OC [Multifaction] Time Travel Mafia - GAME OVER

Cycle 9 Update:
New period, new update! First, the vote:

Users voting for Lechen:

Mekkah
Sunny

Users voting for Mekkah:

AngryPidgeon
Lechen

Mekkah is the vote for Cycle 9
There is one death tonight, Mekkah:

Dear Mekkah,

You are Akemi Homura

Origin: Puella Magi Madoka Magica

You are a Magical Girl who uses her time travel powers to loop the same two weeks over and over in an effort to avert a terrible fate. In combat, you stop time so you can collect weapons and fire them at your targets.

Active: Delay. By touching your target, you can adjust the time stream around both of you and disorient them.

Target one player. If this action is successful, your item actions and the entirety of your target's actions will resolve in the following cycle instead of the current cycle. If this ability is used in Cycle 4 of a period, the actions resolve on Cycle 1 of this period, looping back around to the beginning. Effects which target you or or target this cycle still affect the delayed actions in the following cycle.

Passive: Persistence. You will go back as many times as it takes to change history and protect your friends and the city. You will shoulder the burdens of this world that no one else will. And nothing will stop you when you are determined.

Your actions ignore protective roles when used on players you unsuccessfully targeted last cycle.

You are allied with the Wanderers. You win if the Wanderers are the last ones standing.

Mekkah is claiming the record for most flipped and unflipped PM of all time.

It is now Cycle 10, which ends 10/22 at 11:00 PM Eastern. Once again, if you want shorter deadlines, please let me know.
 
Cycle 10 Update:

First, the Vote:

Users voting for Sunny:

AngryPidgeon
Lechen

Users voting for Lechen:

Sunny

Users not voting:

Mekkah

Sunny is the vote for Cycle 10

There is one death tonight, Sunny:

Dear sunny004,

You are The Unmarried Mother

Origin: Predestination

You are a walking paradox of a human being. You have worked many jobs on both sides of the law, been both a man and a woman, have given birth to yourself and ultimately killed yourself.

Active: Varied Skillset. You have been an agent, a murderer, a secretary, a bartender. It’s a lot to keep track of, but you’re a jack of all trades.

Once each per 4 Cycle Period, you can target a player and:
  • Receive their full Role PM
  • Kill that player
  • Protect them from kills
  • Prevent ALL non killing actions from targeting them

Passive: Convoluted Narrative. Your story is told all over the place and you encounter yourself at so many different points in your life that you can’t make sense of it.

You submit your Cycle 2 actions during Cycle 1. You submit your Cycle 4 actions during Cycle 2. Then you submit your Cycle 1 actions, then your Cycle 3 actions.

You are allied with the Wanderers. You win if the Wanderers are the last ones standing.

It isn't over for the Wanderers, since the game is still going on

It is now Cycle 11, which ends 10/24 at 11:00 PM Eastern
 
Updated Cycle 10 (Sunny is alive, AP is dead):

Lechen is the Vote for Cycle 10


There is one death tonight, AngryPidgeon

Dear AngryPidgeon,

You are Xehanort

Origin: Kingdom Hearts

You are a master manipulator who split your body into pieces, schemed across generations of time, and seeks to ignite a conflict between 7 lights and 13 darknesses. You have the power of possession and are a master of the dark arts.

Active: Puppet Master. You have the ability to corrupt those who follow the light, and take great pleasure in controlling the innocent and making them do your bidding.

Target two players, you will redirect all of the first player’s actions to the second if the first player is not taking a killing action.

Passive: 13 Darknesses. You have split your body into an army of capable vessels, and it will take a coordinated effort to bring you down for good.

You cannot die unless you are targeted by at least one member of every currently living enemy faction.

You are allied with the Villains. You win if the Villains are the last ones standing.

Cycle 11 Update:

First, the Vote:

Users voting for AngryPidgeon:

Lechen
Mekkah
Sunny

Users voting for Lechen:

AngryPidgeon

No one is voted in Cycle 11

There are no deaths in Cycle 11

It isn't over for the Villains, because the game is still going

It is now Cycle 12, which ends 10/26 11:00 PM Eastern
 
Cycle 12 Update - GAME OVER
The convoluted time travel movie is nearing its conclusion, and the camera pans over Sunny004's burned visage. Lechen looks over at him, pulls out the Wondershot, and asks,

"So what happens now? You've got nothing left and I'm here to kill you."

"Well you see, Lechen, I was just getting to that part of the story. You shouldn't even be here right now. Let me tell you about how I got here, how I won this game on Cycle 11..."

Lechen chortles maniacally,

"Cycle 11? How would you know what happens in Cycle 11? I killed you in Cycle 10 with this weapon. Two Sunny004s with the same gun..."

"What? But how?"

Cycle 9

Sunny004 is the vote for Cycle 9

There is one death in Cycle 9, Mekkah
Dear Mekkah,

You are Akemi Homura

Origin: Puella Magi Madoka Magica

You are a Magical Girl who uses her time travel powers to loop the same two weeks over and over in an effort to avert a terrible fate. In combat, you stop time so you can collect weapons and fire them at your targets.

Active: Delay. By touching your target, you can adjust the time stream around both of you and disorient them.

Target one player. If this action is successful, your item actions and the entirety of your target's actions will resolve in the following cycle instead of the current cycle. If this ability is used in Cycle 4 of a period, the actions resolve on Cycle 1 of this period, looping back around to the beginning. Effects which target you or or target this cycle still affect the delayed actions in the following cycle.

Passive: Persistence. You will go back as many times as it takes to change history and protect your friends and the city. You will shoulder the burdens of this world that no one else will. And nothing will stop you when you are determined.

Your actions ignore protective roles when used on players you unsuccessfully targeted last cycle.

You are allied with the Wanderers. You win if the Wanderers are the last ones standing.

AngryPidgeon emerges from the shadows, hunched over and decrepit.

"Hohoho, you couldn't even save Mekkah in the end."

"That was never the plan! It would have all been worth it if I could just get to you! You were stuck chasing Lechen on Cycle 11, but you would have been alone and defenseless..."

"And now your fate is sealed. Without help from your past self, you're a sitting duck in Cycle 10. Once you get to be as old as I am, you learn a lot about multigenerational time traveling schemes. I wish you better luck in the next life..."

Cycle 10
Sunny004 is the vote for Cycle 10

There is one death in Cycle 10, Sunny004
Dear sunny004,

You are The Unmarried Mother

Origin: Predestination

You are a walking paradox of a human being. You have worked many jobs on both sides of the law, been both a man and a woman, have given birth to yourself and ultimately killed yourself.

Active: Varied Skillset. You have been an agent, a murderer, a secretary, a bartender. It’s a lot to keep track of, but you’re a jack of all trades.

Once each per 4 Cycle Period, you can target a player and:
  • Receive their full Role PM
  • Kill that player
  • Protect them from kills
  • Prevent ALL non killing actions from targeting them

Passive: Convoluted Narrative. Your story is told all over the place and you encounter yourself at so many different points in your life that you can’t make sense of it.

