Scum win more games, so nah. You know when you sign up it's possible, it's not a big deal, personally I'd find having all 4 team-mates as scum to be lots of fun.
"I, too, would prefer to know the Xalxe of my demise." - Felissan, 2022
- On this day in history: mundanity, and terror, and food, and love, and trees -
I'd very much be down for Team Mafia. Poke me if you take it further.
"Don’t buy a dozen eggs if you just want a hardboiled egg. Don’t buy a head of lettuce if you just want a salad. Don’t buy eggs and lettuce if you want egg salad because those are not the right ingredients." -Julius Bloop
Zoraster - this sounds epic. I wonder how it would work if there were different game variants: 1 Open, 1 Mountainous, 1 Normal (for three player games) so then the teams could place who they thought operates best in each game type. I love the idea of the QT discussion between games.
xvart wrote:Zoraster - this sounds epic. I wonder how it would work if there were different game variants: 1 Open, 1 Mountainous, 1 Normal (for three player games) so then the teams could place who they thought operates best in each game type. I love the idea of the QT discussion between games.
Yeah actually that's what I'm thinking of doing (different games). I've PMed a couple of people, but I don't want to give anything away just yet. So stay tuned.
Last edited by zoraster on Mon Feb 14, 2011 2:44 pm, edited 1 time in total.
zoraster wrote:
Yeah actually that's what I'm thinking of doing (different games). I've PMed a couple of people, but I don't want to give anything away just yet. So stay tuned.
HYPE
are you thinking of me when you're with somebody else?
. Flavor driven somewhat, but not totally to the T. Taking material from both books. Ignoring the newer books, as they go on a different path (plus I'm just now reading Prodigal Mage.
Ski mask? Check! Sawed off? Check! Guilty conscience, fear of death? Check! Check! Check!
Zoraster, count me in. That sounds sickeningly cool. Also, I think it could really work with the game-within-a-game aspect. It's going to force different thinking; I like it.
this may be difficult, but you'll probably want to come up with a way to reward individual's play, not just factional victory. Otherwise, you'll have the team of lucky bastards where 3 players sucked, but their faction won, so hey came in 2nd or something.
quadz08 wrote:this may be difficult, but you'll probably want to come up with a way to reward individual's play, not just factional victory. Otherwise, you'll have the team of lucky bastards where 3 players sucked, but their faction won, so hey came in 2nd or something.
It's hard to do that without getting very subjective. I've thought about doing an MVP award for each game, but I'm wary of doing anything that calls for me as a mod to decide who wins and who loses after the fact.
Right now I'm waiting on permission from mith to run this game as he has some concerns. Other items are starting to line up for it.
Idk if you need additional reward. Reward = you win the game, and hopefully get your team-mates to win the game too, getting as many wins as possible for your team.
Unless I'm not understanding something >_>
are you thinking of me when you're with somebody else?
Faraday wrote:Idk if you need additional reward. Reward = you win the game, and hopefully get your team-mates to win the game too, getting as many wins as possible for your team.
Unless I'm not understanding something >_>
Well I have considered adding a point (worth maybe 1/5th or so of a regular win) for being alive on the winning side in lylo and likewise subtracting a point for being alive on the losing team of lylo. The purpose is to discourage "strategic" voting in lylo situations based on what team a player's on.
I've also considered adding more points the larger the margin of victory, but I don't know.
Faraday wrote:That might make players play sub optimally to try and avoid a nightkill, I don't know I think it's best to keep it relatively simple for the moment.
Well that's why there's a negative point for surviving and losing.
zoraster wrote:if the games weren't identical, I liked the idea of a captain trying to place players in games they'd excel at. For example, place one person in near mountainous, place another in wild PR game according to their strength. But I could get around this by providing a summary of what to expect in the game (e.g. "This is a game with strong power roles", "This is a double day game")
Sending the role to the team before they choose which team member will play in each game will allow more tailored player selection.
Just because a majority of a group of people decide it's okay doesn't mean it's not murder. - Cobblerfone
zoraster wrote:if the games weren't identical, I liked the idea of a captain trying to place players in games they'd excel at. For example, place one person in near mountainous, place another in wild PR game according to their strength. But I could get around this by providing a summary of what to expect in the game (e.g. "This is a game with strong power roles", "This is a double day game")
Sending the role to the team before they choose which team member will play in each game will allow more tailored player selection.
That's a very interesting idea I hadn't even considered! My first reaction is that I like it, although I'll need to give it some thought of course.
That'd certainly give people something to talk about.
"Okay, so team Ponyforce put Vi in this game, so obviously Vi is a townie because Vi doesn't like being scum"
"yes which is why they gave scum to Vi because they knew we'd think that"
etc.
"Don’t buy a dozen eggs if you just want a hardboiled egg. Don’t buy a head of lettuce if you just want a salad. Don’t buy eggs and lettuce if you want egg salad because those are not the right ingredients." -Julius Bloop
combine the who-got-what-role WIFOM with the daytalk within your group, and it becomes a big interactive experience.
random thought: maybe make the setup breakdown one small open, one mini normal, one large normal, one upick? Obviously you'd need special permission to run it like that, but it further differentiates the games and leaves ambiguity for assignments (Is X in this game because they like the setup, or because they like their role...?)
"Don’t buy a dozen eggs if you just want a hardboiled egg. Don’t buy a head of lettuce if you just want a salad. Don’t buy eggs and lettuce if you want egg salad because those are not the right ingredients." -Julius Bloop