Card · MEC-32
Role Assignment
X – Differentiation & Pattern
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)
Related Mechanisms
- 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)
Belongs to the stack
- Mechanisms
- Which patterns of regulation drive your game? (35 cards)
- Ludic Mechanism
- To the term
- MEC-31 Matching
- previous card
- MEC-33 Showdown
- next card