You submit your Cycle 2 actions during Cycle 1. You submit your Cycle 4 actions during Cycle 2. Then you submit your Cycle 1 actions, then your Cycle 3 actions.

You are allied with the Wanderers. You win if the Wanderers are the last ones standing.

The Wanderers have been eliminated. Their factional ability was:
Once in the entire game, you may choose one player to take an action in all 4 cycles of the current period, instead of only in the current cycle. That player may not use transportation time travel while they are doing this, but they may use revisions on previous actions.

Lechen breathes a sigh of relief.

"That was a close call. But I have to admit, things look pretty bad for you here. You can't play puppet master with me and you weren't alive enough to grab any items for our fight here. It was great working with you, but now I'm gonna have to say goodbye, Pops."

"It's true, I have been clinging to life, and I only have you to thank for my new body. Ordinarily I would be in trouble here. But I wonder...do you remember what happened in Cycle 11? Can you be sure that you exist right now?"

"What? That's silly. Of course I exist! I traded in for an extra ballot and I've been stuffing the box ever since! No matter the time and place, I'm always ready for election fraud!"

"Yes, and while you've had the luxury of being able to put your thumb on the scale every cycle, I've been forced to bide my time and play my cards when they mattered most... I, too, traded for an extra ballot, and I've matched you, Lechen!"

"You couldn't have!"

Cycle 11
No one is voted in Cycle 11

Lechen gets more desperate,

"It doesn't matter, AngryPidgeon! Because I protected myself, too! I had to have, or I wouldn't be here!"

"Oh, you did your best, I'm sure. A commendable effort. But I also saved an Item Hook for just this occasion. Do you remember it now? The feeling of futility as your armor degrades? The sting of my Keyblade in your chest? This is the real future, and you were never here to have this conversation with me, my friend."

"NOOOOOOOOOOOO"

There is one death in cycle 11, Lechen
Dear Lechen,

You are Lucca

Origin: Chrono Trigger

You are a scientist who, in the process of inventing teleportation, accidentally discovered time travel before refining the process and helping the party go on adventures. Your curiosity is infectious and your genius is unparalleled; you invent gadgets, fix robots, and sling fire magic.

Active: Dual Tech. You specialize in combining your skills with other fighters. By imbuing another player's attacks with fire, they present a more formidable threat.

Target a player from another faction, their actions this cycle cannot be interfered with by disruptive effects.

Passive: Thrifty. You are very resourceful, able to make items and gadgets in different eras with minimal materials.

Items you use are not consumed when you use them. They still go away at the end of the period, however.

You are allied with the Scientists. You win if the Scientists are the last ones standing.

The Scientists have been eliminated. Their factional ability was:
Once in the entire game, you will create a copy of every basic item which is only usable this cycle, each Scientist may use an extra item this cycle, and your item use may not be interfered with by disruptive effects.

Cycle 12

Satisfied, AngryPidgeon and his army of Xehanort clones walk into the sunset in search of the Chi-Blade, but not before resurrecting his fallen Villain teammates into replicas, as winners. He leaves a couple of slips of paper behind.

Dear AngryPidgeon,

You are Xehanort

Origin: Kingdom Hearts

You are a master manipulator who split your body into pieces, schemed across generations of time, and seeks to ignite a conflict between 7 lights and 13 darknesses. You have the power of possession and are a master of the dark arts.

Active: Puppet Master. You have the ability to corrupt those who follow the light, and take great pleasure in controlling the innocent and making them do your bidding.

Target two players, you will redirect all of the first player’s actions to the second if the first player is not taking a killing action.

Passive: 13 Darknesses. You have split your body into an army of capable vessels, and it will take a coordinated effort to bring you down for good.

You cannot die unless you are targeted by at least one member of every currently living enemy faction.

You are allied with the Villains. You win if the Villains are the last ones standing.

Once in the entire game, for this cycle, all non Villain actions are Time Locked. As a reminder, Time Locked actions can’t be changed by revision time travel, and time locked players can’t leave the cycle they are locked in via transportation time travel.

Congratulations to the Villains for winning Time Travel Mafia!

Thank you so much for joining and playing my game.
This took an ungodly amount of effort to plan and host, and there were members of each team that put in effort commensurate with mine. I can't tell you how much I appreciate that, and how much I appreciate your patience through multiple minor errors and writing oversights, update delays, and convoluted rulings. I know that all of you understand that I put a lot of time and care in to iron out as many of these things as I could, and that ultimately I am not perfect and this was an experimental, complex setup. I also hope that, on the other side of that same coin, the complex and experimental mechanics were ultimately entertaining and engaging. I have had a very enjoyable time hosting and watching you all play.

Sheet:

https://docs.google.com/spreadsheets/d/1enXlIncdnpl9m_lXX5T-Tr6hEv-bRu4cJGALhjrOod4/edit?usp=sharing

Role PMs:

https://docs.google.com/document/d/1ulLgf5-02tD2jwRIoNBT42ETmiqAS22hoU1lGaNgvgU/edit?usp=sharing

I will write a longer postgame within the next couple days, as I get the chance. Anyone who wants spec access on the discord can let me know. Thanks again!
 
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Time Travel Mafia Postgame

First of all, thanks again to all players and subs for signing up and putting in all the effort you did! I’d also like to thank Yeti for helping me out with the setup, and LonelyNess for helping me manage the discord server and all the private channels. Now let’s get started.

Design Intentions:

OC Mafia has had a bit of an identity crisis even in the midst of its revival lately. This game was originally an old idea I had for a Big that I would run with DLE, but demand for OC (and indeed, mafia in general) had waned around that time. But in bringing it into the modern era I had a few goals:

-Put out a thesis for what I believe the strengths of Outside Communication mafia are, and argue that thesis by demonstrating a unique game experience that is difficult for NOC to replicate
-Listen to the community and make a game which doesn’t chafe against its current personal preferences

An here’s part of the thesis on the strengths of OC mafia: uncapped mechanical complexity and the ability to plan secretly let you do something pretty unique when compared to NOC mafia, and a longer form game that evolves over weeks (a month in this case) is a better tactical experience than a single challenge in an ORG might present (but an entire ORG is a different story). Also an edge over ORGs: mechanical mysteries! You get to keep a few things hidden, like roles and factional abilities. So the information climate and eventual deduction as the game evolves are really cool. That’s something I put a lot of thought into, at all times, people would be presented with enough information that they could make headway on figuring things out, but not have a complete picture unless they worked together.

It was certainly possible to make a version of this game which was less informed, more individually demanding to every player, but we were moving in a direction where cooperative non mafia experiences were being pitched, faith in the village leader system was at an all time low, and being unable to participate if you wanted was a miserably bad experience. I started from the baseline that if you wanted to contribute, you could. Even if you were dead. There wouldn’t be any real time incentives to do things, shortened deadlines, or stealth votes, and the game would be involved enough that if you wanted to help, there would probably be something to do.

