Mini Normal 2181 | College Basketball Players | Game Over


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Post Post #5101 (isolation #0) » Fri Jan 08, 2021 1:12 pm

Post by implosion »

Hi everyone - in light of NPoM's ban, I'll be running the game for a week.

Night deadline has expired, but I'm going to need night actions, so please
re-submit your night actions by PM to me.
To make absolutely sure there are no shenanigans, I'm going to ask
everyone
to PM me acknowledging this (and submitting night actions if you have any). Day will begin when I have PMs from every player.

Thanks!
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Post Post #5102 (isolation #1) » Sat Jan 09, 2021 1:21 pm

Post by implosion »

Prism has been killed. They were a
Town Doctor
.

It is now Day 5. With 5 alive, it requires 3 to eliminate.

Not Voting(5): fferylit, notscience, Vaxkiller, PookyTheMagicalBear, benhalkum

Day 5 ends on January 19 at 5:00 PM PST, in (expired on 2021-01-19 21:00:00) or when an elimination occurs.
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Post Post #5125 (isolation #2) » Sun Jan 10, 2021 4:07 pm

Post by implosion »

Vote Count 5.1fferyllt (1): PookyTheMagicalBear

Not Voting(4): fferylit, notscience, Vaxkiller, benhalkum

With 5 alive, it requires 3 to eliminate.

Day 5 ends on January 19 at 5:00 PM PST, in (expired on 2021-01-19 21:00:00) or when an elimination occurs.
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Post Post #5162 (isolation #3) » Tue Jan 12, 2021 5:52 am

Post by implosion »

Vote Count 5.2fferyllt (1): PookyTheMagicalBear
PookyTheMagicalBear (1): Vaxkiller

Not Voting(3): fferylit, notscience, benhalkum

With 5 alive, it requires 3 to eliminate.

Day 5 ends on January 19 at 5:00 PM PST, in (expired on 2021-01-19 21:00:00) or when an elimination occurs.
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Post Post #5181 (isolation #4) » Wed Jan 13, 2021 11:44 am

Post by implosion »

benhalkum has been prodded.
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Post Post #5227 (isolation #5) » Thu Jan 14, 2021 8:19 am

Post by implosion »

Vote Count 5.3PookyTheMagicalBear (1): Vaxkiller

Not Voting(4): fferylit, notscience, PookyTheMagicalBear, benhalkum

With 5 alive, it requires 3 to eliminate.

Day 5 ends on January 19 at 5:00 PM PST, in (expired on 2021-01-19 21:00:00) or when an elimination occurs.
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Post Post #5262 (isolation #6) » Sat Jan 16, 2021 9:30 am

Post by implosion »

Vote Count 5.4Not Voting(5): fferylit, notscience, PookyTheMagicalBear, benhalkum, Vaxkiller

With 5 alive, it requires 3 to eliminate.

Day 5 ends on January 19 at 5:00 PM PST, in (expired on 2021-01-19 21:00:00) or when an elimination occurs.
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Post Post #5270 (isolation #7) » Sat Jan 16, 2021 10:21 pm

Post by implosion »

PookyTheMagicalBear and Vaxkiller have been prodded.
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Post Post #5310 (isolation #8) » Mon Jan 18, 2021 10:16 am

Post by implosion »

Vote Count 5.5PookyTheMagicalBear (2): PookyTheMagicalBear, Vaxkiller
Vaxkiller (1): benhalkum

Not Voting(2): fferylit, notscience

With 5 alive, it requires 3 to eliminate.

Day 5 ends on January 19 at 5:00 PM PST, in (expired on 2021-01-19 21:00:00) or when an elimination occurs.
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Post Post #5337 (isolation #9) » Tue Jan 19, 2021 8:22 am

Post by implosion »

Vote Count 5.6 (FINAL)PookyTheMagicalBear (3): Vaxkiller, fferyllt, benhalkum
fferyllt (1): PookyTheMagicalBear

Not Voting(1): notscience

With 5 alive, it requires 3 to eliminate.
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Post Post #5338 (isolation #10) » Tue Jan 19, 2021 8:25 am

Post by implosion »

PookyTheMagicalBear,
Vanilla Townie
, has been eliminated on Day 5.

