1. How much player power (as opposed to GM power) did you feel there was during YG0?
c. Adequate
2. What did you think of having a one-dimensional stat (Essence) for gods?
I'm caught between B. and C., because I actually really like the way Stirk did Essence, Power, and Crux, but at the same time, this game handled one stat more or less fine. It can be annoying when it's 'shit shit shit I need to do stuff to protect myself but if I use Essence to protect myself I can be killed but if I don't I can be killed anyway what do I do shit shit shit', but on the whole the only god who actually had an issue with getting killed whilst nominally able to defend themselves was Yaos, and that was because there were individuals with power and a vendetta.
3. What did you think of the amount of conflict?
Eh...a little bit much, but only really because whenever it happened it happened in bursts and everything got crazy and people tried to do everything all at once. There were no true sieges, only skirmishes and cold wars. Which, in a game where everyone effectively has WMDs, makes sense, I suppose.
4. How much power do you think the Council had?
Too little power in practice, too much in theory. Speed versus organisation versus kindof an inorganic system of doing it.
5. How much emphasis should secret actions be given?
I have no idea.No seriously, I barely used them compared to a lot of people, from what I could tell. No clue how much emphasis they really had.
6. How important are prompt updates to you?
b. Not important
Meh. I tend to like Ross' games. You wait in those. You learn to be patient. Plus, can't always get everything every day.
7. How much do you think a god's actions should be governed by sphere?
C. Some
8. How would you like to change the emphasis on NPCs?
Maybe a little bit of an increase.
9. How easy should gods be to kill? (suggestions recommended for attack and defense components)
Gah! Uh...not sure, really. Harder, I think, but that's mostly because I prefer the idea of weakening/destroying a god indirectly. It's a game of strategy to me, after all.
10. Would you like to see a ministers system implemented at the start of (a) future game(s)? (The ministers system likely involves increased votes for elected ministers on their departments and a system for electing them. Note that such a system can be implemented ior removed later as with other Council projects assuming a similar or identical Council setup.)
b. No
11. How much should players be allowed to interfere with each other's creations at the start?
a. Very little
b. Little
c. Much
d. Very much
12. How much should lack of originality be penalized?
b. Not much
13. Given the Captain Ersatz rule, do you think my fear of lawyers was excessive or insufficient?
Meh. I like it just for discouraging laziness (*coughyouknowwhoyouarecough*), but inspiration's still fine and I think the fear itself was silly.
13b. How important is an overall cooperative goal for the gods? (YG0's cooperative goal was intended to be any combination of understanding, expanding, assimilating with the Void factions, or beginning a long quest to exterminate them.)
I kinda liked it. Not necessary, but if there's an overall plot that can stir when things start to get stagnant or unpleasant and kick everyone into motion, it's pretty nice. Worked well last game, that's for sure.
14. How much realism would you prefer to see?
Eh. I like 'permeable physics', so to speak. Mostly the same physics, but with magic pretty commonplace, and if a god wants to do it, they can. Working within physics probably makes it easier, what with the 'bend-reality-tax' (even gods have not escaped taxes, only death(OOH God of Taxes. That's what I'll be. Public enemy Number One. XD))
15. What part of the game did you most like?
16. What part of the game did you most dislike?
17. What do you like ior dislike most about my writing?
0-10 scale questions (10 highest):
18. How much would you like to have the pantheon split into 2-3 administrative teams at the start?
For: Reduces individual risk; Allows normally minority positions to pass (locally)
Against: Demands increased participation; May supersede per-player diplomacy?
2
19. How much granularity/fine-grained control do you feel is ideal for world design?
For: Emphasizes one of the main attractions for god games in general
Against: Increased overhead with little effect?
7?
20. How much would you want increased attention to intrigue?
For: Focuses on a popular feature for similar games
Against: Comes at the potential expense of some dissatisfaction
7?
21. How much do you value randomness (dice with non-arbitrary modifiers) over intuition (KJP's festering and brooding)
High: Less change to last game's design; Prevents KJP's mood from affecting much
Low: Leads to luck overriding skill; Increases the "human touch" to the story
3-4
22. On a scale of -5 to 5, how much anthropomorphism/anthropocentrism do you expect of unspecified NPCs?
High: More relatable; Easier to interact with(/write?)
Low: Possibly more realistic; Aligns with realism more closely
-1 or 0?
23. On a scale of -5 to 5 (higher being stronger), how strong would you want the Captain Ersatz rule to be?
2 or 3?
Open-ended questions:
24. What do you think of secret goals and how they should be rewarded, determined, integrated, &c.?
I dunno. It's kinda nice to give yourself a goal just so you, the player, can have something to work towards and have fun playing the game, but most seemed to be pretty far fetched to try and do.
25. What sort of magic system do you want? (I have already prepared a more mechanically developed one to replace the loose, broken old one. It is still highly extensible.)
Eh...I like magic being not quite related to the gods, if only because the entire world being god-centric felt off to me. Obviously, there are gods, and obviously, religion is a big deal, and there are certainly stories where they're such a big deal that all magic
does come from the gods, but personally, I prefer it where people can have magic without the gods. Not necessarily abandoning them to do so, but just so there can be low levels of basic magic theoretically possible for people without needing to be priests. Depends on magic capability of species, person in question, and their education and blah, but still. And animals, actually. It'd be really subtle, unflashy, 'weak' stuff, instinctive, kinda, but the idea of the 'look-at-me-nots' and 'seeker-peeker' for prey and predator stuff just adds a nice touch of flavor. If that's the world one's going for, at least.
Oh! And maybe a bit less plane stuff. More interesting when the gods are amorphous beings that have to go through the 'material plane' than having a separate divine realm for everyone, but that was a result of divine action, so I'll just have to shape it myself.
26. Any other changes/features you want in the base game?
Uhh....I don't think so. It's pretty extensive as is.