Survivor: Red, Purple, Green

For large social games such as Survivor where the primary mechanic is social interaction.
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Survivor: Red, Purple, Green

Post Post #0 (ISO) » Sat Jun 08, 2019 12:58 pm

Post by zoraster »

Survivor:
Red
,
Purple
,
Green

Image
Modded by:
Zoraster and PrivateI (aka Monty)
Listmod in Charge:
XReckonerX

APPLY HERE


Start Date Goal
: June 13th-June 16th (you'll be asked your preference in the application).
Duration Goal
: Just under 2 months.
Game Classification
:
Complex
. However, given this is procedurally generated, you know the possible twists, swaps, etc. and that the game can range from Vanilla to Complex.

APPLY HERE


Basic Description:

Survivor: RPG is a 20 player Survivor game where each player takes on a character that has a set of statistics. Challenges are performed based on those statistics rather than the normal puzzle and such methods used to resolve challenges. As a result, while challenge play is important, it won’t take much time from players. In addition, the method by which various actions happen is publicly known; however, players won’t know WHICH action has occurred. To put it another way, you’ll know there’s a chance of certain twists, of a merge happening with X players remaining, a tribe swap occurring on X day, and so forth. But you won’t know which was actually generated.

Game Delays

This game may be delayed or slowed during Survivormeet.

Effort Bidding in Brief

Your application will ask you how much effort you wish to bid. You start with 5 and you can spend effort on challenges to do better. If you bid a lot to get the character you want, you'll have fewer Effort points to begin the game. Decide wisely.

Spectators

Spectators are welcome. Unlike Expect the Expected, Spectators
will
have the ability to converse with players in their confessionals. They will not be able to talk about Player identities in confessionals, however.

APPLICATION HERE


Spoiler: Detailed Information
Statistics

The following are the statistics in the game: Balance, Strength, Endurance, Speed and Athleticism, Swimming Ability, Concentration, Spatial Puzzles, Word Puzzles, and Teamwork. In addition, there is an element called “Effort” which will be described later.

Statistic Descriptions
Balance
- The ability to both balance one’s body AND the ability to balance other objects
Strength
- The ability to lug large objects and otherwise use brawn.
Endurance
- The ability to do physical tasks for a long time.
Speed and Athleticism
- The ability to run, jump, climb, etc.
Swimming Ability
- The ability to swim, dive, etc. in the water
Concentration
- The ability to concentrate on a task. Among other activities, used in untying knots and the Firemaking Challenge.
Spatial Puzzles
- The ability to solve jigsaw, 3d and other puzzles that involve the manipulation of objects.
Word Puzzles
- The ability to solve word puzzles
Teamwork
- The ability to work with others to win.


There have been 24 characters rolled up. Each character had 45 points assigned to the 9 statistic categories, 1-10. When selecting which characters appeal to you, you will see stats listed as Poor (1-3), Average (4-6) or Good (7-10). All characters have at least one Poor and one Good rating, but all characters have exactly 45 points distributed.

Each Challenge will be comprised of 1-4 stages. Each stage will use at least one statistic (and usually more) to determine how a tribe or individual performed on each stage (see Challenges section for more details).

Statistics are NOT created equally. Strength, Speed & Athleticism, and Teamwork will tend to come up more in early game challenges while Balance, Concentration, and Endurance will tend to come up more post-merge. All statistics are likely to come up at all stages though. Puzzles are important in any challenge that uses them. Additionally, take note of the Firemaking Challenge section.

Effort

Effort plays a crucial element in this game. Players start with 5 Effort to spend. Before any challenge, a player may spend effort points up to the amount they have saved up. This Effort will be added to all statistics in their challenge. The amount spent will be deducted from their saved Effort. Players may also choose to “spend” -3 effort to regain 1 effort for later.

Some challenges and events will return Effort to a player (e.g. a Reward challenge with food). Additionally, Effort can be used to bid on Characters during the application stage.

Characters

The following are the characters that may be selected in the game. Each tribe will start with 5 males and 5 females, so each tribe will NOT have 1 of each currently listed.

