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
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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