foundationmods (
foundationmods) wrote2019-02-23 01:44 pm
Entry tags:
Mock round questionnaire
Hey there! With the mock round over, we wanted to get your opinions on what worked and what didn't work. We're going to be tooling with the game mechanics we tested out in preparation for round 3, so your input here is valuable! Just fill out the questions below and let us know your thoughts.
If you did not participate in the mock round but followed along and want to give your opinions, then you are welcome to do so!
Questionnaire
1: What are your thoughts on the truth system? Was it easy to understand and use? Or do you think any part of it needs to be changed to make it work better? (we do plan on using the mock round for examples of how the trials will go, so people apping in to round 3 will have examples to base their trials on.)
2: Given the nature of how the trials work (magical explanations vs mundane ones), do you think the mock round worked better with all powers off, or with powers on? Which way do you think would be better to go with for round 3? (this would only affect round 3, and not subsequent rounds.)
3: Do you like the new start time for investigations? (noon EST on Friday instead of 6pm) Or should we go back to the old time?
4: Any other comments or critique about the mock round (and what to do for round 3) should go here.
If you did not participate in the mock round but followed along and want to give your opinions, then you are welcome to do so!
Questionnaire
1: What are your thoughts on the truth system? Was it easy to understand and use? Or do you think any part of it needs to be changed to make it work better? (we do plan on using the mock round for examples of how the trials will go, so people apping in to round 3 will have examples to base their trials on.)
2: Given the nature of how the trials work (magical explanations vs mundane ones), do you think the mock round worked better with all powers off, or with powers on? Which way do you think would be better to go with for round 3? (this would only affect round 3, and not subsequent rounds.)
3: Do you like the new start time for investigations? (noon EST on Friday instead of 6pm) Or should we go back to the old time?
4: Any other comments or critique about the mock round (and what to do for round 3) should go here.

Forgive me, I am bad at explaining.
2. I honestly would prefer the powers to be turned off. It's a little easier to work with, for me.
3. YES please keep it
4. I had a little trouble coming up with toplevels for this mock round, though that may be on me because I lost steam with Bruno near the end. Also, I would very much like to keep my reserve. Wheatley is definitely going up against the witch!
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Len here, speaking as a spectator: I'll be skipping most of the questions and focusing on answering both the second and third questions as someone planning on bringing someone into round three.
In regards of the trials, personally for this round I do have a huge preference for having no powers on. While powers can create good cases in of itself (props to the second week case for mock, by the way) it also 1) undermines potential for closed room cases, which are practically the bread and butter of Umineko, as characters in the round proper might have teleportation abilities which can be used as easy Blue Truth theories and 2) solvability means that all characters ICly will need to know what powers the characters have in order to potentially submit a Blue Truth that works.
As for the trial time, 12 PM EST definitely works better for me for the round proper than the old time, but that's just a personal preference.
I think that's all I got on my end. Thank you so much everyone for making this mock round fun to spectate and here's to a successful main round; I'm really excited to see what you guys push out!
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It was very easy to understand, after watching it get put into practice! This was incredibly fun to watch, in fact, even if I'm sad I didn't get to do one.
2: Given the nature of how the trials work (magical explanations vs mundane ones), do you think the mock round worked better with all powers off, or with powers on? Which way do you think would be better to go with for round 3? (this would only affect round 3, and not subsequent rounds.)
I had more fun with the powers on. I didn't see a huge difference with trial, either way. Both ended with culprit getting caught.
3: Do you like the new start time for investigations? (noon EST on Friday instead of 6pm) Or should we go back to the old time?
I'm okay with either time, so long as it's established ahead of time.
4: Any other comments or critique about the mock round (and what to do for round 3) should go here.
Iiiiiii did not appreciate such a drastic last minute (night before) change with investigation, the first time. Six hours is a huge difference to run with on such short notice, and something closer to middle ground could have made it fairer, I think.
(And, on another personal note, I would have been incredibly sad to have to miss the investigation I had a hand in making happen.)
That said, I do understand that we need majority there for these things. Maybe you guys could put the calendar in a place that's a little difficult to miss, and then link it in the announcements at the start of each round?
In any case, I HAD A LOT OF FUN!!! You guys are such a blast to work with and learn from, honestly. Thank you both for all your hard work, and THANK YOU, ESKI, FOR MAKING THOSE TRIALS WHAT THEY WERE. You did a phenomenal job at running them, and I am so excited for the upcoming round! ♥
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2. It didn't really change either way. I think they could make for an interesting case (think of ice magic), but like either way?
3. Yes I do.
4. I'm a potato. (I might come back to this later if I can think of anything)
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I also feel that six hours makes it more pressuring to stick around for the full time instead of being able to go off and take a break if you need one. In a way, I feel like the six-hour time frame is almost repeating one of your mistakes from Round 2 with the thirty-minute lightning rounds. It doesn't give players a lot of time to digest, so they very easily can become overwhelmed or feel anxious. That wasn't as much the case this time because both cases were pretty simple, but I'm assuming the cases in the actual round will be harder.
