foundationmods: (Default)
foundationmods ([personal profile] foundationmods) wrote2019-01-05 04:07 pm
Entry tags:

HMD

How was the round? How did we mods do this time around? If you have any comments for the mods, feel free to leave them here! We want to continue to improve and do better in future rounds, so your input is important!

If you would like to contact us privately, you can do that as well by messaging either Eski (Eski#2807) or Maple (Mandy#0822) on Discord. If you want to talk to both of us, we can set up a group DM.
dolleyed: (30)

[personal profile] dolleyed 2019-01-06 01:44 am (UTC)(link)
Hey Eski, hey Maple! First off, thank you for running this game for us all again. I sincerely appreciate the effort that goes into running such an incredibly fast-paced game. You two have an incredible presence in games and I don't think I've ever played with mods who are so approachable 100% of the time. KUDOS TO YOU.

One issue from R1 that carried over is the way item rewards are handled. Between the shop being neglected in R1 and the personalized items in R2 going to the bottom of the mod task pile and thus no longer being handed out for the last few weeks... I'm just really thinking you guys should stick to an easy way of handing out items like rolling them from a pre-established pile. The items being less exciting is definitely preferable to not getting AC rewards at all, in my opinion.

That said, I also felt like issues that weren't existent in R1 manifested here. I'm going to leave the problems with the mafia system out here, you guys already know those. Trying new things that don't work right is normal. You really are the mod team that tries the most new stuff, which is really commendable.

Importantly though, I really feel like the interactivity element has gone down a lot from how it was in the previous round. I know this is something that is important to you two as well, so I am assuming it wasn't intentional, but... this time I felt a little like I was stuck watching a PSL between Ichigo and Gabe, who did the relevant things. The mafia game which we were playing wasn't the plot, the story of those two was. And in the end, all we had to do was watch their memories and.... nothing? The plot sorted itself out and what was left for the living to do was, in your words, 'fixing a familial fight'. I feel like fixing someone else's relationship issues is not really the most thematically appropriate end for a game in which characters experienced traumatic death. There wasn't a lot of feeling of accomplishment because in the end, we didn't really do anything in the finale. The PCs were support cast to Ichigo's and Gabe's dramatic father-son story. Meanwhile the NPC who actually caused the death game was revealed only OOCly while characters themselves didn't get a chance at closure there either.

This ties in with the stakes in this game having felt very low anyway. In week 3 we had it announced that the dead could return. This made IC sense for Ichigo to announce, but from a perspective of the characters in this round it drastically reduced the amount of IC investment in what was happening.
I do still love how much this game lets the dead characters interact and I was pretty happy with how this went in R2 initially - though they were there, there was a tension element of 'once we leave, we'll leave you behind, huh?'. That then immediately fell flat in Week 3.
This then mingled with the fact that none of the murderers were actually at fault due to the possession element, so I was just kinda left feeling confused on what the actual drama-driving aspect was supposed to be.


Culmination of my issue with stakes and interactivity was the "choice" presented at the beginning of the final week. I'm going to have to be honest here, it really demotivated me from participating much in the final week. Though presented as a choice, it really wasn't one at all.

OOCly, the decision was "either play endgame or end the game early without character arc conclusion and also screwing over the players of all the dead characters". It was clear nobody would pick the second option here. The choice having to be unanimous also prevented characters for whom it might have been reasonable to abandon ship. (Not sure if you guys went back on that later?)

So as a result: a choice existed ICly but the outcome was forced by OOC circumstances.

No character would actually be leaving, even though the option presented itself to them. It wasn't OOCly possible. This basically forced our hand into playing the dramatic "we are taking a stand and banding together for the sake of all of us" development. This kind of scene can be incredibly rewarding when it forms organically but when you literally have to play it or drop, the emotional pay-off is cheapened down immensely.

I'm sure this wasn't how you meant for this to come across, but I didn't really find another way of dealing with the situation than bending my IC actions to fit the OOC need. This luckily worked out for me due to my CR with Yoshi, but frankly, had that not existed, I'd have had to play oocly simply to remain in the game. It was awkward.

--------

This was a lot, so to end this, I have to say again I LOVE YOU GUYS A LOT. SCP has given me immense joy in my life and even if I might not be able to make R3, you guys will not be rid of me ever. I am attached to this world like a barnacle.

Thank you for all you've done!
Edited 2019-01-06 01:48 (UTC)
dolleyed: all colored caps are used with permission (Default)

[personal profile] dolleyed 2019-01-06 08:28 pm (UTC)(link)
I'm going to have to come back to this because something Fishy said resonated with me and my experience with the game in regards to 'you get out what you put in'. Quoting straight from Fishy's comment:

Where does that leave characters who wouldn’t do that ICly? Does that mean that all the antagonizing they may end up doing will just lead to a bad end or they just contribute nothing to endgame?

You said as well, now, that if you did a choice again you'd allow for individual characters to leave but... oocly, this would still equal a drop. So basically, it feels like the game disproportionally punishes players of characters who aren't of the FRIENDSHIP ABOVE ALL kind. I get that a contrary character is obviously not going to be the most helpful overall, but I find the mere idea of "if your character has no IC investment in staying, go ahead and drop" pretty extreme. I don't feel like a choice like that should be given because unless requested for it because it really does put antagonist players on the spot intensely. It's a bit weird to me that characters who would bring IC tension to a group are being pushed to the side so much in a murdergame, which is like... the opposite of a happy environment overall.

And here's where it may get to a difference in opinion, but I do find it a little odd that 'friendship the NPC and make him nice' is the singular goal of a game structured around murder. Though there definitely is a bias towards this kind of ending in the murdergame community (which is totally valid!), I'm continuously iffy on 'our mostly teen characters have to be nice to and forgive the people who caused horrible trauma to them' being presented as the one possible Golden Endgame. The very structure of the game hinging on 'making Reyes own up to his mistakes' was pretty uncomfortable in that way on top of the whole 'feeling like props to the NPCs' CR' thing.

I guess this comment is leading up the a question more than anything, but can I expect future rounds to be geared similarly as well? Because this would severely affect my character choice /plays too many cynics
Edited 2019-01-07 00:07 (UTC)
relentlesslyonwards: (Default)

[personal profile] relentlesslyonwards 2019-01-07 12:22 am (UTC)(link)
I'm continuously iffy on 'our mostly teen characters have to be nice to and forgive the people who caused horrible trauma to them' being presented as the one possible Golden Endgame. The very structure of the game hinging on 'making Reyes own up to his mistakes' was pretty uncomfortable

Thanks for bringing this up, Luna, because that was something I felt was off about endgame but couldn't quite put my finger on until you mentioned it. I just want to add a little of my own thoughts on it.

It was definitely uncomfortable to have the 'make Reyes apologize' treated as the 'correct' answer, and it does seem to imply that any characters who would've wanted him to be punished more harshly/feel Reyes' apologies were meaningless (because it ultimately doesn't solve things in the long run/doesn't mean he'll actually change/etc.) were 'wrong' in a sense.

Thematically, it feels like the game's saying that 'well it's okay if you make mistakes that end up hurting or killing people as long as you apologize and feel bad about it'. Maybe that's being a little too harsh and I'm sure that's not the message you guys meant to send, but that sort of value felt enforced by how this was considered to be the ideal resolution.
geckodad: 11 (11)

[personal profile] geckodad 2019-01-07 12:30 am (UTC)(link)
While I can definitely see the merit of an ending that's meant to be unifying and heartwarming, it's true this may not be the best way to do it. In many other games the final trial is about convincing the antagonist to change their mind about everything they have done, but...

...I don't know, this one feels kind of hollow in comparison to them. Maybe because in this one Reyes isn't even the guy who masterminded the game itself, or maybe it's because it is rather vexing the best possible ending route kind of shuts down people who would be less inclined to forgive him.

I can only wonder if people like Medic or Ripley had survived then the odds of a bad end would have been higher simply because they would have wanted Reyes to be punished. It'd have been rather discouraging for the game to end badly because they didn't want to show mercy to Reyes.