It was possible to make this game with traditional Day/Night cycles instead of Unicycle, but slower games where you felt like you had nothing to do were draining energy, too. I felt like both Yeti’s and Tommy’s games were, through no fault of theirs, plagued by decisions by the winning team that felt like they didn’t matter much. There were plenty of mechanics at play, plenty of Role PMs with a lot of text, but one team got such an advantage that many of the most complex considerations were also low impact enough to not feel important, leading to what can feel like busywork. I felt like this was the perfect game to capture the “sweat energy” from people who wanted to put in the work all the time and would be rewarded and have it feel impactful. And part of that recipe is cutting the days out or doing 24h Days/Nights, and I picked Unicycle.

With that out of the way, I knew that this would be an informed multifaction unicycle game. The rest of the considerations revolved around a few questions:

-How can I make a small game feel like a big game? I.e., how can I replicate the action, length, swings, and complexity of a big game while having fewer players to work with?
-What are the pitfalls of allowing time travel into your mafia game and how can I avoid them? What are the strengths, and how can I highlight them?
-How can I give roles and factions a sense of individuality while still maintaining balance?

In past multifactions around this size, it was very common for the game to implode quickly as a team gets weaker and doesn’t have access to roles. I don’t personally enjoy hidden upgrade mechanics, and with the possibility of revival many of these would be pretty questionable anyway. This is what necessitated the design of items. Much of the standard role power in this game could be freely allocated among all living members, and wouldn’t diminish as a whole on a cycle per cycle basis unless a team was completely eliminated. This solves two problems at once: it allows factions with fewer players to have a floor of power they can’t go below, and lets all factions have access to potentially any basic ability at any time, so they aren’t missing anything important. Players taking 2+ actions a turn also lets a small game play more like a big.

This implementation of items, where you have a pool you draw from (with one trade for flexibility) felt more appropriate for this game than the point system for buying roles which has been used in some other games this year. One question has been a very important consideration in all aspects of design: what should be allowed to be changed by time travel, and what has to remain fixed as the game progresses? Game theoretically, it’s also important to consider what resources you are forced to commit each cycle and what benefit you gain by discovering information. That last bit is especially important in a game where changing the past allows you more agency and more reason to care about what actually happened beyond the stuff you got in your results PM. Locking people into using whatever items they picked and allowing them to change targets was really useful for this; you’d have to think about what might happen, and what you might have to do in that cycle later as you learned more or things went wrong. Forcing you to use everything from the list at most once prevents people from hammering the more broken item combos in every cycle and rewards people for figuring out what items were used, since it would be significantly harder to come up with a second copy (but not impossible, which is also important as a Game Theoretic consideration to keep planning interesting). Speaking of broken items, strong and seemingly unbeatable combinations that could only be deployed in one or two cycles at most invite people to use time travel to determine and strike at a faction’s vulnerabilities where and when it will hurt them the most.

For specific item design I wanted there to be a mix of disruptive, control, protective, information and vote control. A mix of early game and late game, some self targeting thrown in to make the math more interesting. A theoretical answer for anything you might have a problem with, the one exception being kills. Because the assignment of the factional kill, much like items, can’t be changed, hooking a killer is really strong in this setup. You can martyr it, though, and protect the martyr! This was surprisingly something no one tried to do, and something I expected to be more common. Beyond that, I wanted the items to delineate what was “standard” so the roles could mostly be non standard.

The next thing to talk about here is the vote. Some jokes have been made that the vote isn’t “weak” as advertised, but a lot of the things I did with the vote were very intentional and had to be done all at once. To make the game feel larger, I didn’t want half the players to just be executed by the vote. Since the game was unicycle, I wanted to make the vote feel and play like a coordinated night action. To incorporate time travel, I wanted there to be plays where votes could be changed by time travel and have those changes be impactful. And in a game with time travel, so much complexity, so much uncertainty, I wanted the vote to provide certainty. The vote does everything you want to do, no matter how busted your opponent’s role is. It keeps them there, stops them from doing anything, and leaves them a sitting duck for the kill (which is difficult to block at the source as described earlier). Many of the ultimately successful kills in this game were backed up by the vote, and many such votes were contentious and changed often, requiring coordination between multiple teams or multiple cycles worth of time traveling and tight action planning. Private vote submission was perfect for timing considerations and having the vote feel like a night action. The dynamic between Mayors, Persuades, Safeguarding items, and disruptive roles was nuanced and subject to the global item restrictions: you always want the vote, you always want to be protected from persuades, but you can’t manage that over time. This dynamic was biased and in my opinion made more interesting by the mayors that existed on each team, which at times could be strong or vulnerable Achilles heels.

Finally, before we get into factions, roles and players, I’ll talk about the time travel mechanic itself. First, why were there two types of time travel? Basically because Transportation time travel was really strong, and couldn’t be handed out in large quantities, but revision time travel, while nice, didn’t feel resonant enough to support a time traveling theme all on its own. After all, you can’t even go into the future with it, and it’s basically impossible to cause paradoxes. Giving players a small amount of power they can use a lot of times, and a large amount of power they can use once felt like a good balance, and indeed, I think it played out how I expected it to. Minor revisions took care of minor problems, but big plays were often accompanied by a nasty use of Transportation time travel to offer protection and confuse other factions.

Second, why periods? I figured if you could infinitely change the history of the game, that would be too ridiculous. People would be getting into the same petty fights over that one kill that happened in that one cycle, or try to go really far into the future to throw people off. Constraining the history and giving people a deadline on when deaths become permanent also allows for a tempo to emerge, a cadence where people build up to a big play and try to cement their gains at the end. I came up with the special revision phase as a mitigating measure to this. A whole cycle’s worth of actions feels like a really swingy last word, but giving everyone one last chance to change one most important thing both feels really resonant and allows for some comeback. No matter the team sizes, one team that just got away with something in C4 could be outmatched 3 revisions to 1 in the special phase if they didn’t tighten the screws hard enough. Ultimately, I expected about 1.5 kills per cycle, and that has borne out with the game properly ending on Cycle 11 and 6 kills each on Period 1 and 2. There are minor sources of potential extra kills, but with the way that items and the votes are designed, kills are slightly harder to prevent than you might expect. Still, with only so many time traveling uses, some teams won’t be able to ensure everything they do is successful, so 1.5/~2.3 per cycle seemed like a fair estimate.

On paradoxes, there’s not a really good way to handle every single case, and I found out first hand in this game that some truly crazy shit can happen. I had a rule cooked up for the original Big that said that if I ever achieved the same exact game state twice, then it would not be allowed to loop again, and I would just force it to proceed somehow, even if that meant that actions could exist and be successful even if they came from nowhere (someone going back in time and killing themselves is an example of this). Another huge headache, because I didn’t want to use a standard priority list and instead allow for “logic” priority where every action might have a theoretical counter, was action triangles. I couldn’t account for every niche interaction that could happen, and even going to an internal list of priority to resolve triangles didn’t make it easy if time travel was involved. Suffice to say, I’ve learned some lessons about what to look out for in this kind of thing, and if I ever do a game like this again (join me in the retirement home to catch Time Travel Mafia 2 when I’m 80), I will have this much more tightly enumerated. What I learned to do in this game is resolve loops by reading them and determining if, at any point in the loop, it was possible to resolve a particular action causing the loop as successful. Usually it wasn’t, and usually declaring that action failed for paradoxical reasons was good enough to minimally resolve things.

