If I had to summarize this game in three words, they would be complication, interpretation and a headache. From the start I knew it would never be a completely clean game with everything going as it should, though, and I’m actually quite satisfied (as well as relieved) that it ended up being relatively fine.
I’m not going to go too in depth on the pacts made as to be honest it is just too complicated to think of what five separate teams were thinking, instead I will briefly summarize how it went.
The idea of having five factions and these pact limitations was that you had to fight to get pacts in. As long as an uneven amount of factions exists, there would always be at least one of them missing out on a kill every night. This was to encourage each team to be really aggressive. Unfortunately, it seemed the Heroes Who Couldn’t Resist Saving The Day didn’t get a whole lot done at all, while the Villains with Clichéd Plans and the Ones with Questionable Motives, led by Brain and dak respectively, actually did a lot. dak in particular was doing extremely well, killing off people left and right with loopholes and traps while dodging them by himself.
As of Brain’s death, Accent took over leading the Villains, and around that time me and thunda decided to simplify the game a lot as it was headache-inducing to keep track of all the promises made, not even regarding the personal interpretations. We left out some things like items and person-specific pacts thinking to start small, and in retrospect we should have started with microscope size. This seemed to have affected dak’s plans severely, and that combined with dak’s fairly bad luck role-wise (his kill on Accent got bodyguarded) the game shifted in the Villains favour.
If I were to do it again, I would probably go with my old idea of having more roles locked to persons, while two or three people per team would be role-less and thus free to execute pact roles or generally negotiate. I would also probably lessen the amount of roles: it seems the only roles that were really useful were persuader (which secured the lynch and made silencer obsolete), bodyguard (to guard an important player) and of course killer.
I was somewhat disappointed with some people’s activity to be honest. At the start it looked like we gathered the highest quality of sign-ups, but after a few cycles it seemed only a few people were really doing anything.
Best player awards go to Accent and dak for their plannings and predictions, as well as their high interest.
Worst player goes to Earthworm for getting himself godkilled for posting outside the UBV forums with his alias then reposting even after being told not to. Dumb Earthworm.
I would also like to thank thunda for the amazing flavour in this game as well as his huge help in co-hosting (particularly setting up the UBV forums in his DBZ domain), and everyone who showed interest. I’m not sure if there will be a pact game again, probably not in the near future but who knows!
I’m not going to go too in depth on the pacts made as to be honest it is just too complicated to think of what five separate teams were thinking, instead I will briefly summarize how it went.
The idea of having five factions and these pact limitations was that you had to fight to get pacts in. As long as an uneven amount of factions exists, there would always be at least one of them missing out on a kill every night. This was to encourage each team to be really aggressive. Unfortunately, it seemed the Heroes Who Couldn’t Resist Saving The Day didn’t get a whole lot done at all, while the Villains with Clichéd Plans and the Ones with Questionable Motives, led by Brain and dak respectively, actually did a lot. dak in particular was doing extremely well, killing off people left and right with loopholes and traps while dodging them by himself.
As of Brain’s death, Accent took over leading the Villains, and around that time me and thunda decided to simplify the game a lot as it was headache-inducing to keep track of all the promises made, not even regarding the personal interpretations. We left out some things like items and person-specific pacts thinking to start small, and in retrospect we should have started with microscope size. This seemed to have affected dak’s plans severely, and that combined with dak’s fairly bad luck role-wise (his kill on Accent got bodyguarded) the game shifted in the Villains favour.
If I were to do it again, I would probably go with my old idea of having more roles locked to persons, while two or three people per team would be role-less and thus free to execute pact roles or generally negotiate. I would also probably lessen the amount of roles: it seems the only roles that were really useful were persuader (which secured the lynch and made silencer obsolete), bodyguard (to guard an important player) and of course killer.
I was somewhat disappointed with some people’s activity to be honest. At the start it looked like we gathered the highest quality of sign-ups, but after a few cycles it seemed only a few people were really doing anything.
Best player awards go to Accent and dak for their plannings and predictions, as well as their high interest.
Worst player goes to Earthworm for getting himself godkilled for posting outside the UBV forums with his alias then reposting even after being told not to. Dumb Earthworm.
I would also like to thank thunda for the amazing flavour in this game as well as his huge help in co-hosting (particularly setting up the UBV forums in his DBZ domain), and everyone who showed interest. I’m not sure if there will be a pact game again, probably not in the near future but who knows!