It doesn't help it was once said 'what matters is who survives', because in light of this particular requirement it sounds like 'what matters is that people who'd forgive Reyes survives'.
Edited 2019-01-07 03:17 (UTC)
tacticalespionageaction: (stop smoking we love you)

[personal profile] tacticalespionageaction 2019-01-07 10:28 am (UTC)(link)
Whilst I agree with basically everyone else has said here, I’m just gonna latch on to Nick’s last point here. Now, correct me if I’m wrong, but this sentiment was only ever expressed OOCly, I think? I’d understand if it was said ICly, it can cause tension over who is worth keeping on and such and such. But expressing it OOCly felt like...some of us didn’t matter, and yeah, it began to feel like the characters with a certain disposition (aka, would not friendship and forgive Gabe) were those. I’ll be clear, I’m not criticising anyone who’s characters wanted to forgive him at all, but it became increasingly frustrating the more it seemed this was the route we were meant to and had to take, and it made me feel like I had to have my character killed off for the sake of the plot.
latebluemer: (えっ)

[personal profile] latebluemer 2019-01-07 10:51 am (UTC)(link)
Oh, that was actually an IC line from 34's letter in... I forget which week it was! But it definitely caused some IC tension that I saw here and there, though it was vague enough that it didn't become a huge thing (at least not that I saw).
tacticalespionageaction: (Default)

[personal profile] tacticalespionageaction 2019-01-07 11:34 am (UTC)(link)
Oh right! Ty for clearing it up - I only remember it being brought up in chat. My apologies for getting it wrong, then.
latebluemer: (あら)

[personal profile] latebluemer 2019-01-07 01:06 am (UTC)(link)
Dropping in as a quick add-on to this myself, it did start feeling more awkward by endgame if you played a character who didn't like Gabe or wasn't inclined to get to know him better, and even if his fuckups weren't intentional they were so colossal that I'm sure this happened with a significant chunk of the characters!

On the other side of the coin, the other half of the main endgame 'conflict', so to speak, being Ichigo also I think contributed a little to the issues with endgame. As a deadland NPC from what I understand and have experienced it's natural for him to be more and more involved with graveyard as time went on, so it was relatively more difficult for the living to establish and maintain CR with him when it came down to it.

Overall, it felt like the emotional impact of endgame was meant to hinge on either being ICly emotionally invested in either Ichigo or Gabe. I didn't think too much of it at the time as personality mismatches/other things happen and there were also rats and Guests and other NPCs to interact with, but it left me scrambling a little when the finale was really completely focused on two characters my own had passing CR or negative CR with at best. The way I reconciled this was 'maybe the dead are the ones who have the right to dish out the real punishment', but admittedly it was more difficult to engage than, say, R1's endgame -- where the living had deeper CR with Red and also more of a complicated opinion on Archer thanks to Shirou.
swordhandled: pixivid: 2853865 (shitty bleeding snowman)

[personal profile] swordhandled 2019-01-07 05:53 am (UTC)(link)
I definitely would also like to add-on a +1 here! While I am very satisfied with Owain's endgame that came as a result of the final trial, I do also recognize that a large part of it is because of his unique position of being Gabe's mole. Having known Gabe since the beginning of the game, he had the chance to speak and get to know him for a lot longer than the rest of the game, and thus had a vastly different opinion of him than the rest of the PCs.
xenoqueen: (Default)

[personal profile] xenoqueen 2019-01-06 01:45 am (UTC)(link)
I’d like to begin by saying thank you for providing us with such an interesting and involved experience. You clearly worked hard to construct this story, and modding a murdergame is no easy task, especially with the amount of involvement the players had with regards to the plot. The premise was intriguing, and I was very excited to dive into my first mafia experience on DWRP and having the opportunity to be able to finally play Ellen Ripley in a murdergame setting. I also greatly enjoyed being able to play a character that had direct conflict with the other player characters in the resort based on her past experiences and I loved the positive and negative CR that I got with the other player characters. I truly wanted to be able to enjoy my experience during SCP, but, that being said, there were numerous issues that popped up that I could not ignore and put a significant dampener on my enthusiasm.

First off, the story. If I’m being entirely honest, I don’t know what narrative you were aiming for because of how much information was just being given out by the NPCs and how fast paced everything was, leaving me incredibly confused at times as to what the players were supposed to do from there. The first few weeks were incredibly fast paced with regards to the story and I frequently felt as though a lot of important information was just being given out to the players without allowing them to draw their own conclusions or investigate for themselves. I am aware that active player involvement pushed this story along even faster, but as mods, it is your responsibility to try and maintain your narrative and not allow the story to go too far off the rails because of player intervention. Additionally, the plot seemed to revolve solely around the conflict regarding Ichigo (the Apprentice) and Reyes (the Outsider). It largely felt as though the player characters were outsiders to this interpersonal conflict, and, unless the characters specifically chose to seek CR with Ichigo or Reyes, they had no stakes and otherwise would have no reason to get involved with or care about the characters. Considering all the themes and elements at play, the conflict resolved in an underwhelming way and ultimately, I felt as though there was little effort required on the part of the players in order to reach the “Golden end”. Of course, I may being overly nitpicky with this, as I was too busy to actually participate very much in the graveyard during endgame, but as I read over the comments again I couldn’t help but feel somewhat unsatisfied with the way things concluded.

Next, the lack of focus on the promised premise. This is somewhat related to the problems regarding the story. You initially advertised your game to be based off The Thing (1982), and at first, I was very excited at being able to play a horror movie protagonist in this setting. However, from what I could see, there was virtually nothing playing off any concept regarding The Thing besides the inclusion of the Doppleganger, which barely had any spotlight or fanfare. Maybe this was just me and holds no bearing regarding other players, but there was no sense of paranoia or danger, and there was little reason for the characters to be afraid of one another, so the whole basis and theme seemed somewhat out of place. (And, despite how much the Foundation was stated to be the “bad guy” in the situation, we never got anything besides memories to demonstrate this. I know one of the rules of storytelling is to show, and not tell, and it disappoints me that such a solid premise and narrative was lost along the way.) There was more focus on the Bleach characters than The Thing, which left me feeling rather confused.

Speaking about Bleach characters, I was surprised and a little confused at how much plot significance Syazel held over the other characters to the point where he almost felt like an NPC. As far as I was aware, he held no role in the game, so I am unsure why you decided to pursue this narrative thread besides the fact that he was also a Bleach character. I want to make it clear that I have no ill will towards Fishbone, but I was a little alarmed at how you allowed them to write the player’s memories. I know that you guys said that you were tired and wanted a break, but as mods, you have an obligation to your players and running the game effectively. If I’m being honest, I don’t know why you guys didn’t just make Fishbone a third mod. Additionally, the last memory written by Fishbone had downright sexual undertones which rubbed me the wrong way, given that Syazel is an adult and many, if not most of the characters in the game are underage. As one of the first memories of the player characters arriving at the resort, there was no real way to opt out of this and I felt deeply uncomfortable about it.

One of the mechanics I felt did not work in your favor was the IC = OOC timing. Don’t get me wrong—I very much liked the fact that trials ICly and OOCly took place over the course of six hours—after all, the characters can’t be expected to stall forever, and it helped in creating a sense of urgency and pressure missing throughout the rest of the game. But all other aspects in which IC time reflected OOC time left me feeling somewhat confused as to why this was included. For example, during the second to last investigation, the investigation took place at 12 PM EST as opposed to 6 PM EST. I understand that you wanted to reflect the abruptness of the explosion and how the player characters were awoken, but I felt that it was an unnecessary change that I didn't really think worked in the intended way. Additionally, during the second-to-last trial where eight people were supposed to be killed, your initial plan was to take 20 minutes OOC to vote for each person. As it takes several minutes for people to reply to each other, there was no real way for any significant discussion to take place or for people to make choices in reaction to what was occurring. After several people expressed the fact that this was too little time, you changed it so that OOC time would not equal IC time, and I greatly appreciated this adjustment and willingness to cooperate with your players. I understand that you wanted to create more of a tabletop RPG sort of experience, but I do not feel as though that this mechanic works with the format of DWRP.

Finally, I’d like to say that towards the last few weeks, I grew confused regarding my role as The Knight, as it seemed like what I was told was not the same as what was implemented. I understand running a game with so many roles can sometimes get confusing, and as far as I am aware, this is your first time running a mafia-type game. However, I will copy and paste what you wrote for my role on this post:
“- The Knight is a Town aligned role that can protect one player from being killed on Thursday night. The Knight will either be with them that night if the protection isn't activated, or elsewhere if someone makes an attempt on their charge's life.
- The Knight has a 50/50 chance of surviving an attack, provided the would be murderer is human. If it's a mafia member, the Knight will die in their charge's place.”
If I am correct in my information, Ripley decided to protect Akira that night, and Akira was initially going to be targeted by Makoto. This is also reflected in the fact that you stated that Ripley’s protection had gone through that week. Makoto at the time was possessed by the Barghest and was thus a mafia member. If this was the case, then, using the information regarding my role, Ripley would have died in Akira’s place. Later on, however, in a PC between Makoto and Ripley, Makoto had stated that she had been blocked from attacking Akira and thus decided to attack someone else. Beside it not seem to reflect the information I had been given regarding my role, I assumed some other role must have blocked her from attacking, but I was later lead to believe that Ripley had actually protected Akira that night. I am confused whether I was given the wrong information regarding my role or whether you misremembered the rules regarding The Knight role.

