12999th poster gets a cookie (cookie thread (Part 7)) (Part 8)

I think the best strawberry ice cream I’ve ever had was some place eevee took us in Zakopane

it deadass tasted like real strawberries to a degree that was almost unbelievable

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like it was clearly ice cream but the taste was just strawberry

and I’ve had good strawberry ice creams before but this was like

the “ice cream” part was nowhere to be found in the flavor profile

it was actually kinda bizarre and I’m not sure it would be my go-to constantly but I was still blown away by it

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shoutout @eevee btw, what a friend :orange_heart:

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I think my go-to for “good strawberry ice cream” is Haagen-Daaz.
Banger ice cream.

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official new kendrick review
7.5-8/10
pretty solid on first listen through
might relisten or read through lyrics to see if once i understand shit it hits better

I’ve always been a strawberry hater but it was based off trying it once as a kid and feeling really sick. Maybe I’ll try your good strawberry

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I’m afraid im becoming a hello kitty girl

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but the guy version of it

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began watching one of the newest series on youtube and it’s peak

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jenna and a friend of ours has already listened to it lol

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Have I underestimated the concept of mechanics?

A standard game’s mechanic is:

  • constants of 48/24 hour phases
  • plurality and majority
  • night actions can target anyone, unless otherwise stated

…yeah, no. Those two three are [the core mechanics]. Let’s see what I have in comparison.

Non-standard core mechanics

  • no plurality, true majority
  • non-constant phases, yet still constant sod/eod
  • send players to judge players in case LYLO fails
  • night actions cannot target everyone during certain times and/or situations

Non-standard standalone mechanics:

  • deck of cards
  • bestow and inherit (actually, this one probably belongs somewhere else?)

Uh… “whatever categories”:

  • rewards for correct predictions
  • points as means of gaining power
  • power chosen by the (select few) people
  • time changes power
  • order matters
  • add some extra (this one might belong somewhere else as well)
  • obscurity and clarity
  • divided and united we exist (AKA “fucky wucky”)
  • power depends on time
  • one final trick
  • public shaming, for naught
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542 has aura i felt it 2 posts away

jail

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jail

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A+ tier number.
Missing the oomph that numbers like 117 and 792 have.

Actually, how many types of abilities are there?

  • Store
  • Unison (Temporary)
  • Manipulation (Bus Driver, Roleblocker, Redirector)
  • Modifier
  • Hidden
  • Side A/B
  • Season
  • Farewell
  • Card

Nine types… Yeah, no. This is not going to cut it. There is no fricking way I am letting everyone become Ohma Zi-O.

I can remove Store Abilities and change the rewards into Mechanic-related stuff instead.

Unison Abilities are meant to be temporary, and non-inherent, so those are fine.

Manipulation is a type that doesn’t necessarily need to exist for everyone, much like “Time”.

Modifiers don’t necessarily need to be an entire ability. (In fact, I’m the crazy one for making these types of abilities.)

I can remove Hidden if I let it interact with other mechanics.

Cards are not inherent either, and I could arguably modify these to accomodate other mechanics as well.


So all that I am left with are…

  • Side A/B
  • Season
  • Farewell

YIKES. Three types of abilities…
That’s still a no-go. I suppose I can make Farewell abilities not mandatory, which will leave me with two main types of abilities, of which some may be affected by Hidden.

…I mean, as far as no-thought talking goes, it’s not a bad start to make a setup. Heck, I can probably transform ASTT - Alt. Quantum to be the base of this “System FM”. Though that would sadly mean that I would destroy a couple of that game’s roles…

No, I think I just have to start from scratch.

Quantum and Seasons. These two are “the core inherent ability mechanics”. Everything else are just either extra inherent abilities or obtainable abilities.

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Obscurity… Urgh. I need to establish which mechanics are truly standalone. I need to revisit Cards since those are too versatile to not be used alongside other mechanics.

In hindsight, it should be Modifier that is the standalone mechanic. The issue is that I want it to keep existing even after Quantum’s and/or Farewell’s death, but realistically I can’t let that happen. (Especially not with Bestowal’s secondary nature.)

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I might redesign riichi mahjong mafia. It’s kinda boring as is. Everybody gets a different role each night with better roles being rarer… it removes a decent amount of strategy (role value can’t play a part in nightkills, investigating what somebody’s role is becomes kinda useless, you can’t come up with creatives claims or anything) without adding so much. Drawing board…

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So much of the game ends up coming down to random chance you can’t manipulate at all. In real mahjong you have choices. You get a starting hand and you can pick which direction to take it, usually between “low value but safe and reliable” versus “high value but risky”

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A way to do that in mafia would be nice. You can just take something ok and guaranteed if you’re winning or you can take big swings for high value stuff but risk failure if you’re losing…

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