I also want to say... one of the things I've noticed in all the murdergames is people have the most difficulty pointing fingers. I’ve heard a number of players, numerous veterans even, express gratitude when other people name a culprit because they had an idea but either ICly their character wouldn’t present or OOC they were too nervous to push a theory since they didn’t want to be wrong. I don’t feel you guys are accounting for the pressure players will OOC feel because of trials or their reluctance to present not one but three bullets that might end up being rejected.
2: Given the nature of how the trials work (magical explanations vs mundane ones), do you think the mock round worked better with all powers off, or with powers on? Which way do you think would be better to go with for round 3? ... Powers off. I think if you aren't going to have IC profiles of any kind and you want people to IC solve satisfactorily, it's going to be extremely difficult to do that with powers/magic. For example, I know at one point during the second trial people thought Silver may have flown over the blood trail. That's only one possible explanation for why there might not be a trail (wall-crawling ala spider-man, intangibility/walking through walls, telekinesis/levitation, teleportation, wind magic, blood magic, and more) and trying to solve a timeline that may contain one of these when characters don't know each other's abilities seems like a headache.
And, as great as Takashi was and as much fun as I had working with Jess, I'm not sure Takashi was an accurate gauge of how powers/magic would work in the game because he only had summoning and no additional powers. In the round, it seems like it would be better to stick with no powers due to the problems you might face in handling characters with more varied kits. I know some people are saying they didn't see a difference but I think that's because, for the most part, it really wasn't a difference because Takashi just didn't have any powers beyond summoning...
Powers can add creativity to cases, it's true, but the cons for people who want to solve outweigh the pros.
3: Do you like the new start time for investigations? (noon EST on Friday instead of 6pm) Or should we go back to the old time?
I don't have a preference, this is probably something you should ask everyone planning on participating in Round 3, actually.I changed my mind. Noon, please.4: Any other comments or critique about the mock round (and what to do for round 3) should go here. I'm just going to do these in bullet points so I can be concise, I apologize in advance if these come out really curt/blunt. I don't mean any harm by it, I had fun in the round and with the system but there are definitely things that could use some tweaking.
I have more thoughts but I think this is the bulk of what I wanted to say. I know it leans more negative but there were a lot of things I saw that were good! I just know you guys were looking for feedback with mock so I was trying to focus more on that than anything else, but as with Round 2 I found how ambitious you guys got with personal touches really impressive! Like the stories at trial, those were great and a very nice parallel to the executions culprits get! Usually the victims time to shine is the body discovery but those are rarely given the same amount of detail as executions so incorporating a little story for them at the beginning of trial is really nice. You also tried to give everyone at least something in explorations/investigations, even when there wasn't too much to find.
Thank you for your time! And thank you for hosting this game to begin with, it's always nice to see people trying something different when it comes to murdergames!
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Examples are good, but experience is the true teacher.
As a whole, as long as people are able to debunk that the murder committed was 'fantasy' style by naming a culprit in theories in blue like how we've done in week 1 or 2, I don't think there'll be much trouble I'd have with it (I'm not so good at just proving that events weren't just mystical all on it's own, for the record) If that's not possible and things become more strict with that, I might have an issue with it, but so far I've seen nothing to indicate such.
2: Because there are no IC profiles, I'd like for powers to either be completely off - as much as I enjoyed them. It brings too many possibilities into a trial that must be accounted for due to the likelihood of people not knowing who has what powers in a murdergame-style roleplay. It'd be different if it were, like, mafia-style which is based less on clues left behind by characters, but as this is, I feel like there must be something that would either indicate the type of abilities some characters may have or nothing at all. In the interest of fairness, and because of there being such a larger crowd.
3. I prefer 6pm EST since I would have more a chance to be present due to the necessity of work, but at the end of the day, I don't really care since I'll always be available for trial. Whatever would be most convenient without inconveniencing the majority of players is what I would like to favor in the end.
4: Nothing else that I can think of personally that's new imo, so that's about the size of things from my point of view. I'm excited about playing in round 3 and hope to see y'all there!
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1.) I have concerns about the penalty mechanic with truths given the time constraints. I understand why it's there (so people don't just solve by process of elimination) but with having to solve for the entire timeline also as a requirement (if I'm not mistaken) it seems a bit harsh. I think it also feeds into the "I better not speak up unless I'm sure I'm right!" aspect of trials. I could be completely off base here because I'm not sure how long the penalties were not being in the discord.
I also think that having the entire timeline of a case isn't necessary. Sometimes you may wind up at the answer for any number of reasons and I think that's OK. Additionally, I've found that sometimes killers do things that fall less on the logic side and more of the quirks for the individual characters, which can be hard to suss out on the timeline.
2.) Powers off unless there is a profile system in place. Characters can and will lie about their powers (I'm only capable of wind magic, when they in fact have access to all elemental magic), and not every character will showboat their powers in public view. It also puts more pressure on those with more cr with that character to solve, as naturally they would know more about their powers than someone who hasn't interacted with them.