Many of the mod decisions had me feeling lost, and with them all together I felt dissatisfied with the round as a whole. I hope I've been able to put across my concerns well; if you have any need for further clarification, I will be happy to elaborate. I applaud you both for for running such a high-activity murdergame (especially during the holiday season) and I hope that you find this feedback to be helpful. I wish you success in your future murdergame endeavors.
geckodad: 13 (13)

[personal profile] geckodad 2019-01-06 02:04 am (UTC)(link)
Sorry for leaving this comment here, but I have to agree about what was said about the last memory. I wasn't sure if I should have said it earlier or not, when it was unveiled, but it did feel kind of gross and not in any positive way of the word.

Which is a shame, because it puts a damper in what I think was the high point of the round: the memories.
Edited 2019-01-06 02:04 (UTC)
xenoqueen: (Default)

[personal profile] xenoqueen 2019-01-06 03:30 am (UTC)(link)
Ah--This actually isn't my first murdergame experience, it's my first mafia experience, sorry if I implied that in my feedback comment!

I understand what you're putting down, and I'm glad you're very receptive to feedback. Thank you for helping make things more clear to me.

Here is the thread in question, but if you haven't heard about this, then it must be a miscommunication between players. I severely apologize if this is the case!
https://justfists.dreamwidth.org/8179.html?thread=135155#cmt135155

I wish you the best for Round 3! Thank you very much, again, and thank you for being great mods.
geckodad: 14 (14)

[personal profile] geckodad 2019-01-06 01:55 am (UTC)(link)
So...I debated with myself for a long time about if I should post this or not. I feel pretty guilty about saying this in the first place, and after a lot of thinking and talking to others around, I feel encouraged to post this.

I was looking forward to this game, I really was. I had a lot of fun in Petoskey and I greatly enjoyed the story there, so I figured SCP2 would be a blast too. It's my unfortunate opinion that it...it wasn't as enjoyable as I thought it'd be. It doesn't mean it was a bad game! It simply is that personally it wasn't really how I thought it'd be like, so my own expectations tripped me up. That's my fault, heh. But although I feel this partly because of my rather high expectations for the game, it's also because of some rather notorious problems I feel this game had. I was thinking about just keeping this to myself because this is kind of negative, but since I'm looking forward to the other two rounds...I don't know, I felt I just had to post this, even though I may be wrong?

So please take these opinions with a grain of salt! Let's see...

The game was rather overwhelming during the first half, pretty much. You could say the pacing of level of overwhelming events in the game reminded me of the graveyard event in Cartesio -- that's not a favorable comparison at all -- just that instead of happening in the span of three hours this was in the span of a couple weeks. It's not an exaggeration to say I'm feeling burned out for the first time in three years and half, and that's even when I bowed out from the game like halfway in.

It was because us players went quite hard at everything, with a lot of enthusiasm and stuff, yup, but at the same time I feel the balance between the players moving forward the plot and the moderators keeping a handle on the plot was skewed too hard towards the players' side. I still think you lost control of the plot.

The biggest example is the revelation about how the resort is alive. You yourself said it, it was a plot point that was supposed to be presented later in the game, yet due to players' actions it happened earlier than expected. I can't avoid feeling this kind of thing happened very often, also for reasons I'll talk about later in this post.

So much happened in a rather short span of time, and at breakneck speeds. It's shameful to admit, but...I had to stop following the story by the end of week 2 because of how much was happening -- and I know I'm not the only one who had to stop thinking about the story to focus on other stuff, which is a shame. The narrative of this round was nice and interesting once you have the time to read back and finally process everything that was going on. If this happened with a round that had a straightforward plot as this one, I can only imagine how troublesome a round with a more convoluted narrative such a next round could be, if it ends being like this one on this regard.

I can't avoid feeling the breakneck speed was something that was meant to be encouraged, because of things like having twenty minutes to vote in the last trial for a person to die, right at the start. The deceased having the ability to stick around in the living side with as many liberties as they had also contributed to the extraordinary amount of activity there was, that's for sure. It was like nobody died at all, hah!

So yeah, on week 2 I had to stop following the story and I decided to focus on the rest of the game -- the mafia game. That takes me to the other point I'd like to address, because it's the biggest reason why I wasn't able to enjoy this round:

This game was very anticlimactic. I think that's the reason why I feel kind of letdown by the game: because it felt like a mafia game just like any other I have seen and played in before. Mafia starts killing, mafia stops doing the killing, mafia joins with the town, end of the game. It's a formula that has been done so many times during these last three years. The game's concept had a lot of potential, but I think the potential went unfulfilled despite the effort. If I had to pinpoint a reason for that, I'd say it'd be because of this:

By the end of Week 3 -- less than halfway into the game -- we knew the identities of two mafia and the mafia's disposition towards town was friendly. Pretty much the entirety of the mafia game mechanics was obsolete by the end of Week 3. From there on, there was no antagonistic force the characters could really work against. The Outsider was the closest thing to an antagonistic force, and even then he wasn't really...someone to work against. He simply was someone who at the time seemed to be extremely stubborn and refused to come out of where he was even if it was very clearly killing the resort. Narratively it was a huge step down in terms of stakes -- and it only was fixed when it was revealed he was trapped, not that he was voluntarily staying there.

I don't think it's a good thing the mechanics the game was promoted on -- a mafia game based on the Thing, with roles and everything -- were made redundant before the game was halfway done. I also don't think it's a good thing the good end flags except those happening at endgame had been achieved by around halfway into the game. I guess it's possible the reason why I felt aimless was because I signed up for a murdergame and by the end of Week 3 it felt more like it was a jamjar.

Even the final trial was extremely anticlimactic. I mean...it's safe to assume the chance Reyes would be punished with death was pretty low. That means the only thing that happened during the final trial was deciding the punishment for Reyes. There was nothing to discuss other than that. Seven weeks of game led to the final trial. It's a pretty weak end not only for the game itself, but also for the narrative established during these seven weeks.

In terms of a game in general it was an enjoyable game! I had fun when I was playing in it and doing what I could. That's the least one can ask from a game, yup! And this round fulfilled it. As a murdergame it was okay. And as a mafia game...um...it...didn't work at all and I feel it was shoddily executed on that regard.

I'm very sorry if this comes across as excessively negative. It wasn't a bad game, it really did have good points I enjoyed a lot! But yeah, I felt all this needed to be said.

I already have high hopes for the next round, I admit. I already know some measures are being taken to avoid the problems this round had, so...yeah, I'm looking forward to the next round.

Thank you very much for your efforts, modteam.
Edited 2019-01-06 01:55 (UTC)
whirlingmace: (✿1)

[personal profile] whirlingmace 2019-01-06 03:53 am (UTC)(link)
Hey, Nick. I wanted to chime in on the part that's my bad, which is Cinque revealing her role at the end of Week 3's trial. By week 3, Doppel has merged completely with Cinque, so all of Cinque's motivations and all the things she cared about was what the Doppel cares about. So, when her cr was in danger, I asked the mods if I could do the reveal because it was IC for Cinque/Doppel at the time.

I'm sorry that it hurt your enjoyment of the game.
Edited 2019-01-06 03:54 (UTC)
tacticalespionageaction: (otacon)

[personal profile] tacticalespionageaction 2019-01-06 02:43 am (UTC)(link)
Ok this is gonna be rather brief and to the point because its coming up to 3am here but here goes:

First of all, I really appreciated what you were trying to go for with this game. I was really excited for it, and I like that you guys are trying to break the norms of murdergames and change things up a little. However, I kind of left this round feeling disappointed.

I won't touch on the mafia dynamics, as it seems you guys are already well aware of it, but first and foremost: the pacing didn't work very well at all. Reveals happened all too soon, most notably with the revival of the dead which removed pretty much all stakes and tension for the characters and death became kind of...meaningless. Except for the situations of double dying which, for the two main NPCS, that was apparently a bad end criteria but it seemed really unclear where the opportunity for that was really going to happen. Things happened too much too fast, I think the distribution of information ICly went too quickly (and it felt like characters were just told things, rather than figuring them out for themselves which didn't feel very engaging), and attributing it to "the players going too hard" suggested you guys lost the reins of the story a little bit more than anything else.

Again, timing wise, having certain situations having an IC=OOC balance didn't really work out because...not everyone's really available that whole time, or people have to get up and do things, or take time to consider and write their responses. I understand having restrictions but the 20 minute machine gun voting is just something I would not suggest repeating again (and definitely definitely please give your players a greater heads up than "be at the trial"!), and to a lesser extent, the time limits on the Tiger event.

I think the resortghosts account was a neat concept in theory, but in the end it just was...kind of a mess. People saw tags they didn't want to see, it was just kind of a hassle to log in - log out, and lose track of tags and not know who you're threading with. I understand wanting the mystery, but I'm uncomfortable concept of not having an idea of who it is I'm interacting with, personally.