It is now Night 5. Please PM all actions to me. Night will end in 48 hours, or upon receiving PMs from all living players that they're okay with it ending faster.
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Post Post #5339 (isolation #11) » Wed Jan 20, 2021 5:01 pm

Post by implosion »

All players have requested fast night.

benhalkum,
Town Friendly Neighbor
, has been killed on Night 5.

It is now Day 6. Deadline is set to 8:00 PST in 2 weeks, in (expired on 2021-02-04 00:00:00).
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Post Post #5346 (isolation #12) » Thu Jan 21, 2021 6:20 am

Post by implosion »

NoPowerOverMe will be taking back over for the rest of the game.
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Post Post #5547 (isolation #13) » Fri Jan 22, 2021 10:47 pm

Post by implosion »

I'm happy to step in to this discussion (and I have been listening from the sidelines since seeing mastina's comment in the review topic (which is now public) and the complaints in the dead thread).

I'm sort of missing some context and I could go back and look for it but I feel like it will be easier to hear people answer very specifically: what, specifically, about the setup is it that makes people so adamant that it's the mod vs the players? This isn't a judgment call or anything, I just am not sure specifically what it is. Is it specifically the combination of roleblocker + doctor + jailkeeper? Is it the vanilla cop not having any specific interactions with anything else? My current understanding is that the frustration for town is that they can never be sure why a kill didn't happen and thus their roles are semi-useless because they can never confirm anyone, and the frustration for scum is just not being able to reliably push kills through.

I think at the moment I'm inclined to agree with mastina that this setup is probably roughly balanced, but I can definitely see the reason that it is balanced (namely, the fact that the town PRs are anti-synergistic in the presence of a large amount of raw town power relative to scum power) being a cause of un-fun-ness. I think reviewers do sometimes criticize setups for being unfun, but it's certainly not one of the main criteria looked at; the first criteria are balance and normalcy (both strictly to the definition and subjectively if it feels normal), then swing and fun and such are all sort of there but aren't like, explicit things to check off or anything like that. That could change in theory.
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Post Post #5562 (isolation #14) » Sat Jan 23, 2021 5:34 pm

Post by implosion »

Spoiler: Some thoughts
I think if you add a 1-shot strongman this setup becomes scumsided, because it basically makes almost all of town's power worthless on one night. At least, certainly if this setup was
balanced
then this setup with a goon replaced by a 1-shot strongman is scumsided. Maybe goon->1-shot strongman and vanilla cop->neapolitan or something like that. But that's beside the point.

I think the NRG has a kind of gut instinct to distrust players' opinions on a setup after they play it, and that this instinct isn't actually misguided in a lot of cases (e.g., empirically the popular consensus on what is a balanced setup didn't match reality for a long time, though it's entirely possible that's changed over time). But in terms of how fun a setup is, if players didn't enjoy the setup then players didn't enjoy the setup and we as designers should listen. Sure, the rules don't
obligate
reviewers to design for fun, but they should definitely try to, and if a setup is approved that every player on both sides disliked then that's a failure at some level. There's a sort of exception of games that players think aren't balanced as their primary gripe, but that actually are; this isn't that, because the issue at hand here isn't one of balance primarily IMO.

That said, there's also a difference between players enjoying/not enjoying the setup and players making mistakes around the setup. I think it's simply a mistake to assume that there can't be three goons with this set of town power roles, and then base your play off that assumption in some way, unless I'm missing something; it's probably roughly balanced, even if it's unfun. Sure, scum got lucky dodging all the protective roles and things would have been harder for them if they didn't, but the nature of the setup is that stopping a kill doesn't give town overly much info, so that's not really an argument for it not being balanced. Un-fun-ness is something that reviewers will miss sometimes, perhaps more often than balance. And so I'm not really sure what I think about the whole mod-versus-players thing.

