Godfather
stalker
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singing "this orc is so tired" to the tune of "this girl is on fire"
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Post by icarus on Nov 8, 2018 12:13:15 GMT -8
I've been trying to ruminate on this for the last week... and I don't want to just pop in and say, "OH, yeah, I agree with everything that's been said so far!" because that's quite a bit like...what we're discussing.....we don't like....
but, basically? yeah. super hard agree with the first topic discussed; especially with Mom and Sam's points.
On the current topic...as a GM that has worked really hard, especially in my last two games, writing flavor... I did feel like I was taken advantage of--or, would it be better to say I felt unappreciated? I'm not really sure which phrase fits best right now. sorry. but, yeah. I love all the themes we've had so far and everyone's writing is so different and brilliant and I love all of it. There aren't enough words to describe how much I love sharing all of this with everyone and I do really like to hear what everyone has to say about...well, the writing.
Okay. Um.
I think that covers everything.
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Godfather
782
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Love y'all <3
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Post by dreymiadne on Nov 8, 2018 14:30:57 GMT -8
I love the idea of a post-game reflection thread with a poll where we could thank GMs, appreciate our favorite flavor, discuss any new mechanics/roles, praise other players for great gameplay, etc.
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Godfather
Barry B. Onseler
882
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Indeed we
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Post by Otisander on Nov 8, 2018 15:28:45 GMT -8
In the same boat as Teru in regards to not wanting to just be like "yeah, everything being said right now is pretty good", but I'll toss in my, more than likely repetitive, two cents now.
The themes are great! I feel that they really add a lot of interest to the games, and for the two on DV that I played in, it was really fun to dress my avi according to the theme and make a character for that game's world. Though the main thing that brings the games to life even more than the themes is the writing. Even if a game had a great theme that was full of interesting possibilities and had a great world behind it, if all we got for rollovers were "The Mafia killed [PLAYER_NAME], the [ROLE_NAME], in the night, discuss" or "You lynched [PLAYER_NAME], the [ROLE_NAME]. Good, now go to bed (or maybe don't)", games would be a lot more dull and wouldn't be nearly as fun as they are now. Having a time and place to appreciate our writers and GMs, whether on old game threads or on new ones made with that specific purpose in mind, is something that I fully support. Our writers and GMs should feel appreciated for all the work they do so we can play and enjoy cool games, and they definitely shouldn't feel like they've been taken advantage of or taken for granted because they aren't taken for granted! I'm pretty sure that everyone here has at the very least one moment from the games they've played that really resonated and amazed them. I know that for me personally, the surrealism and portrayal of my deathscene flavor in Worlds at War really stood out to me, having the whole thing narrated like some sort of vision I was having or something I was only half experiencing, a fitting send off, both in that I was a medium that round and in that I had chosen not to act that night since I had a feeling I was dead anyway. And its not just Worlds at War where I found a piece, or pieces, of writing that really stood out to me. While all of my investigator results from Crash Landing were wonderful, the way that my results for investigating Cricara were written was outstanding, the part that I like the most being my reaction to seeing the mafioso walk off carrying Imagine's bone saw. It really highlighted, and made me feel vicariously, the anger that my character would have had seeing these criminals disrespect a good person like that and use a tool that was meant to help people that was owned by the person who had saved all of them and use it to kill yet another innocent, and the helplessness my character would feel knowing that she couldn't do anything to stop them. And likewise, Sam's morning rollover flavors were fantastic, especially with how creative and different the deaths were, it showed the unpredictable and powerful and mysterious ways of the demon mafia well, in my opinion. I almost felt bad that mafia lost so early because while yes, a town win is great (and I got to survive), I was really interested to see what the fiend would do next, and I felt a real air of suspense where I was always excited for rollover to come.
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Administrator
The Devourer
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RUN.
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Post by jijeex on Nov 8, 2018 16:04:36 GMT -8
If we do it in a separate thread we can always treat it like an afterparty of sorts lmfao
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Townie
King of Ghosts
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His chair now.
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Post by Samson on Nov 15, 2018 2:47:06 GMT -8
Hello, everyone. I was sick for a little while so I missed the discussion here while it was happening. As someone who's written two full games for this group (both 12.5k+ in length), I have a couple of thoughts on what could be done differently--if themes are something you enjoy and would like to see continued here, of course.
Thank your GM and writer: kind of super obvious, shouldn't really need to say this. People in the past have gone to a lot of effort for this group, so if you've had a nice time playing in the future, acknowledge the work that's gone into creating that experience for you. Given that everything here is done entirely for free out of passion and personal interest, it's literally the least you can do to thank the people responsible--including other players.
Use the flavour text language: if you like the themes enough that you want them to be part of the games you get to play in, your side of things is that you really ought to use the language the flavour text provides when discussing other roles--i.e., "keeper," not "jailer," or "priest," not "doctor." It's a little thing--and maybe to you it's more annoying or inconvenient than anything else, having to learn these new roles each time--but if you, the players, can't be bothered to do it to keep up some ambience during daytime play, why do we bother with themes at all? It's one way players can participate in the world that's been created, and I personally think that the toll you pay to play themed games--where people have gone to trouble to make unique roles with fun night actions etc.--is that you actually do have to learn what the new roles are called.
Compliments are nice but feedback is better: if something really worked for you--it had an emotional impact, you had fun because of it, you felt it worked well, you'd like to see something similar in other games--that's the kind of thing creators like to hear about. "I liked it" is nice, but "I liked it because..." is actually useful. I'm seconding the suggestion of an end-of-game session to thank players and creators, give awards, that sort of thing, but it's also worthwhile mentioning that it doesn't necessarily need to be built into the structure of playing itself to reach out and go, "Hey, cool thing you did." This is particularly important to me because this group has a lot of creators (GMs, writers, and future GMs and writers) who aren't me and therefore possibly have a little less confidence in running a whole game etc., and would really benefit from hearing encouraging and constructive feedback from players once in a while. If you want people to take on the daunting task of entertaining everyone for a whole week (several hours of work all up), you need to work to make the environment one where people feel some amount of valued for doing so.
Fewer themed games: I think part of what created the problem this group currently has is the fact basically every game since the inception has been themed. This both speaks to the generosity and creativity of the group--but it also means you can wind up taking what's actually quite difficult to pull off for granted. Therefore, I think having quicker/non-themed games between themed ones can take the pressure off creators to be constantly thinking of/writing new material, and will mean that players get to play good old vanilla mafia more often too. The last thing anyone--player or creator--wants is to become exhausted, and you know what they say about having too much of a good thing.
So those are my thoughts. I'll add more if I think of them, but I think this is a good enough start. To be perfectly honest, I was fairly surprised (and insulted) by how poor the manners were after the last game, but hopefully this group will consider how they interact with their GMs and other creators in future.
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