I'll echo above sentiments about the role of the NPC's conflict in the plot because really, it's been said about as best as it can be. It felt really unsatisfactory that a lot of stuff seemed to be just happening around us as a cast, and a lot of the things to do with the mafia monsters and their motivations were really unsatisfactory. It seemed you guys were going for a "who are the real monsters?" kind of plot thread for a while but that never really seemed to go anywhere. The final trial, as a result, also felt anticlimactic and not particularly exciting. I really think elements of paranoia could've been a lot stronger - especially because this is based off of The Thing. There just seemed to be ever-dwindling reason for character tension.

I think the chat could've benefited from stronger moderation in terms of sensitive topics, and in a similar vein I was really uncomfortable with that final memory with Szayel. I think really, at this point, I will just be echoing what people have already said. I really respect what you guys are trying to do here, and I did enjoy my time in this game to a point (and I think, if you want to keep anything, please keep all these fun worldbuilding memories and details because those were just so much fun), but I think you guys might have been trying to balance too many things at once in this round.

Thank you for this experience, for your efforts and for reading. I hope this has been helpful to you & best of luck with Round three!
tacticalespionageaction: (you know what it is)

[personal profile] tacticalespionageaction 2019-01-08 10:05 am (UTC)(link)
It’s no problem! I realise my post does come off quite critical, but please know it’s just because I want the game to be the best it can be! The parts that worked really worked and I understand that a lot of it is trial and error with these things.

I’m glad to hear that you guys have already been doing reflecting on this during the round and that you’re already working to improve on some of what didn’t quite work out. You guys have been very approachable as mods and I appreciate that (part of why I personally am comfortable enough to share my concerns here). Thank you for listening & for the game!
blutsauger: (I will no doubt sleep perfectly sound)

[personal profile] blutsauger 2019-01-06 02:51 am (UTC)(link)
[heads up: this post will briefly mention sexual situations involving underage characters, rape, nonconsensual drugging, and mind control.]

Ooooh boy. alright, im just saying ahead of time this will probably be very disjointed because im gonna be bouncing back and forth from point to point while writing this for the next couple hours. If i don't explain smth well or yall just want further clarification, just let me know

Also, there is no doubt that I've forgotten quite a bit of what I wanted to say here, just because there truly is a LOT. I may come back and leave a second comment on this post in the future if I remember anything hugely important, or at least comment on others' posts here if they bring up a point I agree with and forgot to elaborate on.

Before I start on anything else, I just wanna say, overall I did have fun in this game and I don't hold any real ill will to yall as mods. yall tried, and some things worked, and some didnt, and what matters is that yall learn from what didnt work going forward

So, there's some things I've talked about before to yall, but for the sake of accountability I'm gonna bring them up again, if only so that other people who might have had similar concerns can see that they're not alone.

-The decision to make every dead person use the resortghosts account led to a lot of confusion, it was difficult to keep track of messages in the inbox, some people who didnt want their PCs looked at by strangers and acquaintances real-time felt uncomfortable with people stalking others PCs, and people like myself who didnt want to see teenager characters making out or being groped or in other implied sexual situations involving ghost characters, had no choice but to see these messages when they arrived in the inbox.

-Going into this game, people knew that there would be things like body horror and a certain amount of memory manipulation. We did not know that an unavoidable, canonical event would be a player character drugging all of our characters with tentacles in an oddly sexualized manner and mind-wiping us. i know the worst of that["post-orgasmic"] was edited out later on, but it was still wildly uncomfortable, especially considering that same player making jokes about her character being creepily sexual and even referring to him as a rapist in deadland chat.
-The overall plot importance of Szayel despite him being a player character, the fact that Szayel's player knew multiple key plot details, Szayel's player being allowed to write memories, etc, really made him feel more like a mod character in everything but name. Involving players in the plot is fine! Closely involving one specific player with the plot was kind of overdoing it, though, and it got to a point where i would occasionally forget he wasnt a mod character

-Despite the chat rules saying that discussions of triggering topics weren't allowed, I rarely- if ever- saw the mods step in and stop discussions of:
a.the suicide of a character close to Atsushi, being joked about in chat
b.Jokes about non-consensual drugging, mind control, mind reading, et cetera
c.Jokes about nsfw content involving teenagers
et cetera. In fact, the only times I can remember these discussions being stopped were when players brought it up. Now, I understand that it's not possible to completely moderate a chat 24/7, and I don't expect you to be able to. But there were times when these comments would happen while yall were actively talking in the chat, and nothing was said, and it did not make me feel comfortable bringing up concerns I had at the time.

That's the stuff I've more or less talked about already w/ you two, and which has already been covered and/or dealt with elsewhere as a result. Now let's get to the rest of it.

-This game was said to be based on The Thing, a movie centered around paranoia, feeling unable to trust one another, body horror and things not being what they seem. I pretty much... never got that vibe from this game? And part of that was due to player decisions, IE attempting to befriend the monsters, befriend the resort, save Reyes despite him causing all the conflict, believing that the monsters were coerced into hurting people and aren't really bad, etc; which is fair! this cast was mostly made up of protag teens and young adults, after all.
But that's kind of antithetical to the very premise of The Thing, and the fact that in order to reach Golden End the living HAD to get Reyes to apologize, we HAD to make nice with the resort... it doesn't fit? It feels like, OOCly, the push was for the characters to friendship everything, and if that's the case then... why involve The Thing at all?
Though really, I genuinely don't know where The Thing was in all of this. The Dopple role, I guess, but there was no real chance for it to shine, especially since Cinque got revealed in week 3. The fact that we're in a snowy place in the middle of nowhere with monsters? Sure, I guess? But that's just a setting. The fun of The Thing is the fact that it could be anyone, that someone could be puppeted like a meat suit at any moment, even someone you love, and you'll never know until it's too late, so you can't trust anyone, no matter how much you want to. And if you trust too much, you die.
Which... the only time I can really think of that happening was Cynthia's death against Atsushi tiger.
Overall, I know yall were trying to go for a "people are the real monsters, the Foundation are the real monsters" thing, but it doesn't at all go well with The Thing, and led to some real confusion on my part as well as frustration.

-Power nerfing was sometimes handled... Oddly. Like, speaking specifically about Medic- I was initially surprised that Medic was allowed to keep his Medigun, but I accepted it, assuming that the resort had some anomalous properties preventing it from working perfectly. But- and I could be remembering this wrong- I believe in chat it was mentioned that our powers were nerfed by Szayel's drugging? Which shouldn't have had any effect on Medic's gun. If it was always intended for the characters to have lost their powers through drugging, I would have honestly been ok with not being given the Medigun at all, and instead having Medic rely on healing syringes and his own knowledge of combat medicine.
More importantly, though, while the Medigun could only manage a weak form of healing, and most other characters with healing properties were nerfed in similar ways, another character- Katherine(And this is not at all me insulting her or her player, mind you) was allowed to keep her blood which can instantly heal anyone who drinks it.
That... seems unbalanced. And I'm not sure if that was just an oversight, or if the whole "you have to drink her blood and also if you die within 24 hours you also become a vampire" was seen as enough of a drawback to make it work, but it left me very confused.

-The sheer amount of significance on The Apprentice and Outsider left me feeling like this was more of a story about them, with us just sort of... influencing what happened. This feels reinforced by the fact that we could have bad-ended if either of them permadied, despite the fact that... Really, what did Reyes do in the end, once he'd gotten out of the brain? Would him dying have prevented the dead from getting new bodies, and have somehow doomed the resort? If so, I missed that entirely.

-There are ways to play w/ ghost characters being around and interact-able. There are ways to play w/ characters being resurrected at endgame. Mixing the two is a delicate balance, and revealing in week 3 that all the ghosts could come back to life was not the way to do it. If you're gonna have characters come back to life, it works so much better if the living can't interact with them, and thus have that to strive towards. If you're gonna have ghosts, either permadeath or ICly withholding the fact that the dead can come back to life until endgame is probably the best way to go. That way, the living have a REASON to want to live and not see their friends die. Because they either know they won't come back, or they're left with that uncertainty.

-Speaking of all the stakes being gone early on, the mafia felt completely useless around week 3. The comment on the end post: "The game of Mafia is finally over." feels kind of like a joke, because the game had basically been over from the moment 2/3rds of the mafia was revealed and we knew that all the dead could be resurrected. (And I don't blame either Makoto or Cinque's players for that, by the way, just in case they're worried about that. Yall did your best.)

