Concept 1- Each player controls their specialized character/race for a level. This mechanic would be very similar to how roles are differentiated in classic RPGs like Diablo, D&D, Gloomhaven and even Betrayal as each character has certain mechanics that they are stronger at. Players can either cooperate to win the level, or sabotage the team (like betrayal), and each player’s goals are revealed secretly at the beginning of each level. This creates a certain amount of suspense and distrust within the magic circle which gives the game an embedded narrative.
Concept 2- The outcome of each level is built upon in a narrative campaign (like a legacy mechanic). Completing your objectives (like sabotage or winning) gives a player certain bonuses for the rest of the campaign. This makes each level not only a different challenge but makes each level have slightly different mechanics than the one before. This develops an enacted narrative as the story changes if the traitor wins or loses. Since each level is different, there is a distinct amount of discovery aesthetic involved with the game, in addition to Fellowship (group v. traitor [unilateral competition]) and Fantasy aesthetics (different characters and backstories).
Concept 3- Since these types of mechanics can be hard to keep track of on an individual basis, we as a group discussed the possibility of a digital dungeon master. Similar to how the DM works in D&D, this website would not only develop the maps and challenges, but keep track of key stats and who’s supposed to do what and what were the outcomes of the previous levels (for the legacy mechanic). This shifts a lot of the rule burden away from the players, allowing them to become more involved in the stories and challenges of the level rather than which dice they must use to perform an action. (bonus: no 800000 page tombs needed to play)