Red Tribe

Alejandro
Brooke
Cody
Daisy
Ezekiel
Felicity
George
Hailey
Ivan
Joanna
Kenneth
Lillian
Avatar
ImageImageImageImageImageImageImageImageImageImageImageImage
Balance
AverageGoodAveragePoorAverageAverageAveragePoorGoodAverageGoodGood
Strength
GoodPoorGoodAveragePoorPoorPoorAverageAveragePoorAveragePoor
Endurance
GoodPoorGoodAveragePoorAverageAverageAverageAverageAverageGoodGood
Speed & Athleticism
AverageAveragePoorAverageGoodAverageAverageGoodGoodAveragePoorAverage
Swimming Ability
PoorPoorGoodPoorGoodAverageAverageGoodAverageAverageGoodPoor
Concentration
PoorGoodPoorAverageAverageAverageGoodAveragePoorGoodPoorAverage
Spatial Puzzles
AverageAverageAverageGoodGoodAverageGoodAverageAveragePoorAveragePoor
Word Puzzles
AverageAveragePoorGoodAverageGoodAverageAveragePoorPoorPoorGood
Teamwork
AverageGoodAverageAverageAverageAverageAveragePoorGoodGoodAverageAverage
Goods
233231223233
Poors
233221122333

Purple Tribe

Statistics
Marco
Nina
Oren
Priscilla
Quentin
Rebecca
Seth
Tessa
Ulysses
Viviana
William
Xanthippe
Avatar
ImageImageImageImageImageImageImageImageImageImageImageImage
Balance
AverageGoodGoodGoodAverageAverageGoodAveragePoorAveragePoorAverage
Strength
GoodPoorPoorPoorGoodGoodAverageGoodAverageGoodGoodPoor
Endurance
AverageGoodAveragePoorPoorPoorGoodPoorAveragePoorPoorAverage
Speed & Athleticism
AverageGoodGoodGoodAverageAverageGoodPoorGoodGoodAverageGood
Swimming Ability
AverageAverageGoodPoorAveragePoorPoorGoodAverageGoodGoodAverage
Concentration
AverageAveragePoorAveragePoorAveragePoorAverageGoodAverageAverageAverage
Spatial Puzzles
GoodAverageAverageGoodPoorAverageAverageGoodPoorPoorAverageAverage
Word Puzzles
PoorPoorPoorAverageAverageAverageAveragePoorPoorAverageAveragePoor
Teamwork
AverageAveragePoorAverageGoodGoodPoorPoorAverageAveragePoorGood
Goods
233322332322
Poors
124332343232


Character Selection


Each Player upon applying will have the option to rank their preferred characters. They may spend Effort to increase their chances of getting a character they wish. You may bid 0, 1, 2, 3, 4 or 5 Effort. Those who bid higher than others will get their first picks. Among those who bid the same amount, people will get their choices in random order.

However much Effort you spend will be deducted from your Day 1 Effort (so if you bid 3, you’ll start with 2 Effort available to you).

Consider not just the statistics of the players you’re ranking but also how you feel about playing those characters and with/against other members of their tribe. You’ll notice that the Red Tribe and the Purple Tribe are composed of different “types” of Characters. The Red Tribe avatars were found by searching for their name in google image search and mostly finding law firm staff profiles. The Purple Tribe on the other hand, were searched with Google Image search by their name but more freewheeling choices were available. You’ll notice that some of them are fictional characters (Oren, Quentin, Xanthippe), some are royalty (William), and others died in the 1930s because as it turns out few people name their children Ulysses anymore.

Character Removal

One male and one female from each tribe will be removed and not played. This will be based on player demand for characters.

Challenges


There will be immunity challenges before every elimination. There will sometimes be reward challenges. Sometimes immunity challenges will also offer rewards.

Many challenges are in multiple stages and/or require multiple skills. Here’s how it works:

Each stage has skills assigned to it. Each skill within that stage has a relative weight. Challenges that use multiple people in the same stage will have the average of those individual’s stats.

Each stage has a relative importance, weighted. So if stage 1 requires crawling under a net and going over a balance beam before unknotting a key and handing it off to stage 2 where a massive puzzle is solved, Stage 1 might be weighted 30% and Stage 2 might be weighted 70%.

Each stage is resolved by taking the average of participants’ skills multiplied by the weighting factor for that stage to give X (rounded). Then a random number 1-X is generated and rolled twice, the sum of which is used as the stage’s final result.

Sometimes a player or team will have an advantage. In this case, the number is rolled twice again and the higher of the two sums is used. Sometimes a player or team will have a disadvantage and the number is rolled twice using the lower of the two sums.