Some more minor nitpicks:
-IC:OOC time can work sometimes. I feel like the Atsushi tiger event was one time where it definitely did not work. From what I could tell, there was a lot of the living twiddling their thumbs trying to wait for the next part of the event to happen
-"you'll really want to be here for this trial which takes place just a few days after Christmas, on the half-break week" = "the instant the trial starts, you need to vote to kill someone" came as a big [and inconvenient] surprise to most people and while I'm glad that yall were willing to extend the voting time upon hearing complaints, you probably should have been up-front from the start about the fact that ppl would be voting at the very beginning of the trial. I know, it gets rid of the surprise factor, but most ppl didnt realize that "this trial will be big and important" meant they couldn't even be an hour late to it without someone dying. especially since, again- Holidays!
-Also, so much of this game's plot seemed based on misunderstandings. Ichigo got shot because of a misunderstanding when he started talking to himself. Atsushi turned into a tiger because he forgot what day it was. Reyes refused to believe he was the problem and blamed the resort and others for his own mistakes. These sort of things feel like conveniences, and... kind of underwhelming.

Overall, there was some fun to be had in this game. I loved what CR i was able to build (and, just as a note for anyone reading this- this isnt a criticism of ANYONE but myself btw-: I am genuinely apologetic for the fact that I didn't tag out as often as I wanted. When I joined this game, I didn't realize just how many characters would be teenagers, and I'm personally not too comfortable having this weird bastard in his late 40s who talks about gore and medical experimentation, trying to socialize with people under 20. It feels uncomfortable to me, and it led to me intentionally playing down some of his weirder traits as a result whenever I did tag out to other characters. I hope that he was still enjoyable despite this!),

and honestly? I think the highlight of this game was in the little details. I loved reading about the resort and its grandkid haunted houses in the epilogue. I loved Cookie Gojira and the oilcat and the raccoon and the moose and the rats. I genuinely wish this game had given those little things more focus, because those were truly my favorite parts of the game- these little bits of worldbuilding, that could have even been utilized even further, driving home your point that, yes, the people are the real monsters here, and the "monsters" all have lives and feelings and motivations separate from ours. (Which, again, doesnt jive too well with The Thing, but that doesn't make it an irredeemable premise.)

I know this post brings up a lot of negative things, but again, that's not meant as a reflection of dislike on you guys as mods- or on the other players. I genuinely hope that you guys take this criticism to heart and work to make r3 as good as you can make it! I believe in yall.
blutsauger: (I will no doubt sleep perfectly sound)

[personal profile] blutsauger 2019-01-06 06:04 am (UTC)(link)
for the stuff you asked about specifically:
jokes about a character who committed suicide, without any content warnings-
https://i.gyazo.com/996e49030ff1e63e0e3ee16fbec777d3.png
https://i.gyazo.com/3098c76ff3b765a0b777fe9cd1eb619c.png
https://i.gyazo.com/364eabb65a722ad6164286debe46f873.png


theres not a whole lot of specific examples i can think of off the top of my head involving nsfw jokes and teens[i dont take specific note of every message that rubs me the wrong way, after all], but here are a couple of things i managed to remember after reading through this message:
https://i.gyazo.com/ce338d09c45aa767f3cc0c92e4146e4c.png
https://i.gyazo.com/eee2a0686b338b0c6efe0622f11f953a.png
[Rean is 18, but Ryoga is 16, and the comments about how investigators "secondhand touched Rean's junk" feels inappropriate even though Rean is 18, since most of the cast is either teens or MUCH older than him]

https://i.gyazo.com/546d94553664ccbf48dcc06f7d21436e.png
https://i.gyazo.com/a83f8a0cc409f6ce509e8d883444fb6f.png
[I know these are clearly jokes, but they still don't sit right when they're about a 16 y/o.]

Thank you again for reading through this and the other critiques available on this post

also, for any players reading over this, please dont feel bad if you're in these screenshots. i dont have any real grudges here
blutsauger: (I will no doubt sleep perfectly sound)

[personal profile] blutsauger 2019-01-06 06:27 am (UTC)(link)
fair enough on both points; i dont know enough about the canon that dazai is from to dispute that, but I do know that a few people who did know the canon and noticed the comments immediately felt that it was related to the character's canon suicidal tendencies. its entirely possible that was a miscommunication on one or both of our parts though

as for the latter, its also possible im reading too much into things in those regards. while the comments did leave me and a couple others a little uncomfortable, they weren't nearly to the point of things like the szayel memory.

thank you anyway
maskarang: (Default)

[personal profile] maskarang 2019-01-06 04:12 am (UTC)(link)
I'm going to try to keep this brief and not repeat what some others have said. They've gone over it better than I could anyway, and I don't think there's anything anyone's said that I disagree with. But that includes the praise, too. I do think you guys did a great job engaging players and being very approachable OOC! You were very willing to work with the playerbase (even/especially the silly stuff) and always gave prompt answers to question. That was great! The amount you tried to tailor the memories to everyone and the effort you put into personalizing the character notes was amazing. There were a lot of small details I was very impressed with due to how ambitious it seemed. The worldbuilding was certainly a very, very, very good part of this game and it looks like you guys had a lot of fun coming up with details.

However, and I know I expressed this before, I do think it's a little worrying that you want Round 3 to be even more ambitious. There were times when it seemed like you were rushing to put stuff together on little sleep, such as when you were writing memories last minute. I recall at least once that Eski was doing a map an hour or so after the weekly post was supposed to go up. I don't know if it was because you guys were busy or what, but please take care of yourselves... Personal flourishes are great, as is the item system (which, I think ended up being something you guys overextended on and ended up dropping. I think this is completely fair, it isn't easy to do items much less come up with something unique and fun every time, but I think doing as Luna suggested and having a generic list ahead of time or simply doing away with it entirely will help you guys) but if it ends up being more stress in the long run or causing you precious sleep then I'm not certain it's worth it.

I echo Kohaku, Ripley, Iwai, and Snake's players sentiments on the plot importance of Ichigo and Gabe's relationship. I'm... not entirely certain why that was the focus of the second half of the game, if I'm being entirely honest. It felt like the entire first half was dedicated to worldbuilding—which is where a lot of the overwhelming plot details came from, I think. The thing is a lot of these details, in hindsight, felt very superfluous to the overall plot of the game. Take away everything about the resort besides the "SCP, living entity" and the entirety of the endgame plot remains intact. I'm not entirely positive that's a good thing. There could be some merit in the concept of "rebuild the relationship between these two" if it were presented in a different way, I think. An example off the top of my head would be: maybe have Ichigo choose town roles and Gabe choose mafia. Gabe could be trying to take over the SCP and Ichigo could be trying to stop him, so the mafia's goal is to eliminate Ichigo's side (knowing full well the characters can be brought back + are dispensible anyway) and cause chaos in the SCP. Then you could figure out how to hide information, manage mechanics, justify IC decisions, etc..

I'm also really not sure what the stakes were supposed to be for the final trial. I'm certain there were some. My best guess is if the characters chose to execute Gabe, Ichigo would lose control and kill everyone or half of everyone. I'm not entirely sure that's a good way of doing things though. It felt like the entire final trial was on rails and there was no point to arguing with Gabe to apologize to everyone. In fact, it... it honestly just felt like making him apologize was purely catered to making Ichigo feel better...? What did the characters actually gain by arguing with him to apologize versus choosing to execute him or simply saying "nah let the Foundation handle him, whatever"? And that's putting aside that it is a very weak punishment for everything he did. It's the equivalent of giving him a slap on the wrist. And putting even that aside, the fact that the apology was a prerequisite of good end assumes that only those who had a "good" moral leaning were "right." Even then, I would argue that absolving him isn't morally "good," but by making it the correct choice for Golden End it felt like that's what you were saying.

Um, actually. I don't know how to say this and I don't know how it was in Round 1 but... I do, uh, feel like this round you guys had an issue in general of putting a lot of importance on your characters and NPCs. I can understand why, honestly. We all enjoy playing our characters and for NPCs especially it can be easy to lean on them for story progression. But outside of Ichigo and Gabe, I think there maybe was an issue with Atsushi as well. The fact that he had contact with Lambda, spoke of her first, and that he said she had multiple conversations with him made me a little uncertain. I understand your reasons for giving Atsushi the Cleaner role, but if he was going to have that much interaction with an important background NPC, I wonder if it would've been better to give it to a player. I think you guys mentioned she approached a few different people so maybe it's just that those characters didn't speak up, but it was something that made my brow raise. The fact that Atsushi's player plot was used during break week and advertised in the mod channel kind of made me uncomfortable too. I guess if I'd been watching Atsushi I would have been able to predict that the Friday/Saturday plot of that week was going to be about him and, honestly, if it was stated outright it was about him then it's my fault for missing it. But while it was advertised as a non-essential plot, I didn't expect it at all to be a player plot. I expected something like a Holiday dance for Saturday. Something silly but fun that people could miss if they wanted and could backtag if need be. Those expectations are on me, of course, but... I really do wish it had been advertised as a player plot instead of being put in the announcement channel. I think you guys would have gotten more interest from Atsushi's CR if it was. Atsushi's CR could have taken up the limited spots in the tiger fight too. I ended up volunteering and, honestly? Had no idea what to do with the Atsushi stuff because my character had no CR with him. There was no emotional impact for him at all beyond Cynthia's death, which is okay for him? I think it definitely would have been more satisfying for Atsushi's CR to land the spot vs. someone he didn't know, though.

