In defense of the scumteam, our actions were sort of dictated by the roles that we got.
Granted, I personally played awfully on the first couple of days. Not sure how I should have played Day 2 differently. But my teammates played well to the roles they were given.
You know, the scum team may not have deserved to win, but aside from the WIN BOTAN our power roles were kind of ass due to redirects and randomizes making it so that nothing we did whatsoever would have a predictable result. We got specifically fucked multiple times due to nights being processed incorrectly.
Town made a choice to let Roden be wagoned D1, and also a choice to let my chainsawing Juicebawks and staging a fight with Nakéen influence your decision-making. You can say whatever you want but within the constraints of not being able to predict our own moves, a ton of inspects and an SK flying around, we weren't all that ineffectual within the context of what we had to work with. There were multiple double-voters and none of them were on our team.
Honi soit qui mal y pense :I
(all praise memelord Toon)
Absolutely. I 100% agree that you guys played to your outs, considering that half the Town had confirmable Actions, and the other half had Action disruption. There wasn't really anything to do here other than that.
It's not like you guys wanted to go for a Kill-less game. I tried to kill someone. You guys tried to kill someone. I'm not entirely sure why every Kill Action had to be convoluted. Why did my Kill Action have to involve using both of my Actions, AND NEED TO HAVE A SOAKED TARGET? Why did NQT's Kill have to involve counting down from
20?
I'm really confused. I'm really mad. I'm really frustrated. Those are my feelings. This is not to disparage you, Fallacy, and I thank you for running the game. I'm really just explaining exactly how I felt playing the game. Those aren't really constructive criticism, though, so I'll try to explain what made me feel all of those.
The first is that the game kept... going... slowly. Days did not have exact ending times, which meant that the Days weren't 72 hours; they were more like 3.5-4 days. Nights had the same issue. Nights weren't 24 hours but usually 48. This is really just a time issue, but it's one that severely affected the game's pacing. I think if you were to run this game again, you
need to give the Day a hard ending time of 72 hours. Once that time is hit, no more discussion. End of story. End of Day. If you have to, give a quick "X is voted out, here's their role" and then add flavor later. It'll let people do Night Actions faster, and Nights should be shorter, too. I know you're busy, but if you put a time, I'd rather be told "Night will end in 48 hours" than "Night will end in 24 hours" followed by "Processing actions" 12 hours later followed by 12 hours later the Day starting. I feel like morale gets crushed when you extend Days and Nights, and I would rather get stomped fast by an active Town than win slowly because the Town gave up. Having hard end times is pro-Town (except Day ends, which is pro-scum, because they can vote shift at Day end, but it loops back to pro-Town because otherwise, scum are incentivized to do nothing at Day end and not engage.)
Second, ties should be decided by the Mafia. Shortens games, and makes the Town come to decisions better. This is also beneficial to scum, because vote-shifting is a legitimate strategy for scum to employ.
Third, I am unsure what my role was intended to do. Was Soaked meant to do more? Was On Fire meant to do more? My Protection felt so painful to use, because it's a double-Protect, which means I
need to use it on scum or it potentially makes their Mafiakill useless (I can't really turn it off, now can I?) My Inspection Immunity felt bad because I have to outguess who's going to get Inspected, and it's not like I'm going to be able to make that Action do something useful, or sound like a Townie Ability. It has pretty niche uses, but why couldn't I... I dunno...
steal their Inspection results? Why was my Kill being tied to two Actions and required the target to not be targeted in a game where everyone has Abilities with a really weird roleblock mechanic? Soaked felt like a way for me to have multiple ways for my Kill to fail, instead of giving me more ways to potentially succeed. What Abilities would I need to drain a random usage from, and why couldn't I learn what the Ability I drained was? I felt like being given a randomization tool was horrible, when I had no idea where the Action would end up targeting. Did everything truly need to be 1-Shot?
Overall, it felt like I was given a Swiss Eevee Knife in a game where everyone gets Vorpal Blades, and when I unfolded the tools, they were all rusted sporks, so I tried to give myself Tetanus so the Mafia wouldn't kill me. I could only use my own brains to find the Mafia and help them as best as I could, and I eventually settled on the Mafia being EuchreJack, Vector, and NQT, so I tried to vote myself out so that I could get out of their way and hope they could kill someone now that my Abilities were pointless. I mean, had I not been voted out, I would've randomized Nakeen.
I dunno. I'm just unsure of what my role was intended to do. I had to find the Mafia myself, learn what their Abilities were myself, use my Abilities to help them with that information, cover for the Mafia as best as I could off of this, AND avoid being on their murder list. I didn't want to do all that, so I chose death instead.
I'll shorten third to I felt like I was being given multiple ways for my role to fail instead of multiple ways for my role to stand out. It's a lesson I sometimes forget when I make a role, where I make a role that is explicitly made to cover for some weaknesses and strengths in other roles, but I'm not even really sure how I covered for the Mafia's weaknesses or the Town/SK's strengths. I got an Ability that sets people On Fire, which seems to only be a mechanic used by the SK. And I couldn't even target it.