Note that sometimes a stage will have a random skill. It will be listed and included the same way a skill is, but the number will be set at 5 for all tribes.

Example

Survivors! In this challenge two of your tribe will (Stage 1) row a boat out to a buoy, untie puzzle pieces, row back and hand off the puzzle pieces to (Stage 2) one of your tribe will crawl under and over a series of nets and walls, handing the pieces to (Stage 3) the final two tribe members who will use the pieces to solve a puzzle of the logo.
Stage 1 with 2 participants (30%): Strength (.3), Endurance (.3), Concentration (.2), Teamwork (.2)
Stage 2 with 1 participant (15%): Swimming Ability (.7), Endurance (.3)
Stage 3 with 2 participants (55%): Spatial Puzzles (.7), Teamwork (.3)


Assume 0 Effort added or that effort is already added to the following example:
Ex. Tribe A: Stage 1 participants’ average Strength = 6, Endurance = 3, Concentration = 5, Teamwork = 3
Ex. Tribe B Stage 1 participants’ average Strength = 5, Endurance = 7, Concentration = 4, Teamwork = 6
Ex. Tribe A: Stage 2 participant Swimming Ability= 8, Endurance = 4
Ex. Tribe B: Stage 2 participant: Swimming Ability = 5, Endurance = 8
Ex. Tribe A: Stage 3 participants’ average Spatial Puzzle = 7, Teamwork = 6
Ex. Tribe B: Stage 3 participants’ average Spatial Puzzle = 4, Teamwork = 3

Generation: A1: 6*.3+3*.3+5*.2+3*.2 = 4.3 rounded to 4. Rand. # 1-4 generated: 1+2=3
B1: 5*.3+7*.3+4*.2+6*.2=5.6 rounded to 6. Rand # 1-6 generated: 6+3=9
A2: 8*.7+4*.3=6.8 rounded to 7. Rand # 1-7 generated: 6+6=12
B2: 5*.7+8*.3=5.9 rounded to 6. Rand # 1-6 generated: 3+2=5
A3: 7*.7+6*.3=6.7 rounded to 7. Rand # 1-7 generated: 7+1=8
B3: 4*.7+3*.3=3.7 rounded to 4. Rand # 1-4 generated: 1+3=4

Then adjust for weights of each stage
Stage 1: A: 3*.3=.9, B: 9*.3=2.7
Stage 2: A: 12*.15=1.8, B: 5*.15=.75
Stage 3: A: 8*.55=4.4, B: 4*.55=2.2
Total A: .9+1.8+4.4=7.1
Total B: 2.7+.75+2.2=5.65


Ex. Tribe A Wins!

Please note that players will not see all the details of this calculation, which will occur on a spreadsheet. Players will see a short narrative interpretation of the numbers. It’s possible this will be very short if the mods are short on time or more detailed if we have a better chance to write it up.

Players will know the stats and weights for each challenge.

Challenge Creation

Challenges will be created AFTER procedural generation has occurred (so that we know how many tribes there are at each point).

Procedural Generation

All procedural generation in this section will occur before the game begins. The method of generation will be known to the players, but the results will not be. All procedural generation will occur on a mafiascum PT with dice and be revealed post-game.

Merge Chance

When the merge occurs is selected on the basis of the following percentages:
12 players remaining: 20%
11 players remaining: 30%
10 players remaining: 40%
9 players remaining: 10%

First Jury Member

After establishing when the merge will occur, use the following to determine the first jury member:
If 12 or 11 at merge

Merge + 1 (person before merge) 0%
Merge + 0 (first player eliminated after merge): 40%
Merge - 1: 40%
Merge - 2: 20%
Merge - 3: 0%

If 10 at merge

Merge + 1 (person before merge) 2%
Merge + 0 (first player eliminated after merge): 50%
Merge - 1: 40%
Merge - 2: 8%
Merge - 3: 0%

If 9 at merge

Merge + 1 (person before merge) 50%
Merge + 0 (first player eliminated after merge): 50%
Merge - 1: 0%
Merge - 2: 0%
Merge - 3: 0%


Tribal Mixups

After each elimination, there is a X% chance of having a tribal mixup if the merge has not occurred yet.
If there have not been any Tribal Mixups

1 elimination after previous elimination/start of game: 5%
2 eliminations after: 20%
3 eliminations: 40%
4 eliminations: 60%
5 eliminations: 80%
6+ eliminations: 95%

