Okaros wrote:I really liked the theme and concept. My feelings on the actual implementation are far more mixed/tangled. I'll see if I can put some constructive thoughts together on it tomorrow.
Okay, lets give this a shot:
I like the overall "feel"/flow fairly well, particularly at the start and transitioning in the middle. The transition from middle to end-game (Days 7-9) felt a bit off, and end-game (Day 10+) was disappointing in several ways.
Some specific thoughts/suggestions:
-) I thought finding the non-Garak sociopaths was a bit too easy, mostly due to the Council being willing/able to "out" a threatened team member. Garak, on the other hand, was a *great* semi-sociopathic role. I'd suggest either doing more embedded sociopaths like that next time or, alternatively, keeping entirely silent about their presence at all (and perhaps specifically noting that teams may not be the same size to provide more explicit "cover" for them).
-) Some overpowered/unfun powers have already been mentioned, but I'd like to highlight a couple of *under*powered/unfun items:
My passive seer result power was neat from an analysis aspect but ultimately not particularly powerful.since it only applied to faction seers and had no chance of seeing spy seer results, it was only good for identifying the other factions, something that, while useful, is not nearly as powerful as a seer would be in a "normal" game. If it makes a return sometime, I'd suggest adding a minor active component to it, such as a minor vote manipulation (perhaps something one-shot?) related to the people who had been seered. This would keep the power from being completely useless once the seers are dead and would also give whoever has it something to actually *do*. Even a passive nightkill immunity is more interesting/active than that passive seer power since there's gameplay directly involving the power-holder that can happen (i.e. deliberately making yourself a nightkill target to soak attacks that might go elsewhere).
Seering in general felt pretty weak overall since at best only general natures of abilities were revealed. The seer results could probably have been expanded to include actual power details, which would have made the results more useful and provided more room for countering people's abilities.
The one-shot lynch protection and vigs/nightkills actually seemed underpowered as well. The number of night-kill immunities/target swaps/power blocks/etc... in play made single-use powers like these much weaker than they otherwise would be, particularly given the permanent/persistent nature of a lot of the counters, particularly given the fact that were a sociopath with a repeating night-kill in play as well.
Some of the power upgrades that happened resulted in some fairly unfun situations. Coupling strong manipulation powers with strong defensive powers feels like a very poor mix since it leads to the perception of choices not mattering. Even if there remains a technical way out, those sorts of situations frequently require GM-level knowledge on the part of the players trying to counterplay those combinations. For example, Visi could have used his vote swap to redirect Furin's vote and turned those giant votebombs to his own ends, but Visi would've have had to know the details of Furin's power ahead of time actually do that.
-) Having the Spy missions/mechanics be completely independent of everything else felt weird/unfun, particularly with the repeated GM emphasis being made on finding them. Stripping the bonus kill/seer/etc... powers from the spies themselves and pushing more of that back to the team could have been an opportunity for some neat team vs. team play that could have also provided potential avenues for alternative *team* victory conditions as well (examples: each team has a one-use maul and is told that if they use it on an enemy spy they'll get a bonus, or the spy and the seer are not the same role and the seer results contain clues the spy could use to identify other spies, thus encouraging the spy to suggest specific targets for seering or mauling).
-) I was actually a little disappointed to discover that the team goals really were all the same and that the only deviations were basically sociopathic in nature. Having each team with some kind of alternative to the normal parity victory would have made late-mid/end game *far* more interesting I think, since it would have led to a less predictable-by-others set of voting patterns.
Overall I *did* have fun and enjoyed myself through most of the game, so thnk you very much for running it Omega.