CFUW 125 FEEDBACK

Dec 30, 2010 00:12

Okay guys. Lay it on me.

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Comments 43

royalaschole December 30 2010, 06:44:02 UTC
For me, and I think it was partly because of who I was playing and how he responds to this kind of thing, it was difficult to go along with the insanity thing because it felt ... less in our hands, and more in yours? I worried people thought I was handling Asch's trauma badly, because the only reason he was nicer to Luke was out of opposing forces of stubbornness (and even when, it was subtle). The insanity, in a lot of ways, felt more like, "YOU ARE GOING CRAZY," rather than ... legit feeling of being able to develop a character toward that ( ... )

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get_hothothot December 30 2010, 06:54:50 UTC
I did have to do a lot of guiding, that's true. But I don't think the paranoia event is a fair comparison, because if I recall correctly that spanned at least a week, if not longer? For something with a set time, that's fine. For something like CFUW, it's hard to let people do something like that without giving one side away or guiding anyway, because of how the game can range from 3-5 days.

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royalaschole December 30 2010, 06:56:27 UTC
Yeah, no, it was the only thing I could think of that worked in comparison. And I know it's a poor one, but I think it was more what you were going for. Like I said, it obviously worked for some (Kida's thread was really amazing), but yeah. I THINK IT MIGHT ALSO BE BECAUSE ASCH KIND OF IS NUTS ALREADY.

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get_hothothot December 30 2010, 07:00:34 UTC
I think probably the best way to tackle a game like this is to run it with more than one shepherd! That way, I don't have to leave people out, and there's a lot more flexibility as opposed to, "Come on, I gotta get to some others." So, I'll keep that in mind if I ever run it again!

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cureworsethan December 30 2010, 07:18:21 UTC
Not to belabor the point, but I kind of agree with Feferi about people being left out. Neither member of my team got to deal with that really, which is sort of disappointing. I see it's been mentioned, so, yeah, in the future that might be something to think of co-running with someone else. That sounds like probably the best solution to me.

The other thing I might say, because I'm a whore and picky or whatever, but I would have liked to see the wolves given more incentive to try to win. Okita was not really feeling the noble sacrifice route, but he wasn't really feeling the pressure to win either. I realize there's death, but if your character and partner are pretty used to the idea of dying, and when you have people who are prone to noble sacrifices, it might be worth giving a little more explicit motivation?

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get_hothothot December 30 2010, 07:28:49 UTC
Yeah, I knew some people were getting left out, especially since I gravitated towards the canons (and characters) I knew. So, I'll definitely try to be a little more fair next time.

And for the incentive thing... I don't know, I've never really seen any kill game give the wolves an incentive beyond "don't die." Some have actually given disincentives to win. I'll keep it in mind, though!

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solipsismmortal December 30 2010, 07:31:20 UTC
I think sometimes bringing in outside characters who are close to the players to kill them as a spectacle is used as incentive if they're getting mutinous. Which I did see you were doing in places! But that's the only other motivation to win I can think of in kill games.

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leftintheright December 30 2010, 07:54:16 UTC
Yeah, and I remember in the first set of kill games, in the one I was in, (our first) Lloyd's team revealed and sacrificed and the shepherd made an example of them and then upped the ante to make sure the remaining wolves did their jobs afterward.

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solipsismmortal December 30 2010, 07:33:46 UTC
I had a LOT OF FUN AS YOU CAN MAYBE TELL. :'D I am echoing what everyone's said so far, but I think that for the flaws you had in this game, they're something that's easily fixable (and definitely echoing running this with another shepherd, because that can really make things so much less stressful for you and more complex for the player's experience) and you did a fabulous job anyway.

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wasaredherring December 30 2010, 09:14:30 UTC
Nthing all of the good points and a few of the downsides. The game was awesome and I loved it, yes. However the time I was able to be active in the game I was wondering a bit when Zhores's insanity would hit and how. It's entirely my fault that I wasn't able to be so active, but at the same time there was a bit of "Oh, well at least he gets to be crazy in ousting... oh. Next post is up" when it happened. On one side! I can see why you did it to keep the game moving, but on the other me and Cielo felt a bit brushed over when the first team got a good, solid death and then the next post went up (at least iirc?). Sure it gave us both a chance to get to sleep early, but for me part of the appeal of kill games is that the actions of the voters have solid consequences. Moving away from making those consequences a focus is understandable for game speed, but I think it takes away a bit in some sense ( ... )

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moextispicy December 30 2010, 15:29:05 UTC
Actually the other teams died after the next post started? But I didn't really realize that until I went back later, and was a little disappointed at missing out the opportunity to react to people gruesomely dying in front of us, tbh. It's harder for me to figure out how to react when the people who I assume are about to die haven't actually died yet.

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lloydly December 30 2010, 09:33:53 UTC
I HAD INDECENT AMOUNTS OF FUN. Like Claire said, the weaknesses were all in failures of timing/inability to be everywhere, and could be smoothed over with a bit more ooc preparation (Asch's survey idea is sound, I think) and maybe a coshepherd.

Thanks for running this game! ♥

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