Best Frenemies: Dynamic Conflict in Social Deduction Games
That space-kitty has been taunting me for over a decade.
I’ve never played Twilight Imperium.
It’s not that I don’t want to, it just seems like an ordeal to get enough people to commit to a day-long, high-conflict board game. It’s a big investment. Several of my friends have talked about putting together a game for much of my adult life, but talking about it and doingit are very different things and it has yet to happen at a time or place that’s accessible to me.
However, I have played my fair share of other bigol strategy games that thrive on politicking and shifting alliances like A Game of Thrones, Root, or Cosmic Encounter, so I get the gist. Asymmetric factions, reluctant cooperation, unifying against the current leader only to realign when the dust settles; all great stuff that I love in my games.
These are traits of some of the highest-rated games of all time. However, they rely on the fact that there are more than two teams. It’s hard to have shifting alliances when it’s a good vs. evil situation. Even Batman and Joker set aside their differences sometimes, but usually only when they have a common enemy.
In my last post identifying some common problems with many social deduction games, I discussed how there are usually the two teams: werewolves and townsfolk, fascists and liberals, resistance and spies, etc. Go back and read that post if you haven’t so I don’t have to repeat myself much.
Are you back? Great, now let me pick up where I left off.
The gist of my argument is that once the lying team is found out, the social aspect of the game is over. However, what if it didn’t have to be? What if the social deduction part of the game was just the beginning?
Today I’m going to talk about some ways that social deduction games can learn from the Twilight Imperiums of the world, incorporating several factions with differing goals and creating the uneasy alliances as the hidden roles are uncovered. I’ll start with the LARP I designed in the past, move to some other games I have (and haven’t) played, and then get to how I am taking those lessons and applying them to one of my current projects: a new entry into the social deduction genre that I’m working on called Dreamland.
Hidden goals, not hidden roles.
Writing this is a nostalgia trip for me as I dig through Haunted Mansion files.
Before the pandemic, I designed and ran a LARP every single month called Haunted Mansion (no affiliation with Disney or Danny DeVito). The name was largely a holdover from its original inception as the theme and mechanics changed from month to month, but consistent (non-trademarked) branding is important.
One of the core mechanics that largely stayed the same through every event was some form of hidden roles. These came to a player in the form of a character name or title, a paragraph or two background, and usually two explicit goals involving the particular game’s mechanics or scenario.
Some events had explicit pre-made teams vying for one of a few possible outcomes of the event, such as Cyberpunk corporate employees wanting one of their own faction to escape with a data file. In other events everyone was largely on their own to form whatever teams they liked with certain restrictions involving their pre-assigned roles, like a pirate ship that needs all 4 unique role positions filled in order to sail, but there are limited vessels to escape on and limited capacity to boot.
In addition to the event’s unique story and the player’s primary goal that aligned the teams, of which there were almost always 3 or more and acted as our hidden roles like you would expect out of a social deduction game, the individual characters also had specific secondary goals that they wanted to accomplish. A secondary goal could be something relatively harmless like having a certain item at the end of the game, or it could be as nefarious as wanting to kill a certain number of other characters.
What all of this meant is that alliances would form between players working together towards a common primary objective, but there was always a certain level of distrust and uncertainty about the cooperation. Sometimes you have to identify your teammates and secretly cooperate. Other times you assemble a group you can trust to defeat the opposition. Either way, even if your best friend is on the same team as you, they could want to do something that doesn’t exactly help your situation or could be at odds with someone else on the team.
Some examples might help.
Heist was one of 30+ events we ran. They all blend together in my memory.
Our cyberpunk Heist game had 6 factions: Goggles and FaceBlock vying for Data Files, Golden Sacks and B.E.U. focusing on extracting Money Bags, and F.E.D. and The Syndicate trying to kill members of the other. These were represented in their Corporate Goals.
In addition, the personal goals for each player role were one of 3 things: Personally Escape with 2 Money Bags, Escape with a Knife, or Escape with both Slicer Tools and Decker Tools.
This created a pressure cooker environment as teams formed combining factions that didn’t have opposing Corporate Goals like Goggles and Golden Sacks. Being alone was dangerous as you could be killed by anyone, so getting allies was necessary for survival and there were plenty of allies to be found outside your opposition. However, there was a good chance that your new allies would be after the same personal goals as you, and there just wasn’t enough Money, Knives, or Tools to go around.
Click here to see some example roles from that event so you get an idea of the kind of energy we brought to Haunted Mansion and see how these goals looked on paper.
We were pretty funny.
Nobody knew if the people around them would stab them in the back when it came time to divide up the heist’s payoff, so every team that formed was an uneasy alliance until the very end with uncertainty surrounding the goals each player had rather than a role may or may not have been concealing.
Infighting, splitting teams, players forced to pick sides, these were not uncommon scenes at Haunted Mansion. This is something I want to highlight because it can only happen at a certain point in a hidden role game that, as I wrote last time, most social deduction games end at.
Once players have found out who is who and who wants what, there is still so much excitement and tension that can come in the next phase of the game. The cards are on the table and everyone can start negotiating plainly. Opponents need to form temporary truces to stop another team from winning while conspiring on the side. Alliances are forged and broken. Decisions are difficult but imperative.