On a mechanic level for everything re: tiger fight: more transparency for rolls/the formula would be great. I understood the concept of "you get what I get, it's bad," but there were a few times both in the kill log and in the Saturday fight where the rolls seemed completely arbitrary. You would roll for one thing but not for another. That could be on me, I could be dim and simply missed what it was for or perhaps you forgot to put a roll down, so take that with a grain of salt. On another mechanic note—I think putting the amount of turns the tiger was distracted would have helped out immensely. If the tiger looked sufficiently distracted, I'm fairly certain Vanitas and Gerome would have run off sooner. That, in turn, would have made the thread go by faster.

Only other thing I have to say about that is it may have been wiser to start with Atsushi transformed rather than spend almost two hours building up to it as it would've been faster.

Beyond all that, I think maybe you guys need to hold back a little more in the chat. You let a lot of stuff slip. Sometimes it's small stuff, sometimes it isn't. Mostly I think it's because you're excited to talk about everything and the effort you put in, and the effort you did put in is honestly wonderful. It's great to be proud of your work and the details you put in and want people to notice them! But sometimes it was stuff that could have been a greater twist if it were revealed later or implemented in a different way. Mainly, I'm thinking of Lambda. If you guys waited to talk about her in chat until endgame, I bet it would've been a huge shock. As is, I think a lot of people assumed she was the one who started the game as soon as she was mentioned.

Moving away from NPCs and plot, I want to bring up the mass vote trial. Again, I agree with everyone else here. There needed to be a warning about the time limit and I think by this point you understand that, however... Frankly, I also think you needed a content warning. The mass volunteers could easily have made players uncomfortable. While I understand you can't control your players, it should have been an easy guess that a lot of characters would volunteer. The concept of volunteers came up during the first trial and even during the third. This was a very self-sacrificing town so I'm a little unclear on why so many volunteers weren't anticipated. There were better ways to handle crowd control (use Cleaner to kill more often, use Mole to whittle down numbers, add a TP killer role that had to kill), and I think stopping at the minimum survivor pool count would've been better than continuing. Without the ghosts around to talk to the survivors, the final week was very quiet.

Tangentially related: AC was too easy. Activity was more than high enough that players should have been able to get 20 comments in 2 threads. Please consider making the mandatory amount of threads for AC 2 instead of allowing players to split it over 3-4.

This has gotten a lot longer than I intended, l-laughs... If I came across as blunt, I'm very sorry. I don't mean to be harsh and I don't mean to sound too critical, so I hope that isn't the case. There's a lot I think you guys did very well here, even if I think there's a lot that didn't quite work. I very much so enjoyed my time and my CR in the game and would be thrilled to join future rounds!
Edited 2019-01-06 04:19 (UTC)
maskarang: (Default)

[personal profile] maskarang 2019-01-06 06:16 am (UTC)(link)
I'm really glad to hear you guys are taking precautions! One of the things that worries me most is people overexerting themselves 'cause I know how easy it is to do, especially without realizing it. I do have faith in you guys though, and if you have plans on how to manage everything then it's good enough for me! o7

Everything you're saying here makes sense to me, really. And to be fair I know that roles/mafia probably isn't something you guys are going to do again so l-laughs, that was probably an unnecessary example, but I wouldn't mind you guys doing something with a similar concept. Final trial plans changing definitely makes sense 'cause I can see how some things could've been removed cause criteria were already cleared.

For the transformed thing... Maybe it's a terminology problem...?! I don't know BSD terms so if the human side is the "transformed" one, the confusion makes sense. I was thinking the tiger was the "transformation." Basically, I meant starting out as a tiger vs starting out as a human and then turning. The turning took a while, even if I understand the build-up was important narratively. I-I was gonna throw some hypotheticals your way but after thinking about it, it was more off-hand commentary than actual crit so probably not important.

Mostly the suggestion was 'cause the thread ended up going much longer than everybody anticipated (the time estimate was 2-3 hours and I definitely understand why it went longer by probably double the estimate) and by the time we finished, it was pretty late. I probably should have phrased it more like, "If you guys do a thread like this again, starting it at the beginning of the fight/characters running into X might be faster than going through a transformation sequence." Transformations are fun, but they can certainly take a while. YMMV though cause I do understand the appeal of build-up.

I don't think I have anything else to add though. Makes sense to me, and I'm really glad to see you guys considering what everyone's saying and answering us so diligently! o7
relentlesslyonwards: (Default)

[personal profile] relentlesslyonwards 2019-01-06 07:24 am (UTC)(link)
Hello mods! First of all, thank you very much for running this game! Considering how hectic it was and how many adjustments you ended up having to make on the fly (especially with all the holiday stuff coming up!), I do commend you guys on keeping up with everything and being around so much to answer questions (especially when it came to indulging some of the weirder and sillier ones!) and just keep things chugging along. It was my very first mafia style murdergame and I did have a lot of fun with the role, the setting and my CR. Also I’d just like to apologize in advance if this comes off as disorganized but I’m just kind of putting my thoughts down as I go here! Also a second apology in case I repeat some stuff that you guys have mentioned in your comments because I see that those are also happening!

First off, you guys did a great job with the worldbuilding and I appreciated all the little details that went into the setting, like the vents being part of the Resort’s circulatory system and with the PCs being centred in the stomach area. As others have mentioned, the memories were also a very nice personal touch and I commend you guys for writing so many, particularly for the characters that you were canonblind to; I can’t imagine how much work that must have been and how much time it must have taken up, but it really did do a good job of integrating the characters within the setting. I’d go so far as to say that the worldbuilding was probably the strongest element of this game and it’s clear how much love went into it.

Moving onto the plot and I know this is likely beating a dead horse at this point, but I pretty much agree with what everyone else said about the focus being on Reyes and Ichigo’s relationship. The thing is, it also seems to stand in such stark contrast to the rest of the information that was supposed to be the main focus of the round; namely, how the Resort worked and the mafia game. My impression was that (from the amount of information they were given about the Resort early on) the final trial was going to focus heavily on figuring out why the mafia game was run or who 34 was in-game. But by making endgame all about Reyes and Ichigo’s relationship, it feels like any theorizing about why the game was done or who was responsible was ultimately pointless, because in the end, none of that needed to be resolved to get a ‘good ending’.

I get wanting sequel hooks and I get leaving mysteries for the next game to cover. But there didn’t seem to be any reason why some of those points (that ended up being revealed in the epilogue anyways) couldn’t have been made part of the discussion so that the players would have to have something to solve in endgame. I know a lot of it already came up OOCly before and I think most people probably already knew/suspected 34 was involved with the mafia game after she was pointed out in chat during the end of Week 4 (which honestly is a whole other problem in and of itself), but having it established ICly would’ve helped make the final trial seem more substantial. As it was, it just felt like the final trial was all about guilt-tripping Reyes as much as possible, and even then I’m not so sure why that was a requisite for good end. Would the Lady refuse to let them leave unless Reyes apologized or was punished to her satisfaction?

This is connected to the feeling that the circumstances behind the final trial seemed fairly contrived to me. I can sort of understand it from the standpoint of the Resort wanting to get some closure to the incident, but it’s still odd to say “sorry for the inconvenience we caused to all of you, but we’re also not going to let you out until you tell us what you decide to do with him”. If the Resort really was washing their hands of the whole thing, I’m not sure why the living had to stick around to discuss that stuff then and there? Furthermore, I also don’t really understand why the Lady didn’t let the dead back into the new bodies or let them get some of Reyes’ medicine to tide him over. On an OOC level I understand: survivor pool should be taking charge of what happens during the final trial while the dead are mostly on the sidelines. The problem is the seeming lack of IC justification aside from, “no, we aren’t doing it until all of you decide”. The same issue exists for the medication and it seems even more egregious because Reyes is a danger to everyone, including the Resort; again, I didn’t really know what withholding that was supposed to accomplish aside from… I don’t know, punishing him, maybe?

A few more questions on the Reyes and Ichigo thing, if it's okay. You're right that people get what they put in and interacting with the NPCs will give them more plot information; I would never debate that. But if the flag(s) for good end are friendshipping the NPCs, where does that leave characters who wouldn’t do that ICly? Does that mean that all the antagonizing they may end up doing will just lead to a bad end or they just contribute nothing to endgame? Were there alternate flags for good ends that didn’t involve friendshipping Reyes?

