Post by Corban Yaxley on Apr 29, 2022 1:24:12 GMT 10
Hey Petey & other hosts! I had a moment of trying to figure out why Petey's the ringleader here, but after a minute I figured it out.
This board is really pretty! I'm somewhat sad my art doesn't have an eyepatch, I didn't realize that was an AVPS thing but that's okay, I'm officially in "Who knows, just do whatever I feel like" for character territory now anyways. Blunt and dumb, but basically kind? Being extremely blunt will likely have the beneficial effect of (assuming I live for a few rounds) excusing any accidental faux pas I make as just "Yaxley's bluntness", so that's kind of nice. Henry had a similarly built-in defense because occasionally I put my foot in my mouth and it's nice to have a plan for when I do that.
I should probably wait for more talking between Diggle and I to answer the partner part of this but so far they seem fine? Neither of us is doing anything particularly funny or mind-blowing for a schtick and after the insanity of some of the personalities in Ghibli and all of the personalities in FEH I feel like a more chill partner might be good. Again though, I'll update thoughts in this as time goes on.
I read bits of spnintendo's One Piece partners game to see how that generally plays out or how some people think about it. (And also because they seemed pretty cool in FEH and I like One Piece). My understanding is that early on losing a partner can be really rough because it makes you way more vulnerable, so you kind of want to hide who your partner is? But also it's like Sacred Trios in Ghibli, where not knowing the rest of the games partners means sharing information can be riskier than usual. For me after the paranoia of having no strong mutual allies in FEH I'm kind of hoping for another Naus or even Okkoto, someone I 100% throw in with forever.
That being said, I don't really value the mutual ID reveal highly. I know for some folks that knowing who's who in advance could be a big deal I'm still too new to have strong feelings about more than a tiny handful of folks. On top of that this is an Aussie game so I'm fairly detached from most of the community, the odds that we don't know each other are actually pretty good. Even if we do know each other, I've only played two games! And in both I felt like I had a wildly different playstyle. Reading some FEH confessionals after the fact was a trip, there were some very flattering but wrong ID guesses and a lot of folks had written me off as too strong to be allowed to get to the end.
Once things have gotten more into the swing of things I'll try to generally stick to only talking about this game, rather than comparing it to others! It's just that right now I only have a few reference points so without considering them I don't have enough data for even simple speculation.
I'm guessing that we'll initially be sorted into two tribes, Death Eaters vs Order Members or something like that, with each pair being split across both lines. Typical survivor dictates each Side kills each other but I feel like given how thoroughly the battle lines should be drawn between Death Eaters and Order Members are in theme, maybe it'll be twisted into something weird like each side votes for folks from the other? I kind of hope not because while that'd be a really cool game twist, it also really punishes my poor partner for daring to work with/getting stuck with someone in an unhelpful timezone. I'm going to need to pre-vote almost every round and that is strategically limiting; I've accepted that for myself when signing up, but putting it on my partner too might not be great.
I kind of feel like from a design perspective there aren't too many reasons to have a pre-game challenge; I'm guessing it's main purpose is to get the pairs to work together to be more invested with each other? With secondary purposes being a way to earn points for the ID reveal and maybe also something to do with a hypothetical power/item selection? I don't know if this game will have items outside of the immunity idol but if they do, challenge score might be a way to divvy them out, FEH did something similar.
Get 8th again! This time I want to know it's coming like Asbel did, and fight like hell to avoid dying like Henry did for four rounds before he died.
Nah, just kidding! Even if it's unrealistic I'll aim for the win to the best of my abilities as I always do. I think Yax is going to be the hardest character performance for me thus far; Asbel I just kind of leaned into the naive but eager type because that's sort of his character but also I was learning the ropes and didn't want to add too much character performance to that; in retrospect Miyazaki was right to request I play a character that didn't demand an amazing performance. Henry was a similarly smiley guy like Asbel, but with the added flavour of puns, a distinctive laugh, and a total lack of morals or common sense. A nice leaping off point from something familiar with some natural twists. Yax, by comparison, is just kind of a dumb follower? I figured when I initially went for it that Asbel was a vaguely smart but very naïve follower so Yax wouldn't be too different? But now I'm realizing I'm not really guaranteed a Naus to follow and without that I'm unsure of myself.
