1000% Knight
Gender: Male
Rank: Moderators
Joined: Tue Jun 17, 2008 2:06 pm
Posts: 6932
Alright, well, this was a ride.
First of all, kudos and thanks to Nanjo for running the game. There was a lot to manage and put together, so good job!
I did like it overall, but there were definitely plenty of flaws (which I'm pretty sure everyone noticed).
I really liked the story behind the game, and thought it was really cool and deep! Unfortunately, it was presented in a really really really bad way. Or rather, it didn't really fit the Emissary Game. The Emissary Game ended really anticlimactically... both in terms of having one player suddenly screw everyone else over at the last second, and in terms of Zero going "Vivienne wins," answering a few questions (but no Big Questions), and then everyone just leaving. We did get a bit more context from the final scenes, but even then a lot was left in the air--the fact that it seems most of the players were wrong about Zero's identity upon the closing speaks volumes about how well some parts of the plot were conveyed. Also, while the backstory was pretty cool, Zero's motives for everything was pretty amorphous, and this method seemed pretty contrived for her stated goal, even by Nonary Game standards.
Nanjo tried to do something totally different with this Nonary Game, and it kinda worked, and kinda didn't. It seems everyone was into it at the beginning, and then enthusiasm kinda... dissipated a bit. Games were both too long and too short--they dragged out too long in real time to keep people engaged, but once it was clear that pacing was an issue people were locked out of actions/strategies that would have required more planning/timing. I think it was only the Werewolf Game that went on too long, though; the Attack/Defend game was fine. (Yes it was a bit long, but no individual phase felt too long imo.)
The games ranged from pure strategy games to thinly veiled plot devices. Nanjo sometimes struck an awesome balance in the middle (Rows is the particular stand-out), but the plot device games... well, felt more like plot devices than games we could actually play. Apology Game in particular felt bleh, since it was nothing more than a windfall to the characters connected to the Jason plot. (It ended up being the sole reason Vivienne was able to win.) Even the game after that felt better, since even though it wasn't a "game" and was clearly there just to make esper powers/morphogenetic field stuff explicit, it still had some interesting stuff by giving Pink so much power and discretion. However, while I did like the mixed plot/strategy games, they also tended to feel like they were decided by the whims of the GM, and how much/what info Nanjo decided to give us. The fact that we just gave up on Rows and couldn't figure out the keykeeper, despite several hints from Nanjo in both of these, speaks to this.
Also, in terms of incentives for the players--I think allowing multiple winners was a big mistake. Part of the reason this wasn't a death game was to make people more willing to backstab and whatnot. But since everyone could win, cooperation just seemed a much easier strategy. I think the rule should have been if multiple people crossed $1m at once, only the person with the highest amount of money would win. This would've prevented people from teaming up for life, since cooperation would eventually stop paying out.
Alright this is where my post is gonna get rambly cuz I feel like a better place to discuss this would've been a couple paragraphs above but I just thought of this now so too bad. The pacing when games weren't happening was also off, especially at the end, when I just wanted closure/resolution to things. I think GM prompts would've gone a long way here--just small stuff like "[Will move on once I have a few reacts]" or "[Will proceed a bit later, feel free to react]". Just so we knew what we were actually supposed to be doing, since sometimes it wasn't clear whether you were waiting on us or we were waiting on you or what-have-you.
Having two methods for bringing dead people back to life (interdimensional drones and necromancy) felt a bit weird. The interdimensionality was pretty cool, but it felt like it would've been even more awesome if the Emissary Game had been able to take advantage of the physicality of that even more, rather than just having all the timeline B people be in timeline A for the game.
As I said, I thought everyone did a good job RPing. It's not the case that all the characters were super awesome uber-unique memorable characters, but everyone felt good, and consistent, and with depth.
Hazel as a person was eeeeh, but having a decrepit old woman in the game I thought was a really unique character archetype for the genre.
Pink definitely had a personality--a kind, earnest amnesiac who was trying to do right by everyone because she literally didn't know better--but... yeah, I definitely see where Matt is coming from in his complaints. The fact that Pink was trapped in the closet for so long feels weird since nothing came of it. It would've been one thing to isolate Pink for the first game or two, or for the entire game, but doing it for half the game without any apparent reason for it is eeeh. The fact that nobody (including Pink) had anything definite about Pink's identity/backstory even as the games became more and more about the plot and the specific characters also seemed incredibly bizarre to me.
Falling behind in the games also sucked. You could definitely tell where people got screwed just because this was a forum game and they didn't get on in time. This was definitely a prickly issue, since a huge pot could put someone behind back in the running... but could also just end the game prematurely. Making games that had the ability to lose money may have given people more of a fighting chance as the game went on. Or maybe people would have to ante a certain percentage of their current winnings (so players ahead would be putting in more--and you could even increase the percentage for players ahead). No matter what you did, the fact that this was an RP instead of a scripted story would introduce lots of potential for things to go very screwy.
uhh that's all i can think of atm, so i guess i'll just put down my thoughts on playing astrid. I could tell from Astrid's profile that she was going to be The Lotus. It was slightly disappointing, especially after being The Ace in NG7, but I figured I had to take my turn out of the limelight, and I was pleasantly surprised because Astrid's warblers ended up more plot-relevant than I had expected. Also Astrid's character traits made it so I could go at the games with full force without feeling bad for trouncing everyone
I kinda wanted Astrid to have more of a personality than being the group nag who wants everyone to cooperate, but... oh well. I kind of wanted to try playing a ruthless character for once (Teddy is #1 dad who did nothing wrong), but having the environmentalist selfishly screw everyone else over seemed to OOC. Especially at the very end, running away was very tempting, but... I just couldn't bear to have Astrid face everyone if she betrayed them after spending the whole game trying to get everyone to cooperate.
also the fact that in the final game the run payout was nearly exactly what astrid needed to hit 1m proves that astrid was the true protag all along, wesley and jason and luka can move asideedit: also nanjo i'm gonna burn your house down (a purple beanbag is making me do it i'm sorry
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Credit to Evolina for the sig+avatar!