another continent.Norinel wrote:<snip>1) When Doubt Consumes, a lot like a normal game, except that almost all role abilities (And maybe a few other mechanics too) work as described 90-95% of the time.<snip>
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