If there has already been a tribal Mixups

1 elimination after previous elimination/start of game: 0%
2 eliminations after: 5%
3 eliminations: 20%
4 eliminations: 40%
5 eliminations: 60%
6+ eliminations: 80%

If there has been two tribal Mixups

1 elimination after previous elimination/start of game: 0%
2 eliminations after: 0%
3 eliminations: 10%
4 eliminations: 20%
5+ eliminations: 30%

Skunk Rule

If one tribe has over twice (so 7 and 3 but not 8 and 4) as many members as the smallest tribe, a remix will occur with 2 tribes.This is not procedurally generated and it will count as the LAST tribal mixup.

Type of Mixup Generation

When there is a mixup it can take multiple forms and there are several potential ways it can occur. When a mixup occurs, as many camps as there are already will remain the same and retain their potential advantages:
4 Tribe Mixup: If # left is 16 remaining: 40%, if # left is 12: 20%. Otherwise, 5% if 15 or over and 0% if 14 or under.
3 Tribe Mixup: If # left is 18 or 15: 50%, if # left is 12, 30%, otherwise 10% if over 12.
1 tribe mixup: 10% if 16 or over players, 5% if 15 players left, 0% if 14 or fewer players left. (special: 1 elimination after mixup giving 1 tribe, the possibility of a new mixup is 50%, 2 eliminations after is 75% 3+ eliminations is 95%)
2 tribe mixup: Whatever is remaining between 4, 3 and 1 tribe possibilities (e.g. 15 players remain, 100-5-50-10 for 35% chance).

Twist Generation

Players know the method of selecting twists and the twists possible but not which twists are added. First, two six sided dice are rolled. The sum of those two is the total number of “twist points” in the game, minus 2 (so a total of 0-10 twist points). Then all possible twists are given an ID number 1-X, where X is number of twists available. A 1-X dice is rolled and that ID number is added if that twist’s “twist points” are equal to or less than the number of twists left in the game, then that number is subtracted from the twist points available. If there are still twist points remaining, a 1-X dice is rolled again and the process repeats with the used twist removed from the list as well as any twists that cannot be chosen (because their cost is higher than X). This is done until either 4 twists have been added or it is not possible to add a twist with the number of twist points left/twists selected. Note: No more than 1 “Island” twist can be selected.

Players will not know the exact twists or the total twist points, but they will know whether the game is a Low, Medium or High Twist game. Low Twist = 0, 1, 2 or 3 (28% chance), Medium Twist = 4, 5 or 6 (44%), High Twist = 7, 8, 9 or 10 (28% chance)

