Who receives the official MVP?


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    15
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Ratchet

The End and the Beginning
If anyone has any specific complaints they'd like to make, I'd ask they please direct them over to me so I can look over them. I only have a limited view on everything that happened this game, so I'll need as much detail as possible.

Currently, the only one I have as receiving a strike is Rej, for hosting conduct. Rej will retain his role as a coach, but did cross a line with some of his criticism towards players, and because he's a coach it's important to be hard with this line.
 
Post Game Thoughts (Osie)
A few post-game thoughts...

First off, I'm happy that most (if not all) players seemed to greatly enjoy the setup and game. I think the expedition mechanic is a nice level-up effect that ties-in well with the flavour. I might have liked something with less of a random factor, but I'm not certain that it would have been as clean of a concept. I was pleasantly surprised at how quickly this setup came together, and @Rej was a pleasure to work with even in some of our more contention-filled moments during design and in-game. My responsibilities throughout the game ranged from being more of a cohost/backup to being more of a reviewer/semi-coach, and maintaining that baseline of mutual respect whether or not we agreed on any particular point makes working with hosts like Rej delightful.

There's always some lessons to be learned from games. A small handful of points here:

  • Design-wise, finding ways for different roles to synergize plays to the team aspect of the game. Particularly for the Mafia team, this is crucial. I'm relatively happy with how this turned out, though I might have liked a little more on the Town side as well. I don't think it was balance-affecting though.
  • When designing/hosting, plan out and announce how you're handling certain semi-common cases. We had some back-and-forth during the game about how to resolve actions, ties, and parity. When it does come up that you haven't planned for something, deciding on something and being consistent is important. I would put particular emphasis on, when there is uncertainty, trying to find a fair and enjoyable player experience. Most of the discussion for this happened behind the scenes. Thankfully, there was nothing super crazy in this setup, and thankfully we mostly agreed on stuff where it mattered (or could easily agree to disagree).
  • When hosting, have a plan to be organized. Excel/Google Sheets are your friend, especially in a game like this. In that vein, even if you think it might not be needed, having a cohost is good for any game with a double-digit or higher number of players, even if it's just someone to tell you to step back and take a breath, check your work, or do a vote count now and then.
  • I'm not a fan of subbing dead players back into the game. Most of my solutions to running out of subs involve more asking of people directly from other communities, but that gets tiring fast for the host. The more games I see over the years, the more I feel that forced subs should be more strongly considered for modkills or similar. One avenue that could potentially work is partial mod actions like modcrushing (temporarily vanillaizing the player), modblocking (roleblocking the player), or even modthugging (making a player voteless for a phase). I could see consideration of building those into setups, even if at this time, that does usually feel a bit brutal. This is a discussion to be had as a community.
  • Some basic game integrity:
    • This is a game. If you can't avoid it becoming personal, don't play with the relevant person. You shouldn't need to have people on ignore, or to tell people that you hate playing with them, that they're gamethrowing, angleshooting, etc. If you think someone is rulebreaking, bring it up with the host(s). If your real life is getting in the way of you playing appropriately, then you need to step away. If your emotions are getting in the way of you playing appropriately, then you need to step away. And with that, understanding that the other players and hosts are not out to get you on some personal level is a basic aspect of maturity required to interact as adults, let alone to enjoyably play a game with others. There were several instances of grudges, self-victimization, and emotionally-driven escalation this game which were completely unacceptable.
    • Subbing out should happen privately, calmly, and politely, and as soon as the request is made, you should stop posting, unless explicitly agreed upon otherwise. There were a few instances in which players seemingly requested sub-outs from frustration, and at least sometimes, back-tracked. I think it's good to have a policy of allowing people to take private sub-out requests back, of confirming that the players want to sub out after they've had a chance to take a breather, particularly when replacements are hard to find. But I also think that requests should be considered absolute unless/until the host has explicitly agreed to that request being taken back. Players should absolutely not be requesting to sub out, then going back to playing soon after, particularly if the request is made in frustration. Public requests absolutely shouldn't occur, but when they do, no take-backs.
    • I actually think we mostly over-moderated a little bit on the no-claiming rule. There were also a few instances of mild angleshooting/OGI that went unanswered that maybe should have been more directly cautioned against. Again, though, in terms of that stuff, moderation or similar host communications should be taken as a caution/advice, not a reflection of personal failure. We're not out to get you personally any more than your other players. Most players were very reasonable on this front.
  • The Mafia team here was very good at remembering that, fundamentally, the game is a team game. Their working together and use of team chat was really commendable.
  • A general recommendation for all players in pretty much ANY mafia game (especially Role Madness) is to ask as many role-related questions as you can of the hosts, and reread accessible information regularly. Sometimes you might not even realize that you don't understand something about the game, or that you didn't read something closely enough the first time. Mafia is a game of information. If you can maximize the information you understand and know for certain, it will usually help you as either alignment. Even if the hosts can't answer every question you ask, it doesn't hurt to ask.

Even with some small snags here and there, I think it's fair to say this game mostly ran rather smoothly.

Thanks to Rej for a solid concept, and both Rej and the players for a solid game.

