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Card · MEC-32

Role Assignment

X – Differentiation & Pattern

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Role Assignment

Mechanism · X – Differentiation & Pattern irreversible / conditional · open / concealed / asymmetric · cooperative / competitive / asymmetric

Role Assignment assigns differentiated roles with different abilities, information and rules: from an equal starting position asymmetry arises as a design element – with the question of how it stays fair.

Design question – How are differentiated roles assigned in your game – and how does the asymmetry stay fair?

Reference example – Werewolf: secretly dealt roles give different knowledge – the werewolves know each other, the village does not. Overwatch: tank, damage, support – each role with its own abilities and tasks. Football: only the goalkeeper may handle the ball – and only inside the penalty area. Blood On The Clocktower (Hidden Roles / Social Deduction) · Spirit Island (Variable Player Powers) · Puerto Rico (Role Selection)

Structural pattern

Input -> transformation -> output: agents (equal starting position) become differentiated positions (asymmetric abilities, goals) via a role-assignment rule.

Regulated in permitting mode (what a role can do and see; whether roles may be switched), constraining mode (what a role may not do; number of roles; each role only once) and conditioning mode (how roles are assigned: choice, chance, draft, fixed; openly or hidden). The roles are positions of the social structure.

Design parameters

  • Visibility – open (everyone knows all roles) ↔ hidden (hidden roles)
  • Asymmetry degree – slight (special ability) ↔ strong (entirely different rules)
  • Assignment mode – random ↔ fixed
  • Permanence – permanent ↔ dynamic
  • Power balance – symmetrically balanced ↔ deliberately asymmetric
  • Information asymmetry – none ↔ complete (each role knows different things)
  • Communication (MEC-16) – Frequently combined: role-based communication.
  • Deduction (MEC-17) – Frequently combined: guess the roles.
  • Voting (MEC-28) – Frequently combined: role-based voting.
  • Scoring (MEC-09) – Frequently combined: role-based scoring.

Ludic Organisational Structures

Hierarchy · Faction System (core) · Democracy / Voting System · Alliance System (dynamic)

Stack

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