THE MEGA BRAWL MINES (Lounge Thread)

Not that it'll matter much for this initial phase and the game's start, but, when it comes time to begin solving puzzles and battles, are we going to have coordination PMs for the teams?
Yes that would be the best option seeing as how you need to communicate to your team mates privately
 
Says the guy whose speices try to kill you WHILE your EXPLORING the ghost house. :boo:
Ok? Well would you like to join the game? we still have one last spot open.
 
So a BIT of a change all Battle actions WILL STILL hav you PMing me but its during the exploring phase you fight the enemys and it will only change to a battle phase during a Boss fight
 
Before I log off for the night, since you are a first-time host and this is a new type of game for the forum, I'd like to add a little bit of feedback. The game is fun so far, so consider these as suggestions to mull over rather than criticisms.

Firstly, right now it doesn't really seem like the phase structure is a factor? Maybe it's just too early to assess it because we haven't gotten past the exploration phase, but given the phases aren't following the timeframes initially presented and that there was a little on-the-fly determining of how to handle the battles, it seems like they've been partially set aside.

That's not inherently bad. A "live" approach over a smaller timeframe actually seems better suited to what this game wants to accomplish.

The phase structures and phase lengths of games like mafia/KG/AAAA are in place because those are games which (mostly) require only a couple of posts or submissions per action (KG investigative phases are time limited for fairness to the killer, instead). Those big, well-defined phases work well for those types of games, because it gives players the flexibility to set aside some slot of their day to do their actions while keeping the game moving forward. It also gives the GM time to review all submissions and determine the results - and those submission interactions can get complex for those games!

This game, on the other hand, seems to be going for more of a "continual engagement throughout the day" approach. Exploration happens live, battles play out live; it's not the GM collecting a bunch of info and having to sort through it. The game constantly inches forward. It also - at least so far - seems like this game only progresses when certain objectives are met.

So maybe there's no need for large phases with set times, but instead the game can just continue to progress through smaller, frequent posts. The pitfalls of this approach are primarily two. One, if the game drags out too long, players will get busy and be unable to participate, and the game will stall out. I think this could be mitigated with streamlining. Maybe you could also mark points of interest on the map so players can more easily stumble upon relevant items, preventing exploring areas aimlessly. Likewise, if a portion of the game is starting to drag out too long, consider being generous with hints or helping players along in finding what they need.

The second problem, and a more difficult one to solve, is that this "live" approach disadvantages players who aren't in the host's timezone. All current players seem to overlap well enough, so this isn't an immediate problem. But! It is something to consider as this style of game evolves over time.
 
Before I log off for the night, since you are a first-time host and this is a new type of game for the forum, I'd like to add a little bit of feedback. The game is fun so far, so consider these as suggestions to mull over rather than criticisms.

Firstly, right now it doesn't really seem like the phase structure is a factor? Maybe it's just too early to assess it because we haven't gotten past the exploration phase, but given the phases aren't following the timeframes initially presented and that there was a little on-the-fly determining of how to handle the battles, it seems like they've been partially set aside.

That's not inherently bad. A "live" approach over a smaller timeframe actually seems better suited to what this game wants to accomplish.

The phase structures and phase lengths of games like mafia/KG/AAAA are in place because those are games which (mostly) require only a couple of posts or submissions per action (KG investigative phases are time limited for fairness to the killer, instead). Those big, well-defined phases work well for those types of games, because it gives players the flexibility to set aside some slot of their day to do their actions while keeping the game moving forward. It also gives the GM time to review all submissions and determine the results - and those submission interactions can get complex for those games!

This game, on the other hand, seems to be going for more of a "continual engagement throughout the day" approach. Exploration happens live, battles play out live; it's not the GM collecting a bunch of info and having to sort through it. The game constantly inches forward. It also - at least so far - seems like this game only progresses when certain objectives are met.

So maybe there's no need for large phases with set times, but instead the game can just continue to progress through smaller, frequent posts. The pitfalls of this approach are primarily two. One, if the game drags out too long, players will get busy and be unable to participate, and the game will stall out. I think this could be mitigated with streamlining. Maybe you could also mark points of interest on the map so players can more easily stumble upon relevant items, preventing exploring areas aimlessly. Likewise, if a portion of the game is starting to drag out too long, consider being generous with hints or helping players along in finding what they need.

The second problem, and a more difficult one to solve, is that this "live" approach disadvantages players who aren't in the host's timezone. All current players seem to overlap well enough, so this isn't an immediate problem. But! It is something to consider as this style of game evolves over time.
I do have to agree with most of these points Im more used to constant engaged games and am not very well inclined with the typical forum game format so yes I DO think this should be streamlined but not drag on for TOO long especially since I DO want to get other things done so maybe if it ok with you guys small breaks throughout so that way people can set aside time for this as for other things I might need some more Guidance on that frount.
 
NEW Nachi Form

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Trafficrab
Strength: 6/10
Inteligence: 7/10
Speed: 4/10
Hp: 5/10
Special Skills:
Metal claws can cut through a few things with them big metal claws plus the traffic cone can help out a bit with protection but not much also has a red light It can beam in dark areas.
 
(Going to have to check out for the night shortly but I will entrust my partner with all control and direction overnight.)

(I'd like to see how the next day or two go and then offer another round of feedback on Friday.)
 
so when are we planning to continue
Soon ive just been busy rn so if you all want do what ya need to do or maybe even talk with your team mates and discuss strategys
 
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