Also one last sentence to reiterate, but I agree with pretty much all of the other points about the plot that were mentioned by the other players, even if I didn’t specifically mention them here.

Moving onto the NPCs; obviously this was already touched on for the plot portion, but I do want to make some mentions of trial and events. For trial in particular, I think that generally you did a good job in making Atsushi contribute to the discussions in trial but not give away too much; obviously it can be a tough balance to strike between wanting to give players some slight hints every now and then but also not ruining the mystery. However, there was one point in the third trial where I felt like the outcome ended up being heavily influenced by Atsushi, and that was at the end when attention was drawn to the people in the Persona room.

I’m assuming there was a combination of factors in play: first, you guys probably didn’t want another six-way tie situation to come up again so you thought you’d point players in the right direction and secondly, ICly Atsushi was defending himself from further accusations. But considering how much sway mod characters can have and the tight time limit, that basically ended up completely upending the trial with the majority going to Minato when previously he was not even being considered as a suspect (at least, from what I could see in the discussions). Now don’t get me wrong: #saviorgate was fun to watch unfold because I don’t think you could’ve predicted that level of craziness. But the game should be about player decisions and their conclusions; as it was, it didn’t feel like it was something that completely came about organically because Atsushi’s comments appeared to have heavily influenced that outcome. Again, I get that Atsushi suddenly not defending himself probably would’ve come of as OOC, but I feel like there should have been a way to do it without explicitly pointing fingers at other suspects like that because it was bad timing.

Secondly, about the ‘Atsushi turns into a tiger’ event: I understand that OOCly, part of the reason why that was happening was because there weren’t enough kills and endgame otherwise would’ve been too difficult to run. That’s why the event was open to everyone else and I assume you guys were anticipating a much higher death count initially. I also believe you guys already acknowledged that you should have used the Cleaner role instead and I agree with that because you wouldn’t have been forced into this weird middle-of-the-road approach during the event.

Don’t get me wrong, I think it’s great you guys want to take player actions into account! I think that’s a big part of why planning stuff like Ventventures is really fun. At the same time, you automatically no-selled a lot of options; the tiger was bulletproof and lanceproof, could heal and was amazingly fast and strong. Now, I can see why the tiger was made effectively invincible if the goal was to kill a bunch of characters, since you wouldn’t want it to be easily dispatched. But you guys also ended up providing them with a lot of options to evade that (e.g. distractions with catnip, pointing people towards the pool and anti-gravity rooms as options to contain the tiger). So in the end, it ended up feeling a bit on rails (i.e. if you want to survive you must use one of x options) while also not quite accomplishing the goal of taking out some of the characters.

Obviously what’s done is done and being left with too many characters is far easier to deal with in a traditional murdergame, and these were extenuating circumstances in a way. The most I can say is that you guys seemed to prioritize conflicting OOC issues for this event (player agency vs. needing to cut the numbers down) and that just didn’t really work. I do think player agency is very important and that should have been priority for an event like this, it just may have been too ambitious to wrap that secondary goal in there as well.

Other minor things regarding the event: there was no set end time announced on the post, and it seemed to just be decided in chat that it would end at 6:00 PM EST. It would’ve been good to have had a heads up for that. I also agree with the sentiment that the event seemed more geared towards being a player plot, because it ended up putting a lot of focus on Atsushi.

Some other things that I’m not sure how to categorize:

- Agreeing with everyone that there should’ve been a heads up for the trial with the multiple vote offs. I was under the impression that it would’ve been the same as previous weeks where six hours were given for discussion and the sudden change in format threw me for a loop, even though by that time I had no horse in that race.
- Be a bit more careful with letting information slip in chat; it’s definitely understandable that you guys are excited about things the players discover and the little tidbits you put in, but when you overemphasize some stuff, it can kind of give the twists away.
- Somewhat related to the previous point how the Jorogumo was supposed to be killed by drowning and water being the spiderweb’s weakness; I don’t know if that was the logic players was supposed to use to deduce the correct method of execution, but if it was then explicitly stating it during investigation/in chat basically shut down any opportunity for that role to rotate. It didn’t end up mattering in the end, but just be a bit more conscientious of the information you give out and how it could affect things in the future.

===


I know a lot of this ended up coming off kind of negative (and probably repetitive!) but I do want to emphasize that I had a lot of fun in this game and ultimately I would still consider my experience positive! I found you guys approachable as mods and it was clear that you guys were very enthusiastic about modding for everyone, which was great! I hope you guys get a good rest and I look forward to seeing what you guys have planned for following rounds. Cheers!
justfists: shoujo-icons @ tumblr (The look of "oh. oh no.")

[personal profile] justfists 2019-01-06 08:02 am (UTC)(link)
Iiiii am also going to +1 the Atsushi interjection in the 3rd trial. Part of why I was so hyper-tense that day was because of a lot of twists and turns that happened that were completely out of my control. And it came literally out of no where from my perspective, since the arguments that he'd made were brought up earlier in the trial, and the effect ended up completely flipping the votes, iirc, from Makoto and Owain to Minato.
justfists: weeknd @ dw (Default)

[personal profile] justfists 2019-01-06 07:50 am (UTC)(link)
Hi guys, I'm finally free of naps + hangouts, so I did want to add a few things:

Re: balance/plot, I do think that there were some significant issues in how fast paced the game was and what that presented both of you in terms of things you could reasonably do between the two of you? There was a lot going on with all the logs, and I know from my perspective, it was really hard to keep track of some of the stuff that was being laid down. There were definitely plot threads that didn't get followed up on, in the crush of everything.

For instance, I thought the time rewinding was going to be significant in some way, but I never really understood why it was necessary in the end, except I suppose as an ability of the resort to save itself? If that was ever made text, I missed it. But more importantly, I think Mandee hit the nail on the head in terms of tying the plot to the game going on, and in general I am not a huge fan of good end conditions that penalize people for playing the game straight or playing it to its fullest.

But more importantly, I felt like there were definitely points where you guys were spread super thin, because of how breakneck the pace was. It felt, constantly, like there were things you were dropping in to make sure there was stuff, and also potentially being TOO receptive to players digging for more, which just ended up creating a space where you were both tied up, and where there was so much stuff to chew over that the big threads you wanted didn't have time to percolate. I am ultimately saying, I think it's great what you guys have done, but that there was definitely space for you guys to pump the break on us, if only for your own sanity.

Re: mafia, I've addressed my biggest criticism with you guys personally so I'm not going to rehash that here, but if, for some reason, you ever do try to do a maf style game again, I think I'd 1) simplify the mechanics greatly, 2) make the game an integral part of the plot. Where good/bad end will require some sort of resolution to the game.

Re: Final Trial, with the style of this game, there wasn't a lot of chances for people to volunteer out if this weekend had ended up being a bad weekend for endgame. I think, 1) I would have stopped at the cap you had for max survivors. 2) I would have offered players an OOC way to opt out of survivor pool, so that it would be less about characters volunteering themselves.

I really wanted to avoid Makoto volunteering herself as soon as I realized that literally everyone who volunteered was going to get chosen, and I was not super comfortable with the lack of any discussion that could be had, since I did want to make survivor pool (but she was in a place where she would have wanted to volunteer to ease the discussion), and also the message I figured she would internalize given the argument I knew she'd make. I think having an OOC pool of volunteers that the resort could glitch out at, once you got the requisite IC volunteers, would have been helpful in this situation, and definitely would have freed up some time to ICly hash out character choices, and where I wouldn't have felt torn between wanting to follow my character's IC desires, and what I was hoping for as a player.
13thpromise: (I'll probably be carried off by the wind)

[personal profile] 13thpromise 2019-01-06 09:43 am (UTC)(link)
Hey guys, I just wanted to say that I did enjoy a lot of the game. And I want to make it very clear that I did, as I've mentioned time and time again that this game's experience as a whole far surpasses my first mafia-style game by a universe AND some. I've already said a lot about the points I loved in this game, so I don't think I need to rehash that.

I want to just caution that in the future if there's a mechanic to bring characters back to life mid-game graveyard access + access to a gy journal should at least be removed from that person's journal immediately, just so it doesn't complicate things/there being less of a chance getting spoiled OOCly. Since from what I could tell there was still deadland access due to comments made in the chat when Makoto came back alive. I don't know how long that persisted / how that was ultimately handled as more time went by, but it just helps all parties since I'm sure a person who was brought back alive doesn't want to see a post/comment on the graveyard filter/journal that might spoil things for them by accident. If it happened to be overlooked I don't think it's anyone's fault or anything, it's just a thing that happens, and something to watch out for.

Quick note that since people addressed AC items, knowing how things can get during a murdergame I suggest setting a reminder maybe somewhere. Since I also noticed Week 5 AC didn't happen and it can be easy to miss when you're knee-deep in things.

