Backwards Logic
Emperor Palpatine
The fall of the baddies and my final thoughts
From my point of view, the Rogues allowed themselves to get stomped simply by not killing enough. Had they used two kills per night, they possibly could have avoided the accusation that cost Camikaze and Zack’s life, as Renata was high on their to-kill list for sometime now. Sprig still probably gets vigiante killed and/or scanned anyway, and Kennigit only exploded because his repair ability had been made public in the thread and the saboteurs wanted him gone. The root of this is the issue that both Sprig and Kennigit revealed their abilities. Once this happened, they had no one left to stalk, and Sprig’s reveal was definitely more costly as he also relinquished his Explosive Charge, costing them yet another kill. I was a bit surprised no one on the team did any math with regards to the number of players left, the kills per night to that point, and how many days that had left. No one realized they had to kill at all costs, especially after the innocent’s ‘let’s Brig them instead of kill them’ methodology became commonplace. With that innocent tactic in place, they could have been waited out as the ship would reach port before they could win the ‘old fashioned’ way.
As for the Saboteurs, it’s very hard to say whether or not their 70% number was achievable. On one hand, the only reason why the ship got into the fifties in damage percentage was because of TheLastOne36 disappearing and not getting Sonar online. Each mine did six points of damage per hit, and I’ve already stated what Sonar could have done to limit this. On the other, the saboteurs, no offense, played atrociously overall. There was a severe lack of coordination and direction in the camp which led to their downfall. For a team designed to be in the running for items, promotions, and other rank abilities, their lack of activity in the thread and behind the scenes (from what I could tell anyway) cost them dearly. Making a play for the Master Key, the Captain’s position and subsequent Commander ranks, going after Keys and repair items, and the kicker, going after items such as the Thunderfall Missile Codes and Container all would have been prudent moves to help their cause, but alas, they did none of the above. For me, it was really tough from a game design standpoint to watch this team crumble they way they did.
CCRunner’s only blunder from what I could tell was being so public with what he could do with certain items. I think had he been more patient, he could have acquired what he needed without being so overt. After the ship got rerouted back to port, he had acquired Nahkarma’s Sniper Rifle and was able to kill, and curiously he gave it to rhawn after killing Niklas. For a guy whose fallback consisted of being the last man standing, it was an odd move. Taking down the innocent cabal, starting with DaveShack and rhawn, would have been prudent moves.
The innocents for the most part were fairly disorganized, especially after Renata’s death. The repair crew’s organization also suffered, though fortunately for the crew repairs did continue. It didn’t help key innocent roles got killed early or went inactive, but it wasn’t game breaking that they disappeared early. The lack of discussion in the thread also cost them, as well as a reliance on BSmith1068’s kill scan during the middle stages. I was disappointed also in the lack of promotions and demotions, as certain players in certain slots would have been beneficial. Also because players weren’t moving around, information about these players did not get moved around like I had intended. A very dynamic mechanic got used in a very static way.
I was also a little peeved at the lack of orders I received from players without ‘cool’ personal abilities. Autolycus was really the only player who sent me orders on a consistent basis despite not having a prophet ability, and the items he’d find would help integrate him into the innocent cabal without actually have been scanned. Players with similar abilities (as in, players who could do something special once) could have benefited from performing universal actions at night. Not to mention you’ll see how it would help you avoid the WoG mechanic I had elaborated on earlier.
Overall, I was content with how things played out given the circumstances. I feel certain aspects of the setup got underused and ultimately cost the game some of its. I also hated how (and this is more of a general statement) NOTW/mafia games have steered toward killing off the active players for either talking or being active behind the scenes. This game is a clear example of how boring and stagnant the games can become once dialogue has been stifled. The later part of the game after the Rogues had been wiped out was excruciating to watch. It was so bad I began tinkering with ideas for new mechanics to somehow keep active players alive longer. This trend of killing the actives needs to be resolved somehow. It wasn’t that inactives stifled dialogue, it was that the active players all got killed early (as a side note, I was really, really unhappy to see the dot orgahs all whacked early. Aside from me not getting to see them in action behind the scenes, as an overall comment if the NOTW series is going to survive we need to stop killing off our new/returning players early. Let them actually play for once). Will I host another? I don’t know right now. Maybe a mini-NOTW down the road. Until then:
Posting is open!