One Twist Point
  • Double Elimination - After voting out a member at Tribal council, it is announced there will be another double elimination. This will occur the first time it’s possible to do a second elimination without putting the tribe down by more than one player (so they enter the tribal council up at least 1 person).
  • Combined Tribal Council with Individual Immunity Challenge pre-merge. If
  • The winning tribe of a reward gets to send one of their own to the other tribe to spy on them rather than take place in the reward. The person sent cannot PM with their tribe, only the other one. They can then see all of the Tribal forums for the other tribe until the next immunity challenge. They still participate with their tribe at the immunity challenge.
  • Legacy Advantage
  • Kidnapping - Winning tribe of a reward gets to “steal” a player from the other tribe temporarily. That player will only be able to PM with the winning tribe and will see their camp. They will be unable to participate in the next elimination challenge but will not participate in TC or be able to be voted out.
  • Tribal Sit-in. The winning tribe(s) get to sit in (silently) on a Tribal Council.
Two Twist Points
  • Advantage Menu instead of immunity idol (Immunity Idol, Extra Vote, Steal Reward) - Replaces the tribal immunity idol. Must be played at the same time as an immunity idol would be
  • Schoolyard Pick for Second set of Tribes
  • Two players (one from each tribe) switch tribes
  • Extra Vote Advantage
Three Twist Points
  • Exile Island - At various points in the game, players will be sent to Exile Island. Each tribe will vote for a player from the other tribe to go to Exile Island (note: if this challenge is used, there will only be two tribes at any point). The two players sent will get to chat with each other but no one else. They will not participate in the next elimination challenge or TC.
  • First Reward Challenge allows winning tribe to steal a member of the other tribe and randomly sends a member of the winning tribe to the losing tribe.
  • Super Idol
Four Twist Points
  • (For One Elimination Only) No PMs Between a Tribal Elimination Challenge and Tribal Council for the losing Tribe
  • Vote out a Jury Member after Firemaking Challenge - A challenge establishes this. Only an option if there are 10 or more at the merge.
Five Twist Points
  • Edge of Extinction Island - Eliminated Players Go to the Edge of Extinction Island. There, they can chat among themselves as much as they want. Every 8 hours (so 3 times a day), they must submit a form with a few questions. If they do not do so, they are removed from the game. At the merge, all remaining players engage in a challenge. The winner joins the game with an idol that activates after one “unsafe” TC. Only exists if there are 11 or fewer at the merge.
  • (For One Elimination Only) Big Brother Day - Instead of Reward and then Immunity Challenge, there are two competitions: first to decide which tribe goes to TC. Then to decide who is the Head of Household. The winner of the second competition decides to put up two players for vote. At that point only those two players may be voted for in TC.
Six Twist Points
  • Final Two Instead - Surprise! It’s a final two and after the firemaking challenge the winner of the next challenge gets to take one of the other three to FTC.
  • (For all TCs) No PMs during TC. For the last 6 hours before the voting deadline, there are to be no PMs between players at TC. All communication must be done in the Tribal Council thread.
Seven Twist Points
  • Spectators Get a Jury Vote (revealed at merge) - The fan favorite among spectators counts as a Jury vote. Spectators won’t get a chance to question during FTC.
Ten Twist Points
  • A spectator (randomly chosen among willing spectators) will join the game when there are 10 remaining. They will get to choose among the discarded Characters. They will become a player and will no longer have access to Spectators other than their Confessional. They come in with an idol that must be used before SIX players are left.
Eleven Twist Points
  • It was all a dream - The game ceases and you wake up. Who would subject themselves to this?


Idol Hunt


The method for the idol hunt will be known upon game start, but it will not be shown yet so as not to give anyone any ideas about practicing.

Firemaking Challenge

When there are four players left, the winner of the immunity challenge will pick a player to join them in FTC. The remaining two players will make fire to be the third player. This firemaking challenge is based 100% on Concentration (and any effort you wish to spend).


---

FAQ

Q: Will Spectators be allowed to talk to players in confessionals?

A: Yes!

Q: Should I pick a character or leave it up to fate?

A: I’d highly recommend at least looking and seeing if there any characters you’d like to play/don’t want to play.

Q: What’s the most important statistic

A: It depends on when you need to win! We've made an effort to use all of the stats at one point or another.

Q: Will Players know their character’s exact stats?

A: Yes!

Q: How much do I really need to know about how the game is run?

A: I’d try to understand the Effort mechanic well, but beyond that, you probably don’t need to know if you’re not that into game mechanics and just want to play some social survivor.

Q: How long will this game take?

A: I’m guessing it takes just over 2 months to play.

Q: What if I’m out of town for Survivormeet?

A: In the event of Survivormeet conflicting with our game, we are likely to put the game on hold or to slow the game down so that Survivormeet participants can still play in our game.

Q: Final Three?

A: Yes, unless the twist where a surprise Final two is rolled. Also, this is the modern “winner of the last immunity challenge picks one player to go and the other two do a firemaking challenge” thing.

Q: Your Avatars/Logo are kind of crappy

A: That's not a question, but I understand your disappointment in me.

APPLY HERE
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Post Post #1 (ISO) » Mon Jun 10, 2019 5:58 am

Post by zoraster »

Application deadline is Tonight (6/10) at 11pm EDT


Late applications may be considered until tomorrow until we finalize our cast list, but I advise applying by the deadline.

Spectators may continue to apply.

Start Date for the Game is likely to be Thursday evening
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Post Post #2 (ISO) » Tue Jun 11, 2019 2:38 am

Post by zoraster »

Applications to be a player are at this point considered to be late.

Keep applying if you want to be a spectator!
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Post Post #3 (ISO) » Wed Jun 12, 2019 7:32 pm

Post by zoraster »

If you want to be a spectator, get your application in by tomorrow morning or you'll have to wait until after the game's begun to get added. Not a huge deal, but if you want that new-survivor smell, make sure to send it in!