Was Haunted Mansion a perfect game? Of course not. But looking back now, 4 years later, we were very good at creating dynamic interactions between players’ goals that perpetuated an environment requiring uneasy and shifting alliances that I love from big-box strategy games but have yet to see recreated in the same ways in smaller social deduction games.
But that doesn’t mean that others haven’t tried.
Dead of Winter, the cooperative zombie survival game from Plaid Hat Games, is the game I’ve seen that comes closest to this. It doesn’t always have a betrayer, but always gives each player a specific goal that could be at odds with the greater mission. It’s big and has a lot going on, but is really a pretty straightforward resource management game when you look past the clunky rulebook and extensive components list.
Sparky the Stunt Dog doesn’t even get a place on the cover.
That makes it the perfect vessel for the obligatory cooperation but warranted distrust that I like out of horror experiences, like my own tabletop RPG, as you have a limited supply of stuff that’s hard to get, there’s a lot of things you have to use it for, and you don’t know what everyone else wants or if they are even on your team.
It also does something else important if you want to force people to make tough decisions with inevitable consequences.
PvPvE; or, The Game Fights Back
Something not unseen in social deduction games is a semi-cooperative aspect where players have to work together to defeat a common enemy while keeping an eye out for the traitor amongst them. This is a part of Dead of Winter, as well as the classic Battlestar Galactica game, it’s modern Lovecraftian remake Unfathomable, the aggressively named Human Punishment: The Beginning, and I’m sure many more.
It’s not exactly an innovation in the space anymore, but what I want to touch on is how much the pressure of a common enemy adds to the multi-faction, shifting alliance game. Something that everyone, or most people, need to combat together gives a lot of space for setting aside differences to deal with a problem at hand.
I also want to add that these game are a lot. Unfathomable says it takes 2-4 hours on the box, which is a wiiiiiiiide window and likely still an underestimate for your first game. Human Punishment says 2-3 hours. I’ve not played it, but I have read reviews saying it is extremely complex due to all the additional mechanics for each faction and takes much longer trying to unravel the rulebook. Dead of Winter, the shortest, is still 1-2 Hours. All of these games have a complexity rating of 3 or more out of 5 on Board Game Geek.
This is a lot of stuff and that board has a lot of text. I still want it.
In contrast, pure social deduction games like Secret Hitler or The Resistance are 30 or 45 minutes and a weight of less than 2 on BGG, which is a far easier sell to get on the table and maybe even multiple times in a night.
Does adding an outside pressure like zombies or deep ones really have to add an hour or two of play? Does a third or fourth faction require so much added complexity that the rule book can be used as a booster seat?
Enter one of my current projects and the topic of these devlogs: Dreamland.
Or “The Fate of Dreamland” or something like that. I haven’t really settled on a name yet.
It’s often said that limitations breed creativity. When setting out to design a new project, I usually try to define what my goals for that game are to avoid scope creep and keep the game in a lane, while also establishing which parts I am not willing to throw out if/when inevitable redesigns happen.
With Dreamland, I have 2 things I am settled on.
It should play in under 1 hour. That’s the goal. It should say 45 minutes on the box.
The dynamic between the 5 different roles is the part I care about. Everything else is there to facilitate those relationships and conflicts.
I’ve already discussed play time as a factor, so let me wrap up this week by outlining my 5 roles and how they interact:
The Dreamer - The original creator of Dreamland has returned, seeking to protect the world from Terrors that torment it.
The Prophets - Followers of the Dreamer who have foretold their return and seek to identify the messiah, protect them, and assist in the defense of Dreamland.
The Cultists - Worshipers of Terrors and the Nightmare, these players want to help the Terrors plunge Dreamland into eternal darkness.
The Nightmare - A sleep demon that brought the Terrors to Dreamland, but must keep them from destroying it completely as they locate and defeat The Dreamer in order to use them as a vessel into the waking world.
The Wardens - Those who seek to root out the Nightmare and defeat it, but can only do so by defeating the Cultists that give it strength.
This dynamic is what interests me about the game.
The Cultists and The Nightmare are technically allies, but The Nightmare cannot allow them to succeed as it will end the game before defeating The Dreamer. However, they should be protected from The Warden to avoid The Nightmare’s defeat.
The Dreamer and The Prophets are keeping the Terrors from destroying the world, and The Warden wants to help them (and even protect them), but cannot allow them to succeed in defeating the Terrors completely as the game will end before defeating The Nightmare.
The Dreamer must blend in with The Prophets to avoid being singled out by The Nightmare, but if they are about to be defeated they may need to reveal themselves to ask for help.
The Cultists might need to help the Dreamer survive to avoid The Nightmare winning before they can destroy the world.
This all gets to the part of the game I want to see more of. A post-hidden role phase where the different factions are publicly supporting or opposing each other once their jig is up. The social deduction is still a core feature of the first phase, but there is still game to be had once people out themselves. I believe it hinges on there being 1+ parties outside of the core “good vs evil” dynamic.
Next time, I will spend the whole post explaining Dreamland’s current iteration, the lore and world building and why I chose a whimsical setting instead of a “cool” gritty gamer one, and the mechanics and how they specifically drive the experience.
Let me know in the comments of any games that I might not be aware of that would be at home in this post or help inspire me while working on Dreamland, as well as your thoughts on conflict and teams in social deductions games.
Thanks for reading and I’ll see you next time.