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Forum Games and Roleplaying / Re: Ye Gods OOC [21/∞] Talk here
« on: August 15, 2015, 11:03:53 pm »
Giving it a try.
Edit: I'm almost certain I completely misunderstood a few questions. Disregard anything that makes no sense or is unrelated to the question.
Spoiler: Survey (click to show/hide)
1. How much player power (as opposed to GM power) did you feel there was during YG0?
b. Too little
I wasn't able to make as much stuff as I'd wished to do in the game, but that might've been because I didn't have time to build a good following (consider my vote to be on adequate if that's the case)
2. What did you think of having a one-dimensional stat (Essence) for gods?
c. Insufficient, i.e. need more stats for gods
I really liked what stirk did to stats in his spin-off, the depth it added was great.
3. What did you think of the amount of conflict?
d. No idea
Didn't get to see any real conflict, so ignore this one.
4. How much power do you think the Council had?
d. Too much
That one was actually quit hard to answer. On one hand the council was basically able to do whatever it wanted with impunity, but on the other hand the huge variety of diverging opinions made the council completely useless in many cases.
5. How much emphasis should secret actions be given?
b. About the same
I didn't get to do much, but it seemed alright to me.
6. How important are prompt updates to you?
7. How much do you think a god's actions should be governed by sphere?
c. Some
I think a god should be dedicated to his sphere, but not to the point that they would be penalized when working out of them.
8. How would you like to change the emphasis on NPCs?
c. Increase
Npcs are great.
9. How easy should gods be to kill? (suggestions recommended for attack and defense components)
c. No idea
Haven't had any experience with that, so I can't answer.
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
I'd rather see independent pantheons than a centralized system.
11. How much should players be allowed to interfere with each other's creations at the start?
b. Little
I'm not sure why someone would want to do that at the start, even if I were to play as an evil god I'd focus more on getting a worshiper base than messing with others.
12. How much should lack of originality be penalized?
c. Some
I wouldn't have a problem with generic fantasy races, but people shouldn't do that exclusively in my opinion.
13. Given the Captain Ersatz rule, do you think my fear of lawyers was excessive or insufficient?
e. No idea
Again, had no experience with that, so I can't answer
13. 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.)
b. Important
Probably important when dealing with something as massive as the void stuff
14. How much realism would you prefer to see?
b. A little, i.e. a fairy tale-like world where much is possible with some resemblence to reality
c. Significant, i.e. a high fantasy setting where technology dominates and magic and divine action are useful only for certain special cases
Something halfway between both of theses. I'd like some level of realism, but gods should be able to make things that would otherwise defy logic, and have a large influence on the world.
15. What part of the game did you most like?
Creating species and civilizations and helping them grow
16. What part of the game did you most dislike?
probably the council. I didn't find it useful, and was impairing in a lot of cases.
17. What do you like or dislike most about my writing?
It is perfectly fine to me, I have nothing to say against it.
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?
10. I'd rather have multiple independent factions each with their own goals than a massive group where no one can get what they want.
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?
8
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
6. Intrigue is nice, but shouldn't override the creative aspect of the game
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. Not sure how less randomness means more luck based stuff. Anyways, I wouldn't want the game to essentially be a rtd.
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
-4. A great appeal for me to the game is to make lifeforms that are highly different from real life and work on how they would behave and interact. They shouldn't be assumed to work like humans unless they were specified to be like that.
23. On a scale of -5 to 5 (higher being stronger), how strong would you want the Captain Ersatz rule to be?
-5: Require creations to be references?
-4: Abolish it
0: Retain it for possible future amendment (in either direction)
4: Strengthen it
5: Block anything previously existing?
Didn't get to see this in effect, so I can't really answer this
Open-ended questions:
24. What do you think of secret goals and how they should be rewarded, determined, integrated, &c.?
Should be treated the same as public actions in terms of mechanics, except with the secrecy.
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.)
It should allow a lot of liberty for the players to innovate.
