Difference between revisions of "The First Dynasty of JonathanDark"
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* [https://blognomic.com/archive/turn_1_tentative_exploration Turn 1 - Tentative Exploration] | * [https://blognomic.com/archive/turn_1_tentative_exploration Turn 1 - Tentative Exploration] | ||
* [https://blognomic.com/archive/turn_2_running_around Turn 2 - Running Around] | * [https://blognomic.com/archive/turn_2_running_around Turn 2 - Running Around] | ||
− | * [https://blognomic.com/archive/turn_3_tea_time Turn 3 - Tea Time] | + | * [https://blognomic.com/archive/turn_3_tea_time Turn 3 - Tea Time]: SingularByte is alone with the Black Cat in the Dining Room and becomes possessed by Katastrophe during the next Mansion Phase |
− | * [https://blognomic.com/archive/turn_4_up_up_and_away Turn 4 - Up, Up, and Away] | + | * [https://blognomic.com/archive/turn_4_up_up_and_away Turn 4 - Up, Up, and Away]: Bucky spots the Black Cat in the Dining Room but holds on to this information |
* [https://blognomic.com/archive/turn_5_its_more_fun_in_the_dark Turn 5 - It's More Fun in the Dark] | * [https://blognomic.com/archive/turn_5_its_more_fun_in_the_dark Turn 5 - It's More Fun in the Dark] | ||
* [https://blognomic.com/archive/turn_6_where_there_is_smoke Turn 6 - Where there is Smoke] | * [https://blognomic.com/archive/turn_6_where_there_is_smoke Turn 6 - Where there is Smoke] | ||
* [https://blognomic.com/archive/turn_7_fancy_old_things Turn 7 - Fancy Old Things] | * [https://blognomic.com/archive/turn_7_fancy_old_things Turn 7 - Fancy Old Things] | ||
− | * [https://blognomic.com/archive/turn_8_a_fragment_of_a_chance Turn 8 - A Fragment of a Chance] | + | * [https://blognomic.com/archive/turn_8_a_fragment_of_a_chance Turn 8 - A Fragment of a Chance] |
− | * [https://blognomic.com/archive/turn_9_power_in_their_hands Turn 9 - Power in their hands] | + | * [https://blognomic.com/archive/turn_9_power_in_their_hands Turn 9 - Power in their hands]: Trapdoorspyder grabs his first Fragment, solidifying the collaboration between him and the possessed SingularByte |
* [https://blognomic.com/archive/turn_10_new_year_same_old_house Turn 10 - New Year, Same Old House] | * [https://blognomic.com/archive/turn_10_new_year_same_old_house Turn 10 - New Year, Same Old House] | ||
− | * [https://blognomic.com/archive/turn_11_is_this_some_sort_of_funhouse Turn 11 - Is this some sort of funhouse?] | + | * [https://blognomic.com/archive/turn_11_is_this_some_sort_of_funhouse Turn 11 - Is this some sort of funhouse?]: SingularByte as Katastrophe creates a Room and connections that allow Trapdoorspyder to quickly get to the Gymnasium to pick up the next Fragment |
− | * [https://blognomic.com/archive/turn_12_defying_the_laws_of_physics Turn 12 - Defying the Laws of Physics] | + | * [https://blognomic.com/archive/turn_12_defying_the_laws_of_physics Turn 12 - Defying the Laws of Physics]: Trapdoorspyder grabs his second Fragment |
* [https://blognomic.com/archive/turn_13_lucky_13 Turn 13 - Lucky 13] | * [https://blognomic.com/archive/turn_13_lucky_13 Turn 13 - Lucky 13] | ||
− | * [https://blognomic.com/archive/turn_14_feeling_a_little_uneasy Turn 14 - Feeling a little Uneasy] | + | * [https://blognomic.com/archive/turn_14_feeling_a_little_uneasy Turn 14 - Feeling a little Uneasy]: SingularByte invokes the Kidnapping malfeasance in the Dressing Room that he created earlier and takes Trapdoorspyder to the Utility Room to grab his third and final Fragment |
+ | * [https://blognomic.com/archive/turn_15_the_summoning Turn 15 - The Summoning]: SingularByte discovers that the Utility Room also has a Kidnapping malfeasance and uses it to place Trapdoorspyder away from everyone else while Trapdoorspyder successfully performs a Summoning Attempt | ||
==Ascension== | ==Ascension== | ