Good Twin: It's okay. See... we can do this. We can just be buds.
Evil Twin: Yeah. We can be buds. Buds who want each other dead.
Good Twin: Yeah. Exactly.
Some initial notes before I get into my next Blood on the Clocktower ramble (see Part 1 here for context):
( Experimental ethics, in-person games, a bad idea, and a ship that ain't sunk. )
ANYWAY. I had thoughts about ludo-narrative dissonance, and I was going to type up thoughts about ludo-narrative dissonance, but now I'm almost two thousand words into a post AGAIN and I have yet to define even the term! So that post is still going to wait for another day!
But ludo-narrative dissonance is when your game mechanics or gameplay work counter to the story you're trying to tell in the narrative component of a game, which I feel like I flirted with in the fourth point anyway. So there's your definition. You're welcome.