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Ghost Players
There is a very high chance that a player will die in Treachery (even before the haunt begins). If this is the case, then in a multiplayer scenario ... a simple GAME OVER sequence would result in a very upsetting gameplay experience. There needed to be a better way to work around this. Based on a number of haunts that we have in mind, there was a possibility to allow players to -- in all essence of the meaning -- come back from the dead and still contribute to the gameplay. Hence where the mechanic of a "ghost player" comes in!
If a player dies (which can happen before they haunt) they become a ghost. As a ghost, they leave their body and enter a spectate mode. They are invisible to everyone, they can fly (to an extent), they cannot pass through walls by default, they cannot open new doors, maybe have some fun effects (haunted confetti, for instance).
- Ghosts can be used as triggers for other haunts (i.e. Poltergeist)
- Ghost mechanics can change depending on haunts (ring example, dead heroes can help their living friends search for the traitor)
- Ghost mechanics can be changed by haunts (i.e. fiddler’s song reincarnating insane heroes to fight for him)
- Haunts have to account for current ghost players when the haunt starts.
- Customization (of player and ghost...)?
- No 'total' player elimination (Death is not a 'huge' penalty to the player)
- More in-depth and 'logical' story (makes sense)
- Variation in game mechanics
- Differentiates the game from other games of its type
- More Complexity
- More Rules (for the heroes, in particular)
- More lore behind the haunts
- More chances for error
- More model development
It was decided that, after weighing the potential positive and negative consequences for adding the mechanic of Ghost Players, they will be implemented in Treachery.