Setting aside placement goals, my biggest goal is to continue the tone set by Henry for when I do lose or get betrayed; still cheerful and accepting of it, rather than going over the top bitter for half a week before the game finally had enough and killed me. Ghibli 2 was a really fun and positive experience for the most part! But having gone back to look at it with enough distance, I'm kind of disgusted at myself for how I ended it and that's 100% on me. I do not want to repeat that experience and that means keeping my capacity for doing that to myself in mind. Henry vs Asbel aren't necessarily comparable cases; As Asbel I'd have been sad but understanding if my own scheming got myself killed but it was getting a friend that (mostly) trusted me killed that really messed with me. Getting sniped out of nowhere as Henry was always going to be way easier to handle because I never had a Naus equivalent. With a blood partner here I'm going to have to walk a careful balancing act of loving them and scheming with them, but not being so attached that their death is going to kill the game for me. Then again, I guess that's somewhat Diggle-Dependent.
Oh, and extremely tertiary goal; I remember in ORG of the Rings I was impressed by Theoden's willingness to write code for a challenge; while I'll only ever do that once a game (I don't have that much free time) I do kind of hope there's at least one challenge I can do that with here too. I did it once in FEH and after having mediocre to bad times the whole game, suddenly getting far and away the best time in a challenge felt pretty great.
---- Other unprompted thoughts ---
There are a couple of Proboard specific quirks I'm a little worried about? Group chains seem terrifying; with 18 players on two tribes of 9, any player only needs to foster relationships with 9 other players (8 tribes mates + 1 partner) which is manageable for an early game. But while I can manage 9 message chains okay, I'm mildly concerned about how many I'll have to manage when group messaging starts. Even if group chats are limited to three at a time, It adds up to 28 more options for chains. Considering a chain with four at a time gives me 56 more options and a true masochist could consider five-person chains for 70 more options. Obviously no one is going to be willing to manage 100+ chains, so suddenly knowing when to start chains, with what groups and at what size, becomes an important part of the social game that I have no frame of reference for. I recall in SBOmega's Smash game, that Wario was kind of made fun of for starting so many chains so quickly on a smaller Side of 7 but I also recall reading Cap's confessional that getting in no group chains tipped him off that he was in danger? So striking that balance will be a new experience.
Interesting to note for group chains is how much Side size will mess with that; looking back to Smash; on a Side of seven each player has six other people to initially message, so there are only 15 options for distinct trio group chains and 20 options for quartets. The total number of options across all sizes including duo (1 on 1 messages) for any player winds up being 6+15+20+15+6 is 62. Totally unmanageable for one player to manage that many chains, but still far less than even all of the options one player has for quintets at 9.
All of this to say, am I allowed to ask Diggle about their opinion on group chain etiquette? I'm not sure where admitting I haven't been in a game with them before lands in terms of the ID rules.
The other thing I have to comment on is the house points achievement list; before and while in FEH I spent a bit of time floating around ORGY looking through past games with weird ideas for formats and it kind of sparked my own brain to think about how I'd run one? I feel bad even talking about it because I can't picture the reality where I ever do run a game (although if I can find someone to do all of the non-format related prepwork I'd be happy to actually run things during the game) but one of the things that occurred to me as a fun idea was something a lot like this, a list of achievements to be done throughout the game for some benefit. I'd initially conceived of it while daydreaming about ways to play with the Snowpiercer format because I adore the idea of a game that doesn't end in a traditional FTC, as in every game I've been in they weren't necessarily treated with the most weight or respect? I remember being kind of surprised in Ghibli about how some folks went in kind of disinterested, Smash's jury seemed to be similarly quiet, and in FEH even the host joked about how it's everyone's least favourite part of the game. Setting my FTC digression aside, seeing an achievement list here as a mechanism for other optional bonuses or advantages is exciting for me! Now I just need someone to run something like the idea I had for a tribeless and roomless game. Well then again, I had the idea of 'Curses' being the opposite of FEH's skills and looking back it looks like something similar was done in ORG of the Rings, so maybe Peter will separately come up with and run all of the ideas I have! Please do because I think formats are fun to think about but visuals, themes, challenges, and people are all too much for me.
Interestingly enough, re-reading the current task list thoroughly suggests that we might be able to vote on the same target sooner than later? Either that or that first line is a bit of trolling. I kind of hope this system gets expanded in terms of rewards as well as tasks; I really want to try to game this system but I also don't really care about the ID reward at the end of it so fingers crossed on alternative rewards.
I think that's all of my thoughts for now? I'm sure I'll post more stray thoughts as the next couple of days go on.
Cheers, and I'm excited to give this a go!
