It may be difficult to discuss this while games are running, but I think we need to address the problem of pace and replacements in mafia games.
I'm finding it impossible to replace Carmine in Little Angels Mafia, and there are other absentees, which is putting the game in danger of stalling.
I fear that Circus of Doom mafia has been dramatically affected by my failure to find time too. ![]()
Anyway, the point I'd like to raise for discussion is:
Is this a temporary problem or something that will continue to plague us until we do something about it?
I think that Circus of Doom and Little Angels starting so close in time to each other can't have helped the situation (but I can't blame anyone for forseeing that at the time).
Should we only run one game at a time?
Should we forcibly stagger start times?
I think if another player needs replacing in Little Angels, the only sensible option may be to put the game on hold until replacements can be found.
Maybe I'm just barking at nothing, but it feels to me like something is wrong.
Everybody loves the papoola.Oh, I definitely agree something is amiss here. Obviously all my comments here are in the general and reflect nothing on Little Angels or my part in it - I'll keep references as superficial and non-game-relevant as possible.
I think a core issue we'll need to consider is the expectations of players as to how fast a game should run. I know I'm at the "rabid" end of the scale, and would happily see games which have several new posts an hour, while other players only get a chance to post three or four times a week. Any pace is fine if everyone is on the same page but the problems obviously come when you have a wide variation of expectations between players. I think aiming to post about 3-4 times a week is a good rate for a game to keep moving, but personally like a faster game.
Another issue appears to be one of active participation, something I've been noticing for a long time now - it seems to me we get long tracts of post ping-pong involving only a handful of the players while other, active, players remain silent. While it's understandable to sit and watch while the game appears to unfold before you, I think this has a really negative effect on the game as a whole. The people talking generally aren't on some revelatory journey, and so the game gets into a vicious cycle of the silent players waiting for the vocal ones to pull the rabbit out of the hat, and the vocal players getting increasingly frustrated as no overall consensus can be reached from the minority who are talking.
As I say, I find this understandable - Mafia is an uncertain game and there's a well-established trend of clinging to firm facts when possible, and dragging heels when not. I think we need to break this mentality, though, be prepared to take more risks and depend less on "silver bullets" from role-claims and cop results that may not even exist. Another idea might be to, as a forum, consciously adopt a major lurker-hate mentality and just uproot anyone who is staying too quiet for everyone else's liking - this very attitude is likely to improve things simply by being a constant threat.
The bigger issue may just be a lack of players though, which I think is what Daegul is getting at. It's pretty clear that we only have a skeleton crew of mafia players on this site, and we all have real lives. What stands out is that when someone needs "out" of the mafia scene for whatever reason, there really isn't a queue of people waiting to replace them anymore. This is always going to cause problems, no matter how active and involved our games get... so maybe we can get some more people interested? A recruitment drive could help us out here - more players like our most recent crop is only going to be a good thing for Scene as a whole.
Everyone is loving the big funny joke.I think an influx of new players would probably be a good thing. As Dasquian pointed out, there really is just a very small group of people playing here on Scene these days, and some new blood might be good.
Having said that, there does seem to be a bit of a slow down in games in general, with less posting overall.
For what it's worth, Mafia: The Musical will have hard deadlines established from the start (gotta stick to that choreography, don't you know); I haven't made a firm decision on exactly how long they should be or how they should be timed yet, but what I'm currently considering is 17-RL-day days (starting on a Tuesday, ending on a Thursday) and 4-RL-day nights (Friday through Monday) to start, probably cutting the days down to 10-RL-days starting on day 4 or so.
I am, of course, open to suggestions, as long as there's still time to discuss it before people sign up ![]()
I think we've seen we don't have enough players for two games to run at once. Especially as some of us get very confused trying to play in more than one, and so don't sign up and won't be a replacement.
Enthusiasm seems really low at the moment.
In trying to replace Carmine + Feloris in CoD, I think I contacted everyone who's been around lately, including recently dead players in Angels and Circus. No takers. Most didn't even reply, not even a "Too Busy" or a "Cant be fucked".
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Nope, we don't have enough players, so playing is like pulling teeth, I'm afraid.
La Paloma:Enthusiasm seems really low at the moment.
In trying to replace Carmine + Feloris in CoD, I think I contacted everyone who's been around lately, including recently dead players in Angels and Circus. No takers. Most didn't even reply, not even a "Too Busy" or a "Cant be fucked".