From my point of view, the Rogues allowed themselves to get stomped simply by not killing enough. Had they used two kills per night, they possibly could have avoided the accusation that cost Camikaze and Zack’s life, as Renata was high on their to-kill list for sometime now. Sprig still probably gets vigiante killed and/or scanned anyway, and Kennigit only exploded because his repair ability had been made public in the thread and the saboteurs wanted him gone. The root of this is the issue that both Sprig and Kennigit revealed their abilities. Once this happened, they had no one left to stalk, and Sprig’s reveal was definitely more costly as he also relinquished his Explosive Charge, costing them yet another kill. I was a bit surprised no one on the team did any math with regards to the number of players left, the kills per night to that point, and how many days that had left. No one realized they had to kill at all costs, especially after the innocent’s ‘let’s Brig them instead of kill them’ methodology became commonplace. With that innocent tactic in place, they could have been waited out as the ship would reach port before they could win the ‘old fashioned’ way.
As for the Saboteurs, it’s very hard to say whether or not their 70% number was achievable. On one hand, the only reason why the ship got into the fifties in damage percentage was because of TheLastOne36 disappearing and not getting Sonar online. Each mine did six points of damage per hit, and I’ve already stated what Sonar could have done to limit this. On the other, the saboteurs, no offense, played atrociously overall. There was a severe lack of coordination and direction in the camp which led to their downfall. For a team designed to be in the running for items, promotions, and other rank abilities, their lack of activity in the thread and behind the scenes (from what I could tell anyway) cost them dearly. Making a play for the Master Key, the Captain’s position and subsequent Commander ranks, going after Keys and repair items, and the kicker, going after items such as the Thunderfall Missile Codes and Container all would have been prudent moves to help their cause, but alas, they did none of the above. For me, it was really tough from a game design standpoint to watch this team crumble they way they did.
CCRunner’s only blunder from what I could tell was being so public with what he could do with certain items. I think had he been more patient, he could have acquired what he needed without being so overt. After the ship got rerouted back to port, he had acquired Nahkarma’s Sniper Rifle and was able to kill, and curiously he gave it to rhawn after killing Niklas. For a guy whose fallback consisted of being the last man standing, it was an odd move. Taking down the innocent cabal, starting with DaveShack and rhawn, would have been prudent moves.
The innocents for the most part were fairly disorganized, especially after Renata’s death. The repair crew’s organization also suffered, though fortunately for the crew repairs did continue. It didn’t help key innocent roles got killed early or went inactive, but it wasn’t game breaking that they disappeared early. The lack of discussion in the thread also cost them, as well as a reliance on BSmith1068’s kill scan during the middle stages. I was disappointed also in the lack of promotions and demotions, as certain players in certain slots would have been beneficial. Also because players weren’t moving around, information about these players did not get moved around like I had intended. A very dynamic mechanic got used in a very static way.
I was also a little peeved at the lack of orders I received from players without ‘cool’ personal abilities. Autolycus was really the only player who sent me orders on a consistent basis despite not having a prophet ability, and the items he’d find would help integrate him into the innocent cabal without actually have been scanned. Players with similar abilities (as in, players who could do something special once) could have benefited from performing universal actions at night. Not to mention you’ll see how it would help you avoid the WoG mechanic I had elaborated on earlier.
Overall, I was content with how things played out given the circumstances. I feel certain aspects of the setup got underused and ultimately cost the game some of its. I also hated how (and this is more of a general statement) NOTW/mafia games have steered toward killing off the active players for either talking or being active behind the scenes. This game is a clear example of how boring and stagnant the games can become once dialogue has been stifled. The later part of the game after the Rogues had been wiped out was excruciating to watch. It was so bad I began tinkering with ideas for new mechanics to somehow keep active players alive longer. This trend of killing the actives needs to be resolved somehow. It wasn’t that inactives stifled dialogue, it was that the active players all got killed early (as a side note, I was really, really unhappy to see the dot orgahs all whacked early. Aside from me not getting to see them in action behind the scenes, as an overall comment if the NOTW series is going to survive we need to stop killing off our new/returning players early. Let them actually play for once). Will I host another? I don’t know right now. Maybe a mini-NOTW down the road. Until then:
Posting is open!
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