I ultimately feel that the headache involved in resolving these was worth the allure involved in allowing them. Isn’t it seductive to think about what might happen if you murdered yourself in a game of mafia? There’s a rich library of time travel fiction built on the premise that these questions are fun to think about, and to keep this game from being from being an entirely spreadsheety bean counting nightmare, I wanted to keep every little bit of magic, every oozing piece of flavor surrounding the genre as I possibly could intact so it could be fun. And speaking of rich flavor…
 
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Faction designs and Individual Roles/Players

Faction design was really tricky. I wanted largely bottom up mechanical designs that also felt flavorfully resonant. I wanted to give every team something largely the same level of access to basic things like protection or information, or at least justify any asymmetry. I wanted to make every individual role not entirely garbage if left by itself at endgame. And I wanted each faction to feel unique without any one of them doing something obviously broken. It remains to be seen how successful I was at all of that, but I think I came pretty close. The factional abilities were meant to hammer home the flavor and give a one time, uniteractable, undiscoverable edge that enhances the “Big” splashy feeling of the game. One thing I made sure to do was design these so they were often better to use early or at parity, to discourage hoarding. You could gain measurable advantages using them at the right time, but you would have to be careful or social factors could come back to bite you.

Heroes

The Heroes were meant to have strong, straightforward roles, be good at protecting themselves, and be paid off for doing so. Their factional ability, which roleblocked all killers in a cycle, was a little awkward to use, requiring them to anticipate when they were in trouble (which may be why it never got popped), but is the surest possible way to make sure they can cement an advantage. While they were the first to be eliminated, they played exceptionally well and were in my opinion a very strong threat to win the whole game at every moment right up to their elimination at the end of Period 2.

Alice Kazumi - Stocke/Glues two players together/Gains votes when Heroes avoid death/Died C7

Role: This role was well protected, only being exposed to information roles on Cycle 3 when CK was retroactively voted, and for good reason. This target doubling role is really strong when players don’t know about it, and caused a lot of havoc in the early cycles. The fact that it doubles protection meant that I hadn’t considered it a super reliable way to double kills, and in practice this bore out. As people learned what was happening, the double kills disappeared unless backed up by time locks. As for the mayor aspect of this role, I had ruled that if a saved Hero is later revised to not be saved, the vote gain is also revised to not occur. This is because I had designed this role, and indeed, the factional ability, as ways to creatively rack up lots of votes if they really wanted to get after it. Using the double targeting on the Heroes, as opposed to their enemies, would allow you to martyr a killer, double the kill, double the protection, and pick up two votes. If you copied a martyr, you could blank a whole cycle of kills and pick up 4 votes, and because you’re using the martyr it’s difficult to revise this. I envisioned the Heroes as trying to do this as a social favor, figuring out where kills went and offering to “save” other factions, all while picking up an absurd amount of votes in the process and some favor in exchange. It’s difficult to predict exactly how things will go! None of that even remotely happened, and Alice kept a tally of 2-3 votes all game. The ability was largely used to double up on disruption and kills, and largely successful at doing so. If I could change one thing, it would be to not allow Alice to carry the factional kill unless she was the last Hero, to emphasize the support flavor and to limit the damage that could be done by revising the active ability and the kill at the same time.

Player: Alice wasn’t someone I would consider active, but she was a more talkative player than anyone I would consider an idler. She would check in with Twin every now and then and ask what was going on or provide some comments. I hope she had fun playing this game!

CreamyKitty - Link/Inspect+Item Track/Items are Empowered/Died C3

Role: The first of the Inspect roles with mid-endgame utility. I knew that if you could revise inspections and had access to ability checking items, you would get through most of the game in about 5 or 6 cycles. So I tried to offer as much utility to these inspection roles as I could in other contexts. Getting item info is obviously a strong rider, and getting to use items more effectively is good in the mid-endgame. Even this passive is vulnerable to the vote, however, which is what broke up CK’s chain of protection as things retroactively fell apart Cycle 3.

Player: Status: Idler. Not much to say, plenty of players signed up only to probably realize this shit was too crazy for them, and to them I apologize and hope I can meet your needs better in the next game.

Thetwinmasters - Marty McFly/Hook Two Conditional/Passive True Vote Count/Died C6

Role: This was another relatively controversial role. Initially reviewed by Twin as garbage, it was actually very common for the condition (two players targeting a third or one targeting another) to occur. Most coordinated attacks would involve multiple roles or items, and most protection requires someone to target another. This was a real backbreaking role at times, capable of undoing an entire faction’s defensive network if applied correctly or duplicated with Alice’s role. There were a couple of mitigating factors that I had anticipated that never came into play. First, I figured that faction info might be less open in the early cycles as people might be hesitant to cast votes, making surgical application of this role early more difficult. I also assumed that the hook being strong but conditional had additional play in a Time Travel setting. If you find that your two teammates' actions failed and you’re meeting the condition, a single revision can undo that and all of the sudden it’s a blowout in your favor. Twin was often open to inspect but managed to intimidate away the inspectors with his Swagger, so it took a while to figure him out. The passive is a really useful piece of information that basically rounds out the entirety of the time travel nonsense the Heroes have access to (like I said, straightforward roles). Getting up to date vote counts can be suggestive of item use, track scaling mayors on other factions, and outright monitor all transportation time travel if it’s obvious enough. It was well employed in action planning.

Player: Twin was exceptional this game, basically batting solo for the Heroes in negotiation and action planning. Things didn’t work out for the Heroes, but only because they were able to consistently present a strong enough threat to merit action against them. Even then, they were nearly able to beat the odds and make it to the endgame.

StupidFlanders - The Terminator/2xBG+2xDecoy/BPV/Died C3

Role: A workhorse role for the heroes that offers a lot of protection and one extra life that makes their protection chains harder to pick apart. There isn’t really much to say, this role was well protected and got rand targeted by the Villain unblockable kill (more on that later) before again being targeted cycle 3 with vote backup. And probably rightly so, as the defensive options that the heroes have are greatly expanded when The Terminator is on the table.

Player: Status: Idler. And a shame, too. I was really hoping that StupidFlanders would enjoy this one, but I think he was hoping to be the face of negotiations and dropped off quickly when that didn’t happen. I did want to keep some faction mystery at the beginning (even if it couldn’t last more than 2-3 cycles) and this was perhaps an inevitable casualty of that. I hope I can meet your needs better in the next game.