Player PMs will be sent out after 6pm EDT tomorrow
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Post Post #4 (ISO) » Mon Jul 22, 2019 10:22 am

Post by zoraster »

Live reveal occurs in 40 minutes (at 6pm EDT)! You may watch them here: http://survivorrpg.freeforums.net/
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Post Post #5 (ISO) » Mon Jul 22, 2019 12:39 pm

Post by zoraster »

Ulysses aka Skelda won the game!

Players, feel free to shoot me a PM or post here on how you'd improve this format. Obviously there are some changes I'd make, but I'm going to take a break for now!
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Post Post #6 (ISO) » Mon Jul 22, 2019 1:42 pm

Post by Malkon05 »

Yay skelda!!! Congrats! We are both winners now :P
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Post Post #7 (ISO) » Mon Jul 22, 2019 2:15 pm

Post by McMenno »

swap every tc
mafiascum is on life support
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Post Post #8 (ISO) » Mon Jul 22, 2019 2:31 pm

Post by Vijarada »

congrats skelda, well deserved for u even if i would have dunked on ur character at ftc
get a warrant
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Post Post #9 (ISO) » Mon Jul 22, 2019 3:36 pm

Post by Skelda »

Thanks for a great game everyone! Thanks Zor and Monty for modding so well!

Well-designed, well-run, and no pesky challenges to annoy me. It was my dream come true.
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Post Post #10 (ISO) » Tue Jul 23, 2019 7:23 am

Post by Iprobablysuck »

Ulysses fact: Ulysses is the oldest survivor winner ever at 150 years old
Show
Do I REALLY suck? That's up to you to decide.

Retiring from LSG's and Mish Mash, for the most part. If you want to contact me, I suggest going outside and enjoying what the world has to offer, instead.

Definitely DID suck, in the end...Probably.
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Post Post #11 (ISO) » Tue Jul 23, 2019 7:38 am

Post by zoraster »

by the way, this was a relatively easy game to run, though any game where you have to set up a board, etc. is going to take a significant amount of time and the first time it was run (i.e. this one) it took a long time to make the spreadsheet that ran the competitions and such. But as a result, future iterations would be relatively quick to design and run as the actual during game moderation is relatively simple. It could easily be run again, though I'd suggest taking a look at the twists and making some adjustments.

I will say that the early game was particularly beset by inactivity and that
might
be more common in a game of this type that doesn't really have a common team activity (like puzzles or whatever) to get together and talk about, plus there is barely any activity-based reason to eliminate someone early because of challenges. It's also a game that for better or worse rules out the chance of someone on the outs from going on a 3+ immunity tear.

The game really has two parts to it, either one of which could be ripped out and put into another game: first, it has the procedural generation of twists and such that makes it so that players know what to expect in a general way but don't know what to expect in its specifics (though the end of the game does often involve some process of elimination). Second, it has the stat-based challenges.

I think both dovetail together nicely, but there's really no reason they have to be run together.

For anyone curious, I tend to burn hot to get things done as I'm just not someone who can steadily work at something for a couple of months -- it'll just get left. I started designing the game on May 28th and wrote what was more or less the starting outline to the game, though it was to change pretty radically. I brought Monty in on the 29th and Reck on the 4th and we worked together to get sign-ups up by June 8th leading to the game being launched on June 14th.

Many thanks to both Monty and Reck for their amazing help.
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Post Post #12 (ISO) » Tue Jul 23, 2019 12:13 pm

Post by Vijarada »

it's awesome stuff zoraster, and that's the sort of work ethic others might benefit from

smh
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Post Post #13 (ISO) » Wed Jul 24, 2019 7:22 am

Post by Shadoweh »

mechanically this game was a blast to plot around and it let certain people who are terrible at winning anything experience what it's like (skelda was a challenge threat!!!)
Uh, I really don't have anything to say about the other thing but sorry for making skelda feel terrible about it, you are fab queen
In post 11, zoraster wrote: I will say that the early game was particularly beset by inactivity and that
might
be more common in a game of this type that doesn't really have a common team activity (like puzzles or whatever) to get together and talk about, plus there is barely any activity-based reason to eliminate someone early because of challenges. It's also a game that for better or worse rules out the chance of someone on the outs from going on a 3+ immunity tear.
It didn't help that the idol challenge was something literally no one was interested in because we're all introverts. >.> When the rewards forced us to make choices it generated discussion, imo it's not impossible to design it in a way that makes people interested. A Survivor Auction could fit great into a game like this. Bid on delicious effort or accidentally buy pig brains.

