<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=324835.msg15635874#msg15635874">Quote from: c0i9z on 24-10-2020, 01:41:43</a></div></div><blockquote class="bbc_standard_quote">I agree that some some limits on alliances, either soft or hard, would be good. We would be way ahead right now if one person didn't get three people's worth of influence. That and the pile of influence Alwyn lost in the big Docks fight.<br/><br/>Mechanically, I do think that some minion powers were significantly stronger than other. I'm thinking especially of Loud and the one that gives -2 to all rolls.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Both good points.<br/><br/>I didn't want to say anything while the game was going on because I didn't want to think anyone should feel what they were doing was wrong in any way and I know that's how I take it when people point out unfair mechanics sometimes.<br/><br/>But what it sort of came down to was the only reason the alliance wasn't so op was because Shanira got all the influence of Selevahn and Valerian, and to a lesser degree because Chevis got all the influence of Ixeor. So basically two broken mechanics kinda cancelled each other out but everyone else was sort of left in the lurch a bit.<br/><br/>Both of these things will probably just be gone in their current form if I do redo Hexville.<br/><br/>Also completely agreed about the minion traits, I was tracking which ones felt strong and weak and those two I had pegged for being very strong. Loud was pretty much working as intended, it was meant to be the strongest non-unique trait, but Distracting was not.<br/><br/>Small ramble about minions. What I'm thinking now is letting Aspirants give minions a focus, and when they get a positive trait they get a bump in that direction, up a sort of sliding scale, and when they get a negative trait its likewise small at first and then grows larger over time.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=324835.msg15635884#msg15635884">Quote from: pdragon on 24-10-2020, 01:49:29</a></div></div><blockquote class="bbc_standard_quote">Mother Freya managed to be super evil by doing literally nothing but feed the poor and service the community  :P<br/><br/>It's a shame the game had to end prematurely. I thought everything was going well. I think the extra long deadline for the last turn might have contributed to people petering out though. I feel the faster pace actually helped make the game more engaging. I know I pretty much dropped whatever I was doing to plan out my turn whenever it came up, which is saying something since I tend to be on the slower side. <br/><br/>I would agree that the alliance was probably the only real flaw of the game. I think it needed to be more limited, or at least have some kind of balance that doesn't just make it the objectively correct option to chose. I think my original pitch for changes earlier still stands, but I think the simplest change would just to limit it to 2 or 3 people or just add some kind of risk/downside to making an alliance. I know someone tried to downplay the strength of alliances by implying people wouldn't stay on the same page or try to backstab each other, but that literally never happened except for once when someone left the game I think. There's nothing to be gained from breaking an alliance once you're in it so unless someone was going heavy on role playing there was no way anyone was going to hamper themselves like that. <br/><br/>Otherwise I think the game worked really well, and it was incredibly fun and dynamic. I think it could legit be a good basis for an actual board game, or perhaps a small scale table top game. Also big props to Phoenix for the sheer amount of work that was put into the game. I was struggling sometimes having multiple tabs open tracking different pages just trying to think through my own turns, I can't imagine the effort it took to keep all of this straight and consistently handle everyone's turns, not to mention having such well written prompts and updates. <br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>I should concede that part of why I ended it was because the mechanics that had been exposed as not very well thought out were spiraling a bit out of control, it wasn't entirely due to player activity, I just didn't realize that at the time I typed it. Definitely none of the players still active in the end should feel bad at all!<br/><br/>What I'm contemplating right now for alliances is basically a trust system. You can set people to trusted, which lets them take advantage of some of your benefits, but also lets them steal from you and sabotage you much easier. Also it wouldn't be reciprocal unless both chose it to be. So you could tell someone "let's set each other for trusted next turn" and then, you know, not, and now you're trusted with them and can wreak havoc, or even go along with it until you pull your power move. I think that feels more fun to me. Interested to know if people have thoughts about such a system.<br/><br/>Also I learned a lot about what does and doesn't work for processing turns so hopefully I can do it all with less work in terms of hours spent going over numbers and realizing I got one wrong and having to redo the whole thing haha.<br/><br/>Regarding deadlines, I think perhaps a strict deadline for the sheer mechanical stuff like - my minions are going here - and a more open ended deadline for prompts/interactions may be where I'm leaning. The minions doing things and the knowledge that you don't get another prompt until you finish this one being the motivating factor to post the IC stuff in a timely fashion, but ultimately not a hard deadline.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=324835.msg15635887#msg15635887">Quote from: Geeklet on 24-10-2020, 01:52:40</a></div></div><blockquote class="bbc_standard_quote">I think as far as alliances, it might have been fun if the rules were still the same as far as pooling influence and such... but only a single person could win, so even if that alliance got rid of everyone else, they'd still have to either turn on each other, or collectively agree on a single winner.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>I agree. This is a theme in my re-design. Your supporters want YOU to win. Not you and your crush of the week.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=324835.msg15635894#msg15635894">Quote from: Elizabeth Ecsed on 24-10-2020, 02:03:04</a></div></div><blockquote class="bbc_standard_quote">I think you're also forgetting when Freya attempted to send a giant murderous cannibal crocodile person to attack helpless orbs, and a bunch of nerds trying to have a party.<br/><br/>Lol, I was willing to make less than optimal gameplay choices for role play once I realized what Alwyn valued in her life. But I'm exactly that kind of nerd.<br/><br/>Yeah, minion perks and negatives seemed a little all over the map. I know the perks and negatives can be a pretty good way to handicap players too far ahead. <br/><br/>Maybe an option to have had backup players for the people who dropped out in the first couple of weeks?<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>I'm so glad the system made it possible to make roleplay decisions! I seriously meant it that some of the spontaneous creativity was my favorite stuff to read as a GM.<br/><br/>I agree that perks were just too random. I think as I said above a more measured approach, things get better / worse incrementally would make it feel less "swingy."<br/><br/>Backup players is an interesting option. I'd have to think about that some more!<br/><br/><em>This post feels long enough...new post coming...</em><br/>