Villains

The Villains, like the Heroes, were meant to have relatively straightforward roles. Unlike the Heroes, a lot of their roles have a controlling element or a uniqueness factor that “feels” villainous. The line on this was kind of hard to place, and some roles went through a lot of tweaks to make sure I was doing something that felt broken and had legitimate utility without actually being broken. The Villains had a near monopoly on time locking, another potentially dangerous thing to give them, especially with a factional that freezes an entire cycle and allows them to tweak their own actions. That ability was surely instrumental in their win, cementing a profitable Cycle 5 and allowing them to make deals in their favor or shrug about the losses absorbed by the Scientists. It wasn’t their fault that other people stabbed them while the Villains froze the cycle, after all. The ultimate goal in designing the faction is to give them the tools to make surgical, but splashy big moves that if employed correctly would be backed up by a sense of inevitability. They would attract attention, but be worthy of it.

Aura Guardian - Heiss/Inspect+Surveil Time Travel/BG one of your targets/Died C1

Role: A strong and flexible role at every point in the game. The time travel surveillance never came up, but this is one of the few roles in the game that can directly monitor the cycle someone’s trying to go to with transportation time travel, and the only one that can pick up extra revisions. I have to imagine this would have been an important factor if it lived to Period 2 or 3. The ability to apply a BG rider to one of your targets, role or item, is initially a way to make an inspect useful after you know all the roles, and otherwise a way to make resilient BGs (by targeting with a role and item simultaneously) allows for a Self BG with any self targeting item, and upgrades other crappy items like the info shield when their use runs dry. No team has an every night BG without downsides, and this is already better than that.

Player: Aura Guardian was a reasonable internal contributor right up until his death, after which he understandably became a lot less invested. During the game, the Villains sent him to Cycle 4 as a precaution, but losing his BG, votes, and items for Cycle 3 proved costly, and the Wanderers went back in time to shoot him in C1 for reasons still unknown to me.

Dead by Daylight - Lavos/Time Lock+Faction Rogue/Delayed Unblockable Kill/Died Cycle 4

Role: Ooooh boy, this one’s a doozey. From the beginning of Villain faction design, I wanted a role like this to exist. Something that announces a kill, creates a problem for other people to solve, and is impossible to change unless you “take down the villain”. Early versions of this role let you choose someone ahead of time to get announced in Cycle 3 and die in Cycle 4 in addition to the kill. Other versions were also stronger, and used this extra kill as the active (only usable once), and folded AngryPidgeon’s passive into the equation (we’ll get to that). But while I wanted something splashy, I also wanted it to actually work. Like Villain design as a whole, it needed to be strong, and feel strong, but walk a fine line where it doesn’t turn the whole game against you. If the thing that you get out of the Doomsday Kill is inevitability, but it modifies a factional kill instead of adding to it, then you aren’t making enemies except the person you’re killing. Then I get to add in a nice protective and useful active ability. If your only enemy is the person your killing, and kill cycles are easy to track, a faction rogue is really useful. Even outside of that, the only nightly Time Lock in the game is strong when you start figuring out what the good roles to use it on are. This was used to strip StupidFlanders’ BPV as a rand, the one role in the entire game which wouldn’t outright die to this kill. This was the source of some consternation, since I treat BPVs as an extra life rather than a BG item. It was relevant, however, since it did cut through protection in order to crack that BPV.

Player: DBD was an active negotiator and one of the early front-men for Phase 1 negotiations. I think that some of his diplomacy came back to bite him in the mid game. I wasn’t privy to all of what was going on in the early phases since some of it was taken to DMs and not all the logs were posted, but the other teams started to get the idea that DBD and the Villains in general were being duplicitous, making fake logs and being caught in obvious lies. Sentiment turned against them in Cycle 3, and they ate a bullet from every single faction when the dust settled at the end of Period 1. Again, I don’t know exactly what happened, and I appreciate the effort that DBD put in. Risky maneuvers are fun in part because of the risks, after all, and the payoff can be huge! I would encourage DBD to review some past interactions and reflect on what aspects worked and what didn’t, and I expect great things in the future.

AngryPidgeon - Xehanort/Redirect Non-Killers/Needs to be targeted by every living faction to die/Won C12

Role: Redirecting non-killers is a bit of a flavor miss, since it’s more “turning someone to the dark side” style puppetry. But it was very important for me not to include ways to redirect kills in this game (see bluedoom’s role later). As the threads on bus driving have highlighted, there are certain kinds of roles with outsized impact even in higher power games. I endeavored to close the gap, making most individual roles have more complexity and power, and curbing the threat profile of the redirector and the bus driver. It was suggested to me that this could affect kills and be okay, but consider the implications of finding any and all killers and using time travel to disrupt SGs and redirect them. This role then just controls most of the kills in the entire game, and I would have to change how factional kills are assigned, and maybe half of the roles to account for this. It’s pretty uncommon for this to fail while item actions succeed on a single target, so using it to find the killers in the first place is actually incredibly useful, and something other factions can’t do as easily. As for the passive, it’s another artifact of me giving villains flashy abilities that often have unique or public results. I wanted them to have more protection. In a game with this much targeting via items, it’s not a difficult condition to meet, and being able to kill AP if he has no friends or in any endgame scenario felt balanced enough. I also expected entire factions to drop off the map sooner than they did, given how dangerous and swingy time travel can be a comeback mechanic. This worked at BPV priority, too, by the way. Unstrippable by the vote or other protection piercing effects like Mekkah’s, as a counterpart to the Hero version of this role. In fact, much like the Terminator, I expected AP to use decoy items and martyrs to act as early to midgame protection. This didn’t happen, and instead the ability was used to keep him alive in the midgame, since with at least one friend it’s difficult to be eliminated.

Player: Everyone on the Villains had put up some notable performances in past games, and AP was no exception. I was looking forward to seeing how he played here, and when all hope seemed lost for them in Period 2, AP stepped up and took over negotiation and action planning entirely, and did a great job of it. With a strong social strategy and well timed use of his abilities, he ensured his own survival and gave himself the only real chance of winning the endgame that the Villains had. Great job!

Former Hope - The Master/Item Hijack/Votes for targets/Died C3

Role: This was by far the most flexible Villain role on the roster, the only one that does anything with items, and one which doubles as both protection and disruption. This was derided as a “glorified item hook” but on its own, a nightly item hook would be a strong role, and copying your item action on top of that makes it more resilient. It cuts through the redirection from bluedoom’s item drive and works synergistically with AP’s redirect allowing you to change your own targets without affecting the copy. It also has defensive applications that were wholly underutilized, in being able to copy Self BGs, Self SGs, or mayors onto your own teammates while they use no items at all. That said, this role is one I would change the most on the Villains, since some of the flexibility is a bit fiddly and situational. A lot of the time you might not need a second copy of your same item and targets to exist. It would obviously be too good if you could pick the targets of the copy, but maybe there was a middle ground I could have searched for that would have been more appropriate. Changing the items but keeping the user’s original targets, perhaps? As for the passive, the Villain’s scaling mayor was not permanent, but was very fast in how it could grow and capable of scaling with the pace of the game as other Villains died and Former was allowed to use more items. This role consistently had 3-4 votes in the early game, and could have done more if it survived longer. Being able to revise your actions to become successful (or unsuccessful if you think you’ve been persuaded) is also another reason why I felt this was justifiable as a variation on the mayor role for this faction. Part of the mayor asymmetry in the factions is adjusting the vote cap and speed of achieving it, and this is far on the short end of that spectrum. In keeping with Villain theming, it allows for big plays if planned for correctly, but is open to disruption if everyone stands against them at once.