And mainly, what I wanted to address is how the Final Investigation + Final Trial happened. I was okay with the investigation since there was a lot I could have my character react to, but it seemed kind of barebones. It might just be because of the murdergame style, though (I'm used to a lot of info-dumping at the end and it probably was like that I assume because of mid-game info-dumping?)

Primarily what made me psyduck was, specifically that nobody icly did find out who decided to make the murdergame a thing icly. I think for the future at least letting it be known icly who the chief culprit of who was behind such a terrible thing in the first place instead of it...not can help a lot. Esp when it seemed to be built up to - I think that was really the thing I was sad about too, pft. And I know this has been brought up multiple times, but I just think it's because it was such a big thing a lot of people expected to have resolved but... wasn't icly.

If some of what I said didn't make sense, let me know. I'm still feeling under the weather, but I wanted to just get things out so I didn't forget. That being said, once again thanks for having me, and I can't wait for round 3!
Edited 2019-01-06 09:45 (UTC)
imstuck: (Default)

[personal profile] imstuck 2019-01-07 02:37 am (UTC)(link)
Hello, I want to start off by saying that I really wanted to like this game, I really did! There were a lot of good concepts there that I really liked and there were some aspects that I absolutely adored! However despite how hard I tried it felt like there were a lot of issues that kept me from fully enjoying myself.

I will start off by saying that I won’t go into the mafia mechanic since you guys already are aware of the failings of that and that you aren’t planning on doing a mafia game in the future. However I will agree with what’s already said about the failings of the mafia mechanic of this game, both with it being too complicated and ultimately pointless with how the mafia and the deaths really having nothing to do with the overall story of the round.

One of my biggest issue is honestly how lax you guys seem with chatroom rules. It says up front that discussions of triggers won’t be tolerated. Nick goes into more detail in their critique but I just wanted to chime in to say that the lax nature with not even a real nsfw chat to put it in made me uncomfortable too. It was to the point where I had to have the chat muted for a grand majority of the game. And I know this is partially my fault for not coming to you guys earlier with my discomfort, but I was worried you wouldn’t take it seriously since you guys seemed so lax with the chatroom rules.

I also had quite a few issues plotwise, most of them have already been mentioned but I wanted to echo what they’re saying about how it felt like the players really didn’t affect the plot and it felt more like it was a psl between Gabe and Ichigo where there happened to be 30 other people there. And despite saying that this game is heavy in exploration, I feel like a grand majority of the plot and lore was just given to us, to the point that it was revealed three weeks in that there was a high probability that the dead will come back. Honestly it was so much information that was just given to us freely it felt like that the players didn’t contribute a whole lot to the plot.

I will also agree that when I apped into this game, I was expecting a heavy emphasis on The Thing and that it would emulate the body horror and general vibe pretty closely, since it was advertised on being based on The Thing. However, minus the snowy location and monsters existing (all of them were generally sympathetic), there is nothing connecting the game to The Thing at all. Honestly if you didn’t tell me, I would have never gotten that it was inspired by that movie whatsoever.

I know Everett already covered this, but having single character being given so much importance in Szayel, a roleless character feels a little weird. I wanna preface this by saying that this is not a jab at that player, since for the most part they were just doing what you guys told them to do. However, having one character be a class C researcher for seemingly no reason while everyone else had to be a class D seems really weird, and I can’t help but wonder how much of it was just because they were also a Bleach character. I’m not gonna go around accusing of mod favoritism, but it can feel that way sometimes when a character, seemingly at last minute, was given such high importance to the story. I know you guys wanted him to be a full out NPC, and I understand that, but I feel like being a little more up front with that, especially when Szyael isn’t a mastermind or even a major antagonist, would have helped.

One thing I have noticed that I’m sort of concerned about is the way you guys seem to dig your heels in a little when people bring up concerns. Not the worst I’ve seen, but when I saw people complain a week or so ago that the plot got lost you guys said that the plot wasn’t lost which… literally isn’t true since obviously at least someone got lost in the plot. Maybe not all of them or even a majority of them, but the plot was definitely lost somewhere. Then later one during the final regular trial when someone complained about the strict time limit for votes when people might be busy you guys just pointed out that you told us to be there that day before doing anything constructive to fix it. Now I might be alone on this, but when I read “make sure to be around for trial” I interpreted that as “don’t ignore this trial! There’s a lot of important plot stuff!” not “this stuff is extremely time sensitive and you will miss important stuff if you look away at all”. So at least in my case the fact that you said to be around isn’t exactly a valid excuse.

Communication also seems to be an issue, both between mods and mods to playerbase. I want to preface by saying that it doesn’t seem to be a major issue! This is just something that could be improved on. Most notably the confusion on Break Week AC and regarding Week 5 memories. For the former there just seemed to be a lot of confusion going on there. I feel like both mods should have looked over the AC at least once since it was different from normal AC for mistakes and I feel like Eski, once confronted with it, should have gone to Maple to ask what was going on with that first before saying that we still had to do AC anyway despite saying earlier we didn’t have to.

Regarding the latter, you guys seemed really frustrated when people didn’t fill out their Week 5 memory form, and I think a lot of that would have been fixed if you guys made extra reminders in plurk or an @everyone, as well as pm-ing those who didn’t fill them in a few hours before if they’re having trouble with the memories. This is especially true since, with everyone I saw who didn’t fill it out, it was a case of them completely forgetting to fill it in and they all seemed genuinely upset that they missed out on it. These are the only real issues with mod communications I’ve noticed, but they’re both issues that really stressed out the playerbase, and I have chatted

Speaking of I want to segue into another issue I had regarding the ic:ooc cycle. I honestly still have no idea why so many events had to take place on an irl timer. The one instance that really made sense was the trial (minus the last normal one) since the irl timer made sense so that trials don’t go on forever. However? The Atsushi event? The final normal murder taking place oocly six hours earlier? The way that all votes in the final trial were on a strict timer? I have no idea what’s the point of that beyond like, a “fun little quirk”. You could have them be normal lengths/start and end normally where everything starts around the same time and it ends when it’s solved/everyone dies/etc. And nothing would change. I don’t know how much of this is a nitpick and how much of it is a valid concern, but I’ve been wondering that for awhile and I still have no idea why that’s the case.

Sorry this ended up being a lot longer than I had originally intended, and kind of rambling at some points, but I really want to see this game be the best it could possibly be because I loved the premise! Please understand that I am giving you so much critique because I believe it can be amazing.
blutsauger: (Default)

[personal profile] blutsauger 2019-01-07 03:25 am (UTC)(link)
since these are things i didnt cover in my own critique; seconding the comments about break week AC and about the lack of announcements regarding the memory forms for week 5

obv i was dead and didnt need to worry about AC, but i know a lot of ppl were confused about why it appeared that break week required full AC, and i definitely felt that little situation couldve been handled better

and as for memories, the couple of people i talked to who forgot to fill out the memory form genuinely forgot, because obviously the holidays are difficult and things fall through the cracks. i absolutely agree that either making reminders as the deadline grew closer, or PMing people who hadn't replied yet, could have easily solved the problem
moonlightbeast: (Default)

The Atsushi crit

[personal profile] moonlightbeast 2019-01-11 01:51 am (UTC)(link)
Hey there! Since this is crit about Atsushi specifically, I'm going to be the one responding to it (rather than both Eski and I).

The tiger event: When we were planning out the round, we knew that the round would happen during Christmas. So, we were talking about ideas to give the players something to do that weekend instead of a trial. I was the one who suggested doing the tiger transformation. It seemed like it could be fun, with the goal being "find ways to distract the tiger until the sun rises." I was the one who came up with all the different ways to distract the tiger without hurting anyone, provided they were used correctly. It doesn't look like it was that big of a hit though, which is ultimately a bummer (because I was super-excited to do it) but understandable. In the future we're going to avoid running rounds around major holidays, so the problem of "shit what do we do this week" shouldn't happen again.

Atsushi's involvement in the third trial: Normally I try to keep my characters out of any trial they are not involved in (see: Kon's uselessness last round), because I already know who did what and I could see how people could say 'metagaming' about it. However, Kon was an idiot and it was easy to say he just wouldn't think of something. Atsushi is a lot smarter than Kon, and it was getting to the point where it was OOC of him to not say something. Especially since the frame-job on Owain was really obvious and he thought people might vote that way anyway 'just in case', since no mafia were known then. So I tried to keep a very careful IC/OOC divide and go with what he would logically think of, while trying to keep it to "here's an alternative" so that nobody would misconstrue "Atsushi saying something" as "this is a hint from the mods". But it sounds like people were made uncomfortable by that, and I apologize for it. Eski and I do plan on playing other characters in our game in the future, and we're going to talk about how to have characters involved in the game while still making it clear that "what our characters know" is entirely separate from "what the mods know".