Go read the Hell's Paradise manga. It's fantastic.

 

Rej

I wear Dior, not a fad, fad, fad, fad...
A few post-game thoughts...

First off, I'm happy that most (if not all) players seemed to greatly enjoy the setup and game. I think the expedition mechanic is a nice level-up effect that ties-in well with the flavour. I might have liked something with less of a random factor, but I'm not certain that it would have been as clean of a concept. I was pleasantly surprised at how quickly this setup came together, and @Rej was a pleasure to work with even in some of our more contention-filled moments during design and in-game. My responsibilities throughout the game ranged from being more of a cohost/backup to being more of a reviewer/semi-coach, and maintaining that baseline of mutual respect whether or not we agreed on any particular point makes working with hosts like Rej delightful.

There's always some lessons to be learned from games. A small handful of points here:

  • Design-wise, finding ways for different roles to synergize plays to the team aspect of the game. Particularly for the Mafia team, this is crucial. I'm relatively happy with how this turned out, though I might have liked a little more on the Town side as well. I don't think it was balance-affecting though.
  • When designing/hosting, plan out and announce how you're handling certain semi-common cases. We had some back-and-forth during the game about how to resolve actions, ties, and parity. When it does come up that you haven't planned for something, deciding on something and being consistent is important. I would put particular emphasis on, when there is uncertainty, trying to find a fair and enjoyable player experience. Most of the discussion for this happened behind the scenes. Thankfully, there was nothing super crazy in this setup, and thankfully we mostly agreed on stuff where it mattered (or could easily agree to disagree).
  • When hosting, have a plan to be organized. Excel/Google Sheets are your friend, especially in a game like this. In that vein, even if you think it might not be needed, having a cohost is good for any game with a double-digit or higher number of players, even if it's just someone to tell you to step back and take a breath, check your work, or do a vote count now and then.
  • I'm not a fan of subbing dead players back into the game. Most of my solutions to running out of subs involve more asking of people directly from other communities, but that gets tiring fast for the host. The more games I see over the years, the more I feel that forced subs should be more strongly considered for modkills or similar. One avenue that could potentially work is partial mod actions like modcrushing (temporarily vanillaizing the player), modblocking (roleblocking the player), or even modthugging (making a player voteless for a phase). I could see consideration of building those into setups, even if at this time, that does usually feel a bit brutal. This is a discussion to be had as a community.

  • Some basic game integrity:
    • This is a game. If you can't avoid it becoming personal, don't play with the relevant person. You shouldn't need to have people on ignore, or to tell people that you hate playing with them, that they're gamethrowing, angleshooting, etc. If you think someone is rulebreaking, bring it up with the host(s). If your real life is getting in the way of you playing appropriately, then you need to step away. If your emotions are getting in the way of you playing appropriately, then you need to step away. And with that, understanding that the other players and hosts are not out to get you on some personal level is a basic aspect of maturity required to interact as adults, let alone to enjoyably play a game with others. There were several instances of grudges, self-victimization, and emotionally-driven escalation this game which were completely unacceptable.
    • Subbing out should happen privately, calmly, and politely, and as soon as the request is made, you should stop posting, unless explicitly agreed upon otherwise. There were a few instances in which players seemingly requested sub-outs from frustration, and at least sometimes, back-tracked. I think it's good to have a policy of allowing people to take private sub-out requests back, of confirming that the players want to sub out after they've had a chance to take a breather, particularly when replacements are hard to find. But I also think that requests should be considered absolute unless/until the host has explicitly agreed to that request being taken back. Players should absolutely not be requesting to sub out, then going back to playing soon after, particularly if the request is made in frustration. Public requests absolutely shouldn't occur, but when they do, no take-backs.
    • I actually think we mostly over-moderated a little bit on the no-claiming rule. There were also a few instances of mild angleshooting/OGI that went unanswered that maybe should have been more directly cautioned against. Again, though, in terms of that stuff, moderation or similar host communications should be taken as a caution/advice, not a reflection of personal failure. We're not out to get you personally any more than your other players. Most players were very reasonable on this front.

  • The Mafia team here was very good at remembering that, fundamentally, the game is a team game. Their working together and use of team chat was really commendable.
  • A general recommendation for all players in pretty much ANY mafia game (especially Role Madness) is to ask as many role-related questions as you can of the hosts, and reread accessible information regularly. Sometimes you might not even realize that you don't understand something about the game, or that you didn't read something closely enough the first time. Mafia is a game of information. If you can maximize the information you understand and know for certain, it will usually help you as either alignment. Even if the hosts can't answer every question you ask, it doesn't hurt to ask.

Even with some small snags here and there, I think it's fair to say this game mostly ran rather smoothly.

Thanks to Rej for a solid concept, and both Rej and the players for a solid game.

Go read the Hell's Paradise manga. It's fantastic.

Thanks Osie it was a great experience, I will def take some stuff I learned into the future, and I am happy you ended up liking my concepts.
You were also a great help in polishing up some more complicated roles. In the end I am happier with how things ended up.

I guess we deserve a break, but I would be glad to maybe do another joint work in a year or two if we are still around. :optimistic:
 
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