3.) No preference, but it might be worth polling after reserves have been finalized.
4.) Nope! Working with new mechanics is an exciting thing to see, and I hope to be able to join you in r3 to play with them!
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2. Definitely powers off. Proving a witch with magical powers did not commit a murder that was still done with magical powers could be extremely difficult depending on what powers go through, especially since I presume most smart characters would be hiding their skillsets to make it more difficult to lead back to them.
3. I have a wide availability but that's just me. I think you should probably confirm what time works best for the actual round's players!
4. I would also make sure that the players are aware that all investigations for new clues must be completed during the investigation and that you cannot check for more things during the trial itself. Each game does it a bit differently, so making sure that everyone's on the same page is important imo since both cases this slipped our minds as players, whoops.
I had a lot of fun even with how short mock round was, and I'm looking forward to spectating when the real thing occurs :3c
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It seemed pretty straightforward once we got to see it in action. I think having the mock trials as examples will be very helpful! It’s definitely not the easiest system to master, so some training wheels may be helpful for the first one or two trials — depending on how many people who were in the mock return for the main round. Obviously if there’s a ton of mock players, we don’t necessarily need to take it easy longer than a single trial.
2: Given the nature of how the trials work (magical explanations vs mundane ones), do you think the mock round worked better with all powers off, or with powers on? Which way do you think would be better to go with for round 3?
This is a toughie because the murder and trial during power week didn’t really utilize any supernatural elements that weren’t otherwise available to everyone. However! I do think powers would be great — it adds another level of difficulty and fun to the cases. However, if powers were in place, it would be imperative that there be some sort of IC profile so every character knows, or at least has a concept of, what every other character is capable of. Because in a non-powered trial, everyone knows (in general) what a human is capable of. Some people may be better at gymnastics or climbing buildings or picking locks, but these are all things that are known to be within the realm of possibility. So, powers would have to be known to be a possibility. This could be made easier by limited powers, maybe just one specific thing per character? Or getting rid of them entirely.
I suppose it also sort of matters what the end goal of the trial is. Is it to find the true killer? Or is it just to create a narrative that breaks the Witch’s story, regardless of if we get the real culprit or not (in which case, getting the real killer is just a bonus)? Powers are more acceptable in the latter case than the former.
3: Do you like the new start time for investigations? (noon EST on Friday instead of 6pm) Or should we go back to the old time?
I work on Fridays pretty much all the time. If I’m not, it’s because I’m going on vacation or otherwise away. So it doesn’t really matter to me. What does matter is changing times on short notice without posting it somewhere, like announcements or plurk. IIRC, the change in timing was never announced anywhere except the main discord channel, where it’d get lost pretty easily.
4: Any other comments or critique about the mock round (and what to do for round 3) should go here.
Not that I can think of!! I had a ton of fun! Thanks Eski for the great writing.
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1. I admit I wasn't around to really use it too much but I'm also umineko-familiar.
2. I think it might work better with powers off because it'd be too easy for a person to use some power and not admit they have that power? If it was non-obvious. Or, the opposite, where they use a power only they have, and then people discover it and come to the conclusion "Well, it's got to be the one guy who can do that."
3. PLEASE PUSH IT BACK TO 6PM EST! Or even 3 pm EST? I am a poor PST person with a weird schedule who isn't used to waking up early enough to make a 12pm noon EST start-time. ;; I'll fully admit to being biased.
4. I think perhaps investigation should be stretched out over two days, or the way information is provided should be changed.
There was a situation where I wanted to investigate more with my character, but at the same time I wanted to tag other characters for normal rping purposes. This split my mental faculties, and I couldn't do both effectively, I think.
Two solutions:
a. Make investigation last two days, enough for people to tag, look over all the potential information provided by the mods, then write responses like: "Okay, I also investigate whether 'this' and 'this' is possible." Then this gives the mods a chance to wake up the next day and see the investigation back-tags.
b. When people discover an item, give them absolutely every detail they could feasibly detect from it, and let them decide individually how much their character actually notices based on their character's intellect, ability to inspect, or how much they actually care about the thing. That is, something like: "You find a boot with caked on mud. If you physically take it and compare it to the bootprint outside in the mud, you'll find it's a match. If you compare the mud on the boot to the bootprint outside, you'll find they're different types of dirt." Etc. etc. Okay, maybe this isn't the best solution. Maybe there should be a point the mods say "You've learned everything you can about this item."
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1. This was fine for me. Even if I never got a chance to use it because my character.
2. Unsure... Powers make it easier to bs and pin it on a scapegoat. But it also makes issues for characters like Scarred, where the powers are too flexible. Which was why I didn't blue truth, because another character pointed out that Scarred would have potentially given magic an insta-win.
Also I'm probably bringing a character with dumb power to the main round
3. I liked it. But I'm biased because noon est is as I leave work. 6pm est is 10pm for me and by that time I'm dead.
4. I think the investigation needs more time as well if characters can't check things properly during the trials.