Player: Former Hope was absent after his death, but put in a lot of work as a negotiator and planner during Periods 1 and 3. Admirable considering he told me he wasn’t going to put in a lot of effort. He was instrumental in figuring out the right endgame actions even when he was on vacation. Former Hope was not happy with the game experience as it stood, he did not enjoy playing the roles on the Villains, and did not enjoy the convoluted rules at times. I truly appreciate the effort that was put in in spite of that. I also genuinely apologize for providing a poor game experience, and I hope that next time I will be able to predict the game flow better and anticipate how fun the roles and mechanics I design will be.

Scientists

The Scientists have item-centric roles. A bit unorthodox, but since items encompass a lot of standard role power, you can create some non-standard roles by combining or modifying items in the right way. By interacting with items in useful ways, the scientists have a lot of flexibility in how they can approach their game plan. They’re vulnerable to item disruption, though, and their factional ability is meant to give them a shot in the arm and cover for their biggest weaknesses. The Scientists didn’t make the strongest use of their roles and items in the early to midgame, but probably had the strongest social game out of everyone, only losing a 1v1 they weren’t specifically prepared to beat. They got greedy in Cycle 5, however, and didn’t use their factional to cement the lead they had over the other factions, getting caught with their pants down by 3 kills and a mass time lock in the process.

Lechen - Lucca/Empower other factions/Items don’t get used up/Died C11

Role: One of the strongest workhorse roles on the Scientists. The active was meant to be used as a social bargaining chip, but it was idled nearly constantly. Oh well, like I said, it’s difficult for me to predict social factors. The active was meant to be weak because the passive is one of the strongest in the entire game when combined with Doc Brown’s item making machine, and still very very strong in the absence of that when you can use 2-4 items without fear of them going away. This was a very important role at all levels of the game, but really shone in the endgame when the vote math explodes just by having repeatable vote interaction roles over 3-4 cycles

Player: Lechen was one of two strong contributors on the Scientists and he did a lot both in negotiation and action planning. I’m glad to see that, because I’ve seen him in Diplomacy and in other games and was looking forward to his performance here. The Scientists never had a shot fired at them intentionally in Period 1, and went through multiple stabs without damaging their reputation. Bluedoom played good cop, but Lechen was an effective bad cop, someone who could handily back up negotiations and who had the guts to submit riskier action sets that might tick someone off.

Pulsar/Celever - Doc Brown/Item Inventor/Can use extra items when Time Traveling/Died C5

Role: The other main combo to work with Lechen. Initially this was misunderstood, it makes copies of the items used to invent the new one, not using them up. This role and Lechen’s essentially “create” an extra item per cycle for resource draining purposes, which is important in a faction which wants to have more options and flexibility for what to do with items. It’s also important because this passive and the Scientist factional both have the ability to drain more real items than the pool than you might have access to. This was the perfect role for this passive because it never wants to be time traveling. Whatever you make, someone’s probably using, so editing that action is suicide. So giving this role a reward for doing so is important for tension reasons. Being able to add item actions after the fact is very powerful and entirely unique to this faction. It never came up, though, mostly Celever just made broken items like BG+Self BG until his death in C5 was made inevitable by the mass time lock.

Player: Status: Idler. I’ve been appreciating the output from Pulsar lately, and she’s done well in a lot of these games. It was one of the reasons I was reluctant to mess with the rand even if the Scientists didn’t have any “old players” on it. But this was an instant sub request, not what she signed up for I guess. Fair enough, but I couldn’t get Celever in fast enough for him to feel like contributing. Even at the end of the period with a clean slate, the train had well left the station. I decided not to pursue other subs after that happened. It was really funny when Celever would be told he was dead or alive by other factions and act genuinely surprised about it. Hopefully next time I won’t overwhelm either of you, and you can enjoy the game you signed up for.

Saberslasher - The Time Traveller/Inspector/Stacking Mayor/Died C5

Role: This was the only piece of fiction in the entire game that I hadn’t already engaged with, so this role was a total phone in flavor wise. It’s also an easy include for the inspect on the scientist team, no frills, just a very consistent stacking mayor that’s meant to get to 5 at endgame. It’s why the inspect itself doesn’t have any riders on it. Even so, this role grew in strength slightly faster than I’d like, but the thirds help it become visible to the Sports Almanac and leave it exposed to disruption at times. It was the source of a lot of in game worries, and persuaded relatively frequently as a result, since unlike the other stacking mayors, most people had a good idea what this was worth from seeing the death flips.

Player: Status: Idler. Saber barely spoke at all, and I think he was following the game decently but it’s hard to say. Again, I hope I meet your needs better in the next game.

Bluedoom - Reverse Flash/Item Bus Driver/Hook one of your targets/Died C5

Role: A strong role. Bus driving is a powerful effect, and even if you aren’t getting kills with it, there is a lot of standard role power concentrated in the item actions, and plenty of important protection to strip away. Getting an unconditional hook as a rider is the cherry on top, as those were not handed out lightly in the game. Much in the same way AG’s BG was difficult to disrupt, so too was Bluedoom’s Hook hard to stop, especially if the item drive is taking away safeguarding done by items. This role exemplifies how I used flavor to justify filling in certain aspects of mechanical faction design. The Scientists needed a controlling role, so they were given a villainous scientist. The Wanderers need a protective role, so they’re given a heroic wanderer, and so on. This role caused a lot of problems in the early to mid game, especially for the wanderers, who found their protection chains broken up in Cycle 2 leading to their near extermination.

Player: Bluedoom was the other strong player and strong rep on the scientists, putting in work essentially the entire game and toeing a very careful social line while doing so. He was by far the most active when it came to action planning, and info misunderstandings (which are my fault) aside did a good job of it. Much like all of the other active players, It was a joy to watch him work and negotiate. Thanks for playing!

Wanderers

The wanderers are all about time travel manipulation and generally being really weird. All of my craziest ideas went here, and it showed. The effect they had on the game was outsized as action planning on the Wanderer side was ridiculous and action planning around them was similarly ridiculous. The dynamic was supposed to be that they had lots of ways to mess with the past and get what they wanted, but only if they knew what was happening and what was relevant to change, and they had very few tools to figure that out. They were meant to leverage their social game to close the info gap, and they did, collecting way more than even I expected. As played, the Wanderers were a significant favorite going into the endgame by my accounting, only messing up by, in my opinion, getting a little too creative and conservative with their actions. They were saved from extermination by the goodwill of the Villains before stabbing them, worked with the Scientists before stabbing them, and never got on with the Heroes. Their factional ability to take actions in every cycle may be one of the strongest (mitigated by the fact that it’s difficult to cause serious damage with their role actions alone), and nearly allowed them to power through and take the brunt of the consequences of their bridge burning. Ultimately, they were ganged up on in endgame, and the actions of the other two factions were proper and well coordinated.

