@Chomps turned me into a house pet
noooooooooo he wants to be the house pet nooooooo make him lose noooooooooo
I use next night’s factional kill on tutuu
i didn’t play this game (obv lol) but just wanted to say i loved this game’s flavor lol like i really liked it so props to the hosts
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I should actually read Percy Jackson at some point. Got torn to shreds in QBCord for revealing that I found it boring and dropped it halfway through Sea of Monsters.
(by the way Ash, you deserved this)
Is there spectator chat?
Or a dead player chat
Spectator chat is here:
So much stress during the mafia game. So much liberation after it’s over. It feels great
I might be too neurotic to enjoy mafia. I’m just hurting myself
nyaaaaaaaaaaaaaaaaaaaaaa it’s the good kind of stress IMO thtbhtbthbthtbhtbthbthtbhtbthbthb
also nyaaaaaaaaaaaaa I thought you did this
It could be different for different people. I didn’t feel good during the game, or in my previous game. I think I can enjoy Mafia when I can take on a supporting role. I default to trying to do that, that’s in my comfort zone. If I decide that my best chances to win involve me having to lead, I will do it, but I will feel bad about it. I don’t want to do high-stakes decisions. I prefer it when other people are loud and I just navigate around them. Maybe I can still enjoy mafia but if I manage to sneak into a game that can have such a dynamic. I enjoyed Combinatorics Mafia because there were many loud people and I didn’t have to be
Jinx. I just mentioned why I felt calm in Combinatorics
Percy Jackson I felt good in too. I knew I could rely on multiple people
Mafia were the only ones that benefited from the modkill. There’s nothing that can convince me otherwise. Th fact that mafia jgot a second nightkill over it also rubs me the wrong way.
I still have trouble believing that Magnus was town with how he was reading me in bad faith. I thought he had realized how to read me better than that although thinking of how much he claimed I was polarized is really amusingin hindsight because as this game and several wolfgames of mine have shown, I’m definitely not polarized and I honestly hate iy when people claim that I am.
Going through and reviewing the roles, I find I am actually almost fully satisfied with how the setup turned out. There were a couple roles I felt were underwhelming or wished to change:
- tutuu’s role, Yumeko Jabami, the gamble-loss backup, should have had an additional mechanic, some reward for winning a gamble or a “consolation prize” for gambling a player who was not executed. Perhaps it could have learned who a player gambled on under certain circumstances.
- beancat’s role, Kirari Momobami, the vanillaizer, was also underwhelming, though it was never used due to its owner’s inactivity, so it is difficult to evaluate in a vacuum. Much of the interest of the role was outsourced to the user’s choice of game – I wanted to have at least one “open-ended” role. I wish it had been used.
Both Yumeko Jabami and Kirari Momobami were changed in review, the former from an alignment cop with a risk of death (the exact inception was undecided) and the latter from a proper gladiator which required players use their gambles to vote. I feel if I had spent the same amount of time on those roles as I had the others, they would have turned out more interesting. However, they were both still perfectly functional as-is.
In general, my one regret is that the roles did not have as much interaction with the gamble system as they could have. The two roles which did so, Yumeko Jabami and Kirari Momobami, were cut and changed out for ones which did not, and I wish I had kept that aspect of the roles intact.
During the game, I expressed regret over not making Ryota Suzui compulsive, as I worried Marluna would never use the role, but that worry did not pan out. In that context, I do not mind that the role was not compulsive. It is fine so long as using it was still an option. Decisions are the game, after all; if a role has only one reasonable usage, then the role may as well be automated and the player may as well be not interacting with the game at all.
Thanks for hosting
The “hidden interactions” were that the paired Watcher/Tracker roles normalize on the other player’s death – the town Watcher gets a one-shot standard watch, while the mafia Tracker permanently becomes a standard Tracker. Not revealing this was technically a lie in the rolecards, so I had to include that line in the original post.
I was worried that revealing these aspects to the roles’ owners would lead them to try to kill the other, which was not the intended gameplay. I wanted the mafia Tracker to keep the town Watcher alive to manipulate them, and I wanted the mafia Tracker to be able to stay alive by leveraging the town Watcher’s desire to keep their results coming.
It would have been interesting to add interactions based on related characters targeting each other, but that was not something I thought of, honestly.