Imo it didn't rule out immunity runs though, you just had to decide if you were going to play a big game at the beginning of the game and bid accordingly. (although maybe if future mods also love SpEeD aNd AtHlEtIsM...) Certain characters -could- do it, actually almost anyone could have won anything since most people just put in -3 effort on things unless the challenge was strong for them.
I HATE YOU SO MUCH PLEASE GO JUMP INTO A FREEZING LAKE - Mr. Freeze
And this was like me realizing that you were a serial killer. - Hathor
"but I must declare my love to Edelgard here, i offer you the treasure I stole from Raphael, an idol LOL" - Shamir
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Post Post #14 (ISO) » Wed Jul 24, 2019 12:08 pm

Post by Vijarada »

whoops i didn't even read anyone else's stats once, sad!
get a warrant
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Post Post #15 (ISO) » Wed Jul 24, 2019 12:51 pm

Post by zoraster »

In post 13, Shadoweh wrote:mechanically this game was a blast to plot around and it let certain people who are terrible at winning anything experience what it's like (skelda was a challenge threat!!!)
Uh, I really don't have anything to say about the other thing but sorry for making skelda feel terrible about it, you are fab queen
In post 11, zoraster wrote: I will say that the early game was particularly beset by inactivity and that
might
be more common in a game of this type that doesn't really have a common team activity (like puzzles or whatever) to get together and talk about, plus there is barely any activity-based reason to eliminate someone early because of challenges. It's also a game that for better or worse rules out the chance of someone on the outs from going on a 3+ immunity tear.
It didn't help that the idol challenge was something literally no one was interested in because we're all introverts. >.> When the rewards forced us to make choices it generated discussion, imo it's not impossible to design it in a way that makes people interested. A Survivor Auction could fit great into a game like this. Bid on delicious effort or accidentally buy pig brains.

Imo it didn't rule out immunity runs though, you just had to decide if you were going to play a big game at the beginning of the game and bid accordingly. (although maybe if future mods also love SpEeD aNd AtHlEtIsM...) Certain characters -could- do it, actually almost anyone could have won anything since most people just put in -3 effort on things unless the challenge was strong for them.
Lots of introverts on social media! The instagram one was kind of a dud, I admit. The twitter one, however, was not and frankly was in my mind very successful.

Keep in mind that with 2 medevacs I ended up getting rid of multiple challenges. But Speed and Athleticism wasn't under utilized. By weighted use, it was the 3rd most important stat after Strength (which almost all came from pre-merge) and Endurance.
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Post Post #16 (ISO) » Thu Jul 25, 2019 3:35 pm

Post by D3f3nd3r »

Also I’m so proud of myself for not royally fucking up an important tribal council (the joint TC) while at a baseball game, that’s not what happened last time I was at a baseball game during an important TC
“The assumption of good faith is dead”

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Post Post #17 (ISO) » Tue Jul 30, 2019 1:49 am

Post by DeathNote »

I liked the social media idols. They were difficult but not impossible and it didn't just feel like "Oh Klick wins this." Idols have had problems with the same people always finding them because they are frankly good at the game. This was different and forced people out of their comfort zone if they wanted to get it.
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Post Post #18 (ISO) » Fri Aug 02, 2019 11:53 am

Post by Skelda »

I liked the idols as well. I like the idea of the idol mechanism being publicly known, but the idols being very difficult to obtain. It rewarded a different skillset than most idols which was nice, even though I suck at social media and totally failed at my Twitter idol search, despite Leslie Nease's best efforts.

Also, is there are reason that the forums are not fully unlocked? I just randomly checked, and if you aren't signed in, you can't see confessionals or the spec forum. Is that an intentional choice or did you just forget to check some box?
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Post Post #19 (ISO) » Fri Aug 02, 2019 12:38 pm

Post by zoraster »

unless there's a way i don't know about, there is no proboard switch to throw to make everything publicly viewable, meaning i'd have to do it with every forum individually. I don't care enough to do that.
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Post Post #20 (ISO) » Fri Aug 02, 2019 1:10 pm

Post by Skelda »

Yeah I don't blame you. That's annoying.
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Post Post #21 (ISO) » Fri Aug 02, 2019 1:39 pm

Post by animorpherv1 »

Back in MY DAY...
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