Mekkah - Akemi Homura/Delay/Strongman failed targets last cycle/Died C9

Role: This was a really weird disruptive role in that it delays both their stuff and your items if successful. That can make it exceedingly difficult to plan around, and it was often idled for fear of bumping Mekkah’s protective items away from a cycle where they were needed. But that wonkiness also offers flexibility. If it turns out you did need your items to move a cycle ahead or back, you could adjust that, too, and it makes you think hard about your item choices. Other players would often be unhappy to have this stick, since most actions would be worse when resolved later, but it wasn’t inconceivable for it to still have value. That makes revising this action feel weird, what jenga blocks are we pulling out of not one, but two cycles, by changing this target? I felt it was an interesting experiment that played out mostly as I expected it to. As for the passive, again, this was the only place it could go. Because of the way the delay works, it’s really difficult for mekkah to be successful with it and properly turn on the passive, but rewarding when you do because it makes him a solid kill carrier. Never came up, though. The looping part of this action was to give it more utility and dovetail with the flavor of the role. You gotta have loops in the game somewhere!

Player: Mekkah stepped up as a negotiator and did a generally good job of it, and he also talked through actions with zorbees often. While the Wanderers lied and stabbed they generally made lots of deals and got information that was beneficial to them, and I consider Mekkah to have been a strong component for why they were able to do so. I’m glad I was able to host a game for you after years of reading the ones you put out for the community

Sunny004 - The Unmarried Mother/JOAT/Submits actions out of order/Died C10

Role: Ooooooh boy we’re getting to another controversial one. Convoluted Narrative, both in its flavor and its effects, may be my single favorite thing that I added to this game. I struggled in design with the idea, is it a drawback, is it a benefit? But this movie is emblematic of a thousand shitty time travel movies I’ve watched over the years with the same plot where every character is the same person, and it’s the ur-example of it, so I had to make something like this work in the game. The active presents this as a very strong, very flexible role, with two abilities that other factions don’t get access to that they VERY much want (the kill and the Neg SG), and two abilities the wanderers don’t have enough of that they VERY much want (the BG and inspect). But you have to make your choice for two of these abilities ahead of time, along with your items, and that’s a huge ask. You get paid off by getting to submit for two cycles with foreknowledge though, sometimes a lot of foreknowledge, and that can be a big deal. I think getting the only extra kill in the game is a fair enough trade for this level of constraint and no access to an every night inspect or BG, but it’s possible that this whole gamble was unfair. I do think this whole package only makes sense as a JOAT role of some kind with strong rewards for planning properly, so whatever tweaks I would make would still place it in this general structure. Sunny is also straight garbage at using the Wanderer factional by design, because he would be unable to use his role a total of 7 times in a period, although it does iron out the narrative and let him submit in order if he wants.

Player: Status: Idler. Sunny told me he’d be busy, and it’s why I was happy he was on a team with some sweats. I wish he’d contributed more, but very much understand why he largely sat this one out.

NightEmerald - The Doctor/Jailkeep+Time Lock/Fast kill that works on killers/Died C2

Role: This is the Wanderers’ main form of disruption. It’s very fast and can take someone out of the equation and mess with a team’s actions, but not be used to kill that specific person easily. The pacifist kill was a flavor thing that also helped to make this role better in endgame. None of that mattered because NightEmerald died super early and was never successful with his actions.

Player: Status: Idler. NightEmerald seemed to follow along, and chimed in every now and then, but couldn’t make decisions or plan actions. Which was a bit of a shame, because he was often the only Wanderer around at deadline. I hope that I can meet your needs better in the next game.

Zorbees - Donnie Darko/Safeguard+Info Shield/Gains votes from changing votes and deaths/Died C8

Role: This is perhaps the role I’m most disappointed in. It came about because for all the weird designs I had came up with, the Wanderers needed a workhorse role to support them. I think at the time I had designed this, basic safeguards didn’t protect against information roles, so this had extra utility. I wouldn’t make it much differently, mind you. The wanderers were long on disruption and designed to be short on ways to protect themselves from kills. Something like a safeguard is what I needed and filled out the needs of the team in the way I was hoping. I just wish I could have settled on something more unique. The mayor stacking for this role was meant to be intentionally difficult for someone with a defensive role, to motivate them to go and do something interesting like changing votes or kills to collect votes. Zorbees did just that at a couple points of the game, and died with 4 votes in his pocket. This is about the progression I was hoping for, and I’m happy with how that went.

Player: Zorbees put in a herculean amount of work action planning, submitting actions for the hardest team of roles to work with in the game when they were being put in do or die positions at multiple junctures. He figured out a lot of the nuances of the time travel dynamics faster than most (matched closely by Twin in this area) and capitalized on them to ensure his faction’s well being. I couldn’t have asked for better, even if your luck ran out in the endgame.

And that’s it for now! I was going to try and write a summary more succinctly explaining what happened in the game, but that seems like a really difficult task. Maybe ask me whatever questions you have about how things went down, and I’ll do my best to answer them. Perhaps I’ll write that short summary if I have a moment to myself over the next couple days. Until then, thank you again for playing!
 
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StupidFlanders - The Terminator/2xBG+2xDecoy/BPV/Died C3

Role: A workhorse role for the heroes that offers a lot of protection and one extra life that makes their protection chains harder to pick apart. There isn’t really much to say, this role was well protected and got rand targeted by the Villain unblockable kill (more on that later) before again being targeted cycle 3 with vote backup. And probably rightly so, as the defensive options that the heroes have are greatly expanded when The Terminator is on the table.

Player: Status: Idler. And a shame, too. I was really hoping that StupidFlanders would enjoy this one, but I think he was hoping to be the face of negotiations and dropped off quickly when that didn’t happen. I did want to keep some faction mystery at the beginning (even if it couldn’t last more than 2-3 cycles) and this was perhaps an inevitable casualty of that. I hope I can meet your needs better in the next game.
I just decided I couldn't take charge of negotiations at the time of game start (IRL issues) and by the time I became more available it seemed like the game was playing itself thanks to Twin's efforts, so not a ton of motivation at that point. Nothing against the setup otherwise.
 
Dead by Daylight
Former
Aura Guardian
Thanks guys! Was fun playing with you.

This setup definitely made me think a lot. Period 2 I spent a lot of time staring at our private thread and trying desperately to cook up a plan that would win.

Period 2 I guess ironically played out well diplomatically for us. Wanderers out maneuvered a lot of traps I set. I was way more focused on asking blazade about mechanics and cooking schemes than negotiating, but it sort of worked. I think my role getting notably less powerful as people died and not having a strong 1v1 made it possible for me to cruise in P2. Did we even kill someone in P2?

I thought i was going to spam redirects to force Alices role to everyone and get a quad kill or something. In hindsight, and it seemed reasonable at the time, blowing revisions on info roles wasn't worth. Ultimately we didn't achieve much with our revisions. I think most notable was killing CK since Flandrs was double killed by Wanderers.