Whereas I got told Fuck off. You know who killed you. Sob.
Hey, you had an investigation role and two investigations under your belt. If you'da been a townie or summat things woulda been different.
1000 miles from the chimera I chase...Bah, you just hate me. ![]()
True, but then I hate everybody. It's invigorating, rather like a hot coffee enema. You should try it. ![]()
Okay, perhaps we can pick this up again, now that the two games we had have ended. Even if we get more players, can we do something to keep games more alive?
I think games really, really need to run faster. Over a month for a single day is just not good - of course you're going to get people drop out, need replacing, or just get bored if it's going that long, and then it becomes a self-fuelling situation. So I think the trick is to end the day before everyone starts falling off.
For that, I think *see above* - we just need a culture of action and activity. What Little Angels proved more than anything is that it really is a team game - those 2 or 3 players not posting do incredible damage to the game, and it'd be as true if they were there but holding back as it was when they were absent due to needing replacement.
Everyone is loving the big funny joke.I remember with great fondness Feloris' "Coffee in Space" game - which limited Days to 1 realtime weak and Nights to 2 realtime days. With assorted in-game penalties for exceeding those limits.
It's an artificial, coercive mechanism, but maybe a few games run under similar terms would get folks back into the habit of making more focused, time-managed posts?
1000 miles from the chimera I chase...Yeah, a time limit on a day, or perhaps forcing people to post at least once every X days. The second would go by the theory that any participation will increse everyone's willingness to add good discussions, I mean, there are only so many "just checking in to dodge the deadline" posts you can make in a row.
I toyed for a while with roles designed with time limits. Or similar conditions that needed to be met in order to use their night activity.
One such (from my discarded "Alice" game) was the White Rabbit, a guaranteed Sane Cop but only if the Day was resolved within a set time limit.
Or, taking another approach (from my discarded "heaven" game), a role who could steal the votes from players who hadn't posted for 5 realtime days.
I remember reading over on Mafiascum of an antitown role who could daykill players who hadn't posted for a while.
Similar solutions could be devised no doubt.
1000 miles from the chimera I chase...To be honest, time limiting things is a treatment of the problem, not a cure for the cause. There aren't enough active people here. Why can't people post every day? To have weeks without posts from some people makes it impossible. I'm not signing up for this game, simply because I may be dead of old age before it hits day three. I don't expect Scene Mafia to be anyone's first priority, but I've a full time job meaning I'm away from home tons, two small kids and a smallholding to run. I manage to get online almost everyday. If you can't and don't post at least every couple of days, why are you signing up?
Too slow for me, I'm afraid.
Mafia is a team game and penalising the team (which is the only thing you can penalise) because some people don't want to play as much as others won't work. Also due to the numbers involved it will always hurt the town more.
It's a shame that small games don't work too well (less chance for mistakes).
Maybe we need some clever rules that give people something to talk about on day 1. If we can come up with a setting / role setup that makes day 1 interesting it might not run out of steam as it always does, I think this dragging on of day 1 puts people off checking the site at all (and even replying so they don't make a mistake) and is the best place to start tweaking things to improve the games. I have no ideas on what could be done :/
i think the solution will only lie in people actually making the effort to play. Like hc says, if you can't find time to post once a day or two, which is not asking much, then don't sign up.
If you don't want to contribute to the game, i.e by posting on day 1, then don't sign up.
If you find the goings on of day 1, or any other day, boring, don't sign up.
simple.
if people who genuinely want to play sign up, there shouldn't be any problems.
game mechanics won't solve anything, that is just laziness from people wanting a quick fix.
Can't really ask for a sig and then not have one now, can i?Yep, I agree with that.
It's a vicious cycle. Games take a long time to run so people want to survive in them, so they don't stick their necks out, so the games are dull, and people drop out, and the games take even longer to run. People should be more gutsy and ballsy, because it'll make for more exciting games. Not necessarily play stupidly, but throw in more random gambits and talking points and tolerate them happening for potentially pro-town reasons. This is what annoyed me in Little Angels - people seemed wholly unwilling to accept I might be adding a little confusion for the good of the game and the town (or at least, were ready to leap on the first obvious target), so it backfired and reinforced a culture of taking no risks.
If that happens... games will be more interesting, which will lead to quicker games, which will lead to people being more willing to take a gamble in any given game, which will lead to more interesting games. All of which will lead to less dropping out.
Everyone is loving the big funny joke.