It's probably a bit bad to give town a conftown role together with all this protective power with no counterplay actually, since it could bait scum into killing them if they claim and are protected, so maybe the friendly neighbor is a bit of the setup that's a cause of issues.

I'm mostly spitballing, it's just been a while since I've really talked with random players about normal games so it seems like a good opportunity to gather feedback fmpov.

I think I agree that scum should have
something
in this kind of setup, though I think just an informed role informed of something like "there are three town roles that are capable of stopping a nightkill" (similar to what someone else suggested) would be enough to solve the biggest issue.
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Post Post #5569 (isolation #15) » Sat Jan 23, 2021 6:56 pm

Post by implosion »

bork wrote:The denunciation of strongman here kind of sounds like an indictment of strongmen in general
This is totally valid. One bit of design philosophy that I think is pretty commonplace in the nrg is the idea that scum don't
need
counterplay to town roles for a setup to be balanced; and this is in general true (because of course a mountainous setup is scumsided, so town power is necessary to get balance) but as a result roles like strongman and ninja that exist purely to weaken specific town power are sometimes viewed as worse design options. I think the better viewpoint is to look at them as a different way of gating town power roles instead of modifiers.
fferyllt wrote:From my perspective, things went from "Wow, how lucky we hit the roleblocker on night 1" to "Wow, half of town were PRs. We had a 50% chance of targeting a PR on night 1 but there were FOUR different ways the kill could have failed. This game could have been all but lost after night 1."
I think part of my point is that in this setup, missing a kill on n1 isn't necessarily a death sentence for scum, because there are going to be two town roles with false information about what stopped the kill. Maybe a roleblocker or a jailkeeper claims incorrectly and outs themself and gets a townie killed for no reason, or forces the other to claim too, and maybe both of them were wrong and it was the doctor. In a way, this actually is good design that reduces swing; because there are so many kill-stopping roles, it's pretty likely that a kill will be stopped at some point but the impact of it happening is reduced.

Swing is something I didn't really address, and basically the main thing I have to say about it is that (and I may have said this publicly before, not sure) swing is like, the single hardest thing to design around IMO. Almost every single kind of town power role adds swing. Vigs add swing over hitting or missing, investigative roles add swing over hitting or missing or hitting "false" results (like a neapolitan targeting a town power role, or a gunsmith targeting a mafia doctor), protective roles add swing over hitting or missing, blocking roles add swing over hitting or missing or hitting town. Each of those different roles' swing can compound in really ugly ways; a doctor saved a strong power role with good reads? Well, that's pretty much game winning on its own.

The paradox is that to balance a game, you have to add a certain level of town power, and you're relegated to either putting that power in just a few roles (in which case, you're increasing swing because a few roles are very powerful and if they die early it has a larger effect) or distributing it among more roles, like in this setup (in which case, you're increasing swing because there are so many different interactions and roles that could cause different things to happen).

It's not *impossible* to design around but it's very, very hard.
fferyllt wrote:I don't think the final design of this game was a natural outgrowth of the design that NPOM envisaged when he came up with his initial design. It was something almost completely different. What kinds of lessons in design and balance was this supposed to teach?
I think looking at the first draft of the setup and seeing how it grew isn't that useful in this case because he sort of redesigned it fully because the first draft was just too off the mark in balance.
Prism wrote:My issue was that the setup included BOTH of the conflicting PRs and the red herring Vanilla Cop/no scum power. One was fine, both was absolutely not.
I think taking issue with the vanilla cop in this setup/your take in general is generally defensible. It is true that it isn't really serving a particular purpose and I can see that in conjunction with the unusual power assortment being an issue. It is kind of a subtle issue in a way that I can imagine being really hard to catch in review, though; it's hard to predict at the review stage that the town will see a vanilla cop and the rest of the setup and speculate in this particular way about it, even if now after the game it seems obvious in retrospect. There is somewhat of a fine line that I think mastina was getting at in that players shouldn't be able to
assume
that, e.g., there's at least one scum PR in a game with a vanilla cop. But this was probably not the setup for that to happen given the core of blocking/protective roles.

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