Game Analysis
First things first. This is bb’s game. The whole dimension ProBoard thing was entirely his stroke of genius. I pestered him a bit after apps went open to find out if he was open to co-hosting. He told me he had two ideas. One of them was a brilliant plan for a game taking place in two separate worlds, with players moving between them. The other … well, that might come up again in the future, so ICNCND. :x
But yeah, we went with the dimension idea, working to flesh it out and develop a story with the Dimension Spirits and the Alliance. We randomly generated several names, choosing those we liked, and a plotline came of it. And I have to say, it was an excellent introduction for me into the art of hosting. I regret that I wasn’t able to do much to help out in the way of updates, but as it turned out, there didn’t end up being that many updates. Sorry anyway, bb. :U
I imagine there were many who were skeptical of the game when they read the OP. That wasn’t without reason. While the game progressed adequately, I’m not sure it was quite as well as we had hoped. There were several factors in this, the main ones being balancing and inactivity, I think.
The balancing could have been better. The scum team was almost absurdly powerful, I thought going into Day 3. Getting PMJ into the Crisis Committee was definitely game-changing, allowing scum to exert an unusual amount of control over the lynch. That along with the multitude of external methods of killing in the game lowered it to MYLO long before bb and I thought it would.
As bb mentioned, the lack of scumhunting didn’t particularly do anything to help that. Speaking of which –– inactivity. I figure it’s an inherent part of any game that takes place off of where it began, so it’s certainly at least partly our fault for poor planning. At one point, I was of the opinion that if we as hosts were able to check on the ProBoards every few hours or so to check on the situation, there was no reason you shouldn’t have been able to check on it once a day, or even once a Day Phase to post your thoughts.
However, I’ve come to the conclusion that the more activity is required, the less people are active. (Stunning conclusion, I know.) Not even a lot of activity, either. Some Spacetime Warps were a simple single-use upon death, others required no more activity than if you had never been killed. The Boards were just a simple bookmark and click to reach them every day. But if you’re dead, you’re dead. I understand most people don’t want to have to worry about a game after they’re out of it. And they came to PokéBeach to play Werewolf, they don’t want to have to deal with an intermediary.
So I’m also skeptical of this game. I’d caution anyone else from trying it in the future. It was nice as a one-time thing, a novelty in the otherwise rather uniform lineup of PB WW games. But too much of a good thing and it loses its charm.
How might I have balanced the game? I agree with bb that the Committee was too easily taken over. I might’ve added fourth and fifth members from Earth and H’trae, respectively. It might have been good to rotate the Committee members through all the players, one Night each. It was nice that scum weren’t able to totally take out Celever, but that was about all the balancing it had going for it.
I also think it would have been ideal to have a four-scum team. The 15:5 town to scum ratio was just a little too good for scum, coupled with the advantage scum had in their knowledge of both dimensions at once. We did originally have twenty-five roles, but since neither of us can apparently count, we opened signups for twenty. We had to eliminate five roles, bringing down the ratio from 4:1 to 3:1. That’s pretty significant.