Considering how massively complex this game was, Blazade answered questions swiftly and got results out too.

We complained about our roles not being very good and i think that was true kind of. But it did work in our favor because i was able to coast to endgame in part because my role was way less threatening than the massive RB wombo heroes had or the insane perma double item ramp that scientists had.

The one role that was terrible though was DBDs. Sacrificing the ability to revise a kill was more drawback than benefit it provided. I think that is my biggest complaint about villains roles was just how bad that Lavos passive was. The only time it would be good(?) Is in a 1v1 maybe. Maybe. Even then you can transport to C1 and just kill him there. Naw it was just bad. Revising kills is extremely powerful and can prevent future kills against you. DBDs active was ok but not great. Former called us the cockroach faction and it was kind of true.

Edit to add: i actually have no idea what the other 1 shot factionals were but the timelock we had was great. Wanderers did have direct counterplay to it though
 
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Dead by Daylight
Former
Aura Guardian
Thanks guys! Was fun playing with you.

This setup definitely made me think a lot. Period 2 I spent a lot of time staring at our private thread and trying desperately to cook up a plan that would win.

Period 2 I guess ironically played out well diplomatically for us. Wanderers out maneuvered a lot of traps I set. I was way more focused on asking blazade about mechanics and cooking schemes than negotiating, but it sort of worked. I think my role getting notably less powerful as people died and not having a strong 1v1 made it possible for me to cruise in P2. Did we even kill someone in P2?

I thought i was going to spam redirects to force Alices role to everyone and get a quad kill or something. In hindsight, and it seemed reasonable at the time, blowing revisions on info roles wasn't worth. Ultimately we didn't achieve much with our revisions. I think most notable was killing CK since Flandrs was double killed by Wanderers.

Considering how massively complex this game was, Blazade answered questions swiftly and got results out too.

We complained about our roles not being very good and i think that was true kind of. But it did work in our favor because i was able to coast to endgame in part because my role was way less threatening than the massive RB wombo heroes had or the insane perma double item ramp that scientists had.

The one role that was terrible though was DBDs. Sacrificing the ability to revise a kill was more drawback than benefit it provided. I think that is my biggest complaint about villains roles was just how bad that Lavos passive was. The only time it would be good(?) Is in a 1v1 maybe. Maybe. Even then you can transport to C1 and just kill him there. Naw it was just bad. Revising kills is extremely powerful and can prevent future kills against you. DBDs active was ok but not great. Former called us the cockroach faction and it was kind of true.

Edit to add: i actually have no idea what the other 1 shot factionals were but the timelock we had was great. Wanderers did have direct counterplay to it though

The one shot factionals were revealed in the Game Over post on Cycle 12, the Heroes one was revealed at the end of Period 2, and all of them are in the role pm doc I linked in Cycle 12

You killed Celever, revised off to kill Sunny, then tried to kill Mekkah which failed. You also killed Lechen in C7 before being revised to be voted.
 
I wasn't the most active player but I decided I will give my thoughts anyway :blobuwu:

The game design was really cool and honestly seems extremely hard to host, it looks extremely easy to mess up and I think I only saw a single mistake on our side and didn't look impactful so really good job. Being informed I think it makes harder to give players the thrill of not knowing what's going to happen compared to an uninformed one like last multi-faction was. The revision and time travel mechanics made up for it. It made even losing factions a chance to fight back such as the wanderers during the first period. They were suffering heavy loses only to end up the second with most members after that period. In terms of balance I don't think any faction was extremely weak compared to others, the item system made up for most weaknesses and turned the actual roles of the players into strength.

The downside of this kind of game I'd say is that players really need to give their all into the game and be active. Inactivity early snowballs out of control when trying to get back into the game due to the mechanics and huge amount of negotiations. This can be the reason for less active players like me. I considered helping twin in negotiations but then I realized I'll probably mess it up more than anything because of missing things and having to go back and forth between cycles and stuff when I really didn't have much time. I decided to help in team chat instead Not really a host issue, there is not much the host can do other than advertise it. Probably in a bigger community this would have the ideal 16 active players?
 
zorbees
Mekkah
Thanks for sweating on my behalf! I definitely did not appreciate the depth of investment/complexity of this game when I signed up, so I'm glad that I said that I needed to be put on a team with sweats. Hindsight being 20/20 I def wouldn't have signed up given the incompatibilty w/r/t my current schedule, but I'm glad that Mekkah and Zorbees had fun with my whack role.

Blazade I don't think you need to apologize to any of the idlers re: their inactivity btw. I think that we could only find out the full scope of this game's complexity after it started, so it's understandable that some felt out of their depth; and this fact is not within your control. Now that we have a reference point, I think/hope that future playerlists for games of this type will know what to expect coming in.
 
I wasn't the most active player but I decided I will give my thoughts anyway :blobuwu:

The game design was really cool and honestly seems extremely hard to host, it looks extremely easy to mess up and I think I only saw a single mistake on our side and didn't look impactful so really good job. Being informed I think it makes harder to give players the thrill of not knowing what's going to happen compared to an uninformed one like last multi-faction was. The revision and time travel mechanics made up for it. It made even losing factions a chance to fight back such as the wanderers during the first period. They were suffering heavy loses only to end up the second with most members after that period. In terms of balance I don't think any faction was extremely weak compared to others, the item system made up for most weaknesses and turned the actual roles of the players into strength.

The downside of this kind of game I'd say is that players really need to give their all into the game and be active. Inactivity early snowballs out of control when trying to get back into the game due to the mechanics and huge amount of negotiations. This can be the reason for less active players like me. I considered helping twin in negotiations but then I realized I'll probably mess it up more than anything because of missing things and having to go back and forth between cycles and stuff when I really didn't have much time. I decided to help in team chat instead Not really a host issue, there is not much the host can do other than advertise it. Probably in a bigger community this would have the ideal 16 active players?
zorbees
Mekkah
Thanks for sweating on my behalf! I definitely did not appreciate the depth of investment/complexity of this game when I signed up, so I'm glad that I said that I needed to be put on a team with sweats. Hindsight being 20/20 I def wouldn't have signed up given the incompatibilty w/r/t my current schedule, but I'm glad that Mekkah and Zorbees had fun with my whack role.

Blazade I don't think you need to apologize to any of the idlers re: their inactivity btw. I think that we could only find out the full scope of this game's complexity after it started, so it's understandable that some felt out of their depth; and this fact is not within your control. Now that we have a reference point, I think/hope that future playerlists for games of this type will know what to expect coming in.

I think what it comes down to is when I designed this, I was really confident that because the game was fully informed, and because I did my very best to keep all the results organized even as they changed, anyone who missed a cycle or dropped off for a bit could be brought back up to speed, or anyone who wanted to contribute a little bit, but not a lot, could catch up. In reality, the thing I designed was so dizzyingly complicated that that wasn't possible no matter how "accessible" I made it. That's an important lesson to learn, that some accessibility isn't just instrumental. Keeping players at all levels of interest engaged is important, and in future games I'll be more mindful of that.
 
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