26. Any other changes/features you want in the base game?
As I mentioned a few times already, I'd love to see multiples independent pantheons instead of a omnipotent council. There should be incentive to work with others outside your group from time to time though.
b. Too little
I wasn't able to make as much stuff as I'd wished to do in the game, but that might've been because I didn't have time to build a good following (consider my vote to be on adequate if that's the case)
2. What did you think of having a one-dimensional stat (Essence) for gods?
c. Insufficient, i.e. need more stats for gods
I really liked what stirk did to stats in his spin-off, the depth it added was great.
3. What did you think of the amount of conflict?
d. No idea
Didn't get to see any real conflict, so ignore this one.
4. How much power do you think the Council had?
d. Too much
That one was actually quit hard to answer. On one hand the council was basically able to do whatever it wanted with impunity, but on the other hand the huge variety of diverging opinions made the council completely useless in many cases.
5. How much emphasis should secret actions be given?
b. About the same
I didn't get to do much, but it seemed alright to me.
6. How important are prompt updates to you?
7. How much do you think a god's actions should be governed by sphere?
c. Some
I think a god should be dedicated to his sphere, but not to the point that they would be penalized when working out of them.
8. How would you like to change the emphasis on NPCs?
c. Increase
Npcs are great.
9. How easy should gods be to kill? (suggestions recommended for attack and defense components)
c. No idea
Haven't had any experience with that, so I can't answer.
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
I'd rather see independent pantheons than a centralized system.
11. How much should players be allowed to interfere with each other's creations at the start?
b. Little
I'm not sure why someone would want to do that at the start, even if I were to play as an evil god I'd focus more on getting a worshiper base than messing with others.
12. How much should lack of originality be penalized?
c. Some
I wouldn't have a problem with generic fantasy races, but people shouldn't do that exclusively in my opinion.
13. Given the Captain Ersatz rule, do you think my fear of lawyers was excessive or insufficient?
e. No idea
Again, had no experience with that, so I can't answer
13. 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.)
b. Important
Probably important when dealing with something as massive as the void stuff
14. How much realism would you prefer to see?
b. A little, i.e. a fairy tale-like world where much is possible with some resemblence to reality
c. Significant, i.e. a high fantasy setting where technology dominates and magic and divine action are useful only for certain special cases
Something halfway between both of theses. I'd like some level of realism, but gods should be able to make things that would otherwise defy logic, and have a large influence on the world.
15. What part of the game did you most like?
Creating species and civilizations and helping them grow
16. What part of the game did you most dislike?
probably the council. I didn't find it useful, and was impairing in a lot of cases.
17. What do you like or dislike most about my writing?
It is perfectly fine to me, I have nothing to say against it.
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?
10. I'd rather have multiple independent factions each with their own goals than a massive group where no one can get what they want.
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?
8
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
6. Intrigue is nice, but shouldn't override the creative aspect of the game
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. Not sure how less randomness means more luck based stuff. Anyways, I wouldn't want the game to essentially be a rtd.
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
-4. A great appeal for me to the game is to make lifeforms that are highly different from real life and work on how they would behave and interact. They shouldn't be assumed to work like humans unless they were specified to be like that.
23. On a scale of -5 to 5 (higher being stronger), how strong would you want the Captain Ersatz rule to be?
-5: Require creations to be references?
-4: Abolish it
0: Retain it for possible future amendment (in either direction)
4: Strengthen it
5: Block anything previously existing?
Didn't get to see this in effect, so I can't really answer this
Open-ended questions:
24. What do you think of secret goals and how they should be rewarded, determined, integrated, &c.?
Should be treated the same as public actions in terms of mechanics, except with the secrecy.
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.)
It should allow a lot of liberty for the players to innovate.
26. Any other changes/features you want in the base game?
As I mentioned a few times already, I'd love to see multiples independent pantheons instead of a omnipotent council. There should be incentive to work with others outside your group from time to time though.
Edit: I'm almost certain I completely misunderstood a few questions. Disregard anything that makes no sense or is unrelated to the question.