(May 14th, 2013, 23:31)Mattimeo Wrote: I disagree that information sharing being recommended is a flaw. The game being about WIFOM of who will be sent seems much more interesting to me than randomly losing 'cause you had no idea who the bomber on your own team was, let alone who the president he was supposed to share a room with was.
I could get behind 4-4-3-2-1. Or even 4-3-2-1 for a shorter game, to be honest.
and Bigger, how were you planning on having the private reveals transmit foolishness?
If it's the dealer doing the revealing, just wait until you know who is actually on the other team, and force them all foolish against their will by privately revealing to them.
If it's the player revealing to the dealer, how on earth are they supposed to know they're now foolish?
??? I said no private reveals at all. only 2 way full reveals (or color reveals) are allowed. so the dealer can't reveal to his own team without foolishing them, or he could reveal to the other team if he wished and foolish them.
cyne - the difference is with sending 4 guys, whoever has the power in that room can keep it. sending 5 you can't keep control of the room (since you're sending more than half). not the same at all. I also agree w/ matt - we don't really have any idea what the meta is anyway after only one game. I suspect people will be more secretive in general the more games we play.
Please don't go. The drones need you. They look up to you.
Ah, I'd interpreted "private reveal to get around the dealer restriction" as specifically relating to getting around the dealer, rather than private reveals in general. I believe they still have a use outside the dealer - you can let someone know exactly who you are without them having to trust you with a full reveal. Good for people entering rooms where the colour distribution is known and agreed on by all currently there.
You do still keep control of a room with 5 - it's just the *other* room, rather than the one you started in.
-- Don’t forget.
Always, somewhere,
someone is fighting for you.
-- As long as you remember her,
you are not alone.
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
I'll have a more detailed writeup later, but not right now cause I've been pretty sick like a dog the last 2 days.
Quick thoughts: I think the game went decently well, but I wish I had set it up better. I wanted to keep the game at a basic level role-wise, in order to keep the game from being too confusing, but the roles I chose didn't do anything to help with the main issue of quick information all being out in the open, and the game from getting to a coin-flip end decision like it did. I think that there are enough powerful roles that can be added that would eliminate or at least greatly alleviate that problem, and I can try and put together a few examples to show that. I wanna wait and see some more feedback about what players liked and disliked before putting those into play though.
I feel like there should be less reveals. Like maybe each person gets 1 role reveal and 1 colour reveal per day. No verified public reveals. The information was just incredibly free in this game, and I don't really feel like that was due to bad play.
As a spy, I was initially a little irked that it became clear that there was little way to avoid doing role reveals. I could have clammed up entirely from the start, or I could claim fugitive. Am I missing something here?
Random observations: The greys were really powerful. There were a lot of quite inconsequential parts of the game, where what you do doesn't really matter. And things felt quite mechanistic.
I enjoyed it, but I'm not sure I'd enjoy it again unless there were some substantial rule revisions.
Thanks brick for running this. Obviously we had some teething problems with the move order submissions. my thoughts are
- Both teams did a very bad job of keeping roles secret from the other team. Of course this is hard with everyone having to post publicly. I feel like this would work better live since people would talk to each other in small groups
- It's rather boring for the team not in control of the room as lurking/trolling becomes the correct play
- Kingmaker/coin flip endgame scenarios look like a serious flaw in the design of the game. I would only play a second round if the setup addresses these problems somehow.
- I really did roll dice at the end, I had no way to guess what blues would do. Blues could make Rowain lose was to keep both Rowain and Gazglum there. But I didn't think this factor would influence their final decision at all. I guess the final result isn't unfair, as red team did a better job of negotiating with greys than blue did.