1. First Impressions! What do you think of your partner so far? How is Day 0 going?
This board is really pretty! I'm somewhat sad my art doesn't have an eyepatch, I didn't realize that was an AVPS thing but that's okay, I'm officially in "Who knows, just do whatever I feel like" for character territory now anyways. Blunt and dumb, but basically kind? Being extremely blunt will likely have the beneficial effect of (assuming I live for a few rounds) excusing any accidental faux pas I make as just "Yaxley's bluntness", so that's kind of nice. Henry had a similarly built-in defense because occasionally I put my foot in my mouth and it's nice to have a plan for when I do that.
I should probably wait for more talking between Diggle and I to answer the partner part of this but so far they seem fine? Neither of us is doing anything particularly funny or mind-blowing for a schtick and after the insanity of some of the personalities in Ghibli and all of the personalities in FEH I feel like a more chill partner might be good. Again though, I'll update thoughts in this as time goes on.
2. How do you think beginning this Game with a partner will impact the way it plays out? How important is the chance to earn a mutual ID reveal?
I read bits of spnintendo's One Piece partners game to see how that generally plays out or how some people think about it. (And also because they seemed pretty cool in FEH and I like One Piece). My understanding is that early on losing a partner can be really rough because it makes you way more vulnerable, so you kind of want to hide who your partner is? But also it's like Sacred Trios in Ghibli, where not knowing the rest of the games partners means sharing information can be riskier than usual. For me after the paranoia of having no strong mutual allies in FEH I'm kind of hoping for another Naus or even Okkoto, someone I 100% throw in with forever.
That being said, I don't really value the mutual ID reveal highly. I know for some folks that knowing who's who in advance could be a big deal I'm still too new to have strong feelings about more than a tiny handful of folks. On top of that this is an Aussie game so I'm fairly detached from most of the community, the odds that we don't know each other are actually pretty good. Even if we do know each other, I've only played two games! And in both I felt like I had a wildly different playstyle. Reading some FEH confessionals after the fact was a trip, there were some very flattering but wrong ID guesses and a lot of folks had written me off as too strong to be allowed to get to the end.
Once things have gotten more into the swing of things I'll try to generally stick to only talking about this game, rather than comparing it to others! It's just that right now I only have a few reference points so without considering them I don't have enough data for even simple speculation.
3. What do you expect will happen on Sunday night? What else do you think might lie ahead in The ORG of the Phoenix?
I'm guessing that we'll initially be sorted into two tribes, Death Eaters vs Order Members or something like that, with each pair being split across both lines. Typical survivor dictates each Side kills each other but I feel like given how thoroughly the battle lines should be drawn between Death Eaters and Order Members are in theme, maybe it'll be twisted into something weird like each side votes for folks from the other? I kind of hope not because while that'd be a really cool game twist, it also really punishes my poor partner for daring to work with/getting stuck with someone in an unhelpful timezone. I'm going to need to pre-vote almost every round and that is strategically limiting; I've accepted that for myself when signing up, but putting it on my partner too might not be great.
I kind of feel like from a design perspective there aren't too many reasons to have a pre-game challenge; I'm guessing it's main purpose is to get the pairs to work together to be more invested with each other? With secondary purposes being a way to earn points for the ID reveal and maybe also something to do with a hypothetical power/item selection? I don't know if this game will have items outside of the immunity idol but if they do, challenge score might be a way to divvy them out, FEH did something similar.
4. Do you have any goals for yourself in this game? Any hopes for how your journey here may play out?
Get 8th again! This time I want to know it's coming like Asbel did, and fight like hell to avoid dying like Henry did for four rounds before he died.
Nah, just kidding! Even if it's unrealistic I'll aim for the win to the best of my abilities as I always do. I think Yax is going to be the hardest character performance for me thus far; Asbel I just kind of leaned into the naive but eager type because that's sort of his character but also I was learning the ropes and didn't want to add too much character performance to that; in retrospect Miyazaki was right to request I play a character that didn't demand an amazing performance. Henry was a similarly smiley guy like Asbel, but with the added flavour of puns, a distinctive laugh, and a total lack of morals or common sense. A nice leaping off point from something familiar with some natural twists. Yax, by comparison, is just kind of a dumb follower? I figured when I initially went for it that Asbel was a vaguely smart but very naïve follower so Yax wouldn't be too different? But now I'm realizing I'm not really guaranteed a Naus to follow and without that I'm unsure of myself.
Setting aside placement goals, my biggest goal is to continue the tone set by Henry for when I do lose or get betrayed; still cheerful and accepting of it, rather than going over the top bitter for half a week before the game finally had enough and killed me. Ghibli 2 was a really fun and positive experience for the most part! But having gone back to look at it with enough distance, I'm kind of disgusted at myself for how I ended it and that's 100% on me. I do not want to repeat that experience and that means keeping my capacity for doing that to myself in mind. Henry vs Asbel aren't necessarily comparable cases; As Asbel I'd have been sad but understanding if my own scheming got myself killed but it was getting a friend that (mostly) trusted me killed that really messed with me. Getting sniped out of nowhere as Henry was always going to be way easier to handle because I never had a Naus equivalent. With a blood partner here I'm going to have to walk a careful balancing act of loving them and scheming with them, but not being so attached that their death is going to kill the game for me. Then again, I guess that's somewhat Diggle-Dependent.
Oh, and extremely tertiary goal; I remember in ORG of the Rings I was impressed by Theoden's willingness to write code for a challenge; while I'll only ever do that once a game (I don't have that much free time) I do kind of hope there's at least one challenge I can do that with here too. I did it once in FEH and after having mediocre to bad times the whole game, suddenly getting far and away the best time in a challenge felt pretty great.
---- Other unprompted thoughts ---
There are a couple of Proboard specific quirks I'm a little worried about? Group chains seem terrifying; with 18 players on two tribes of 9, any player only needs to foster relationships with 9 other players (8 tribes mates + 1 partner) which is manageable for an early game. But while I can manage 9 message chains okay, I'm mildly concerned about how many I'll have to manage when group messaging starts. Even if group chats are limited to three at a time, It adds up to 28 more options for chains. Considering a chain with four at a time gives me 56 more options and a true masochist could consider five-person chains for 70 more options. Obviously no one is going to be willing to manage 100+ chains, so suddenly knowing when to start chains, with what groups and at what size, becomes an important part of the social game that I have no frame of reference for. I recall in SBOmega's Smash game, that Wario was kind of made fun of for starting so many chains so quickly on a smaller Side of 7 but I also recall reading Cap's confessional that getting in no group chains tipped him off that he was in danger? So striking that balance will be a new experience.
Interesting to note for group chains is how much Side size will mess with that; looking back to Smash; on a Side of seven each player has six other people to initially message, so there are only 15 options for distinct trio group chains and 20 options for quartets. The total number of options across all sizes including duo (1 on 1 messages) for any player winds up being 6+15+20+15+6 is 62. Totally unmanageable for one player to manage that many chains, but still far less than even all of the options one player has for quintets at 9.
All of this to say, am I allowed to ask Diggle about their opinion on group chain etiquette? I'm not sure where admitting I haven't been in a game with them before lands in terms of the ID rules.
The other thing I have to comment on is the house points achievement list; before and while in FEH I spent a bit of time floating around ORGY looking through past games with weird ideas for formats and it kind of sparked my own brain to think about how I'd run one? I feel bad even talking about it because I can't picture the reality where I ever do run a game (although if I can find someone to do all of the non-format related prepwork I'd be happy to actually run things during the game) but one of the things that occurred to me as a fun idea was something a lot like this, a list of achievements to be done throughout the game for some benefit. I'd initially conceived of it while daydreaming about ways to play with the Snowpiercer format because I adore the idea of a game that doesn't end in a traditional FTC, as in every game I've been in they weren't necessarily treated with the most weight or respect? I remember being kind of surprised in Ghibli about how some folks went in kind of disinterested, Smash's jury seemed to be similarly quiet, and in FEH even the host joked about how it's everyone's least favourite part of the game. Setting my FTC digression aside, seeing an achievement list here as a mechanism for other optional bonuses or advantages is exciting for me! Now I just need someone to run something like the idea I had for a tribeless and roomless game. Well then again, I had the idea of 'Curses' being the opposite of FEH's skills and looking back it looks like something similar was done in ORG of the Rings, so maybe Peter will separately come up with and run all of the ideas I have! Please do because I think formats are fun to think about but visuals, themes, challenges, and people are all too much for me.
Interestingly enough, re-reading the current task list thoroughly suggests that we might be able to vote on the same target sooner than later? Either that or that first line is a bit of trolling. I kind of hope this system gets expanded in terms of rewards as well as tasks; I really want to try to game this system but I also don't really care about the ID reward at the end of it so fingers crossed on alternative rewards.
I think that's all of my thoughts for now? I'm sure I'll post more stray thoughts as the next couple of days go on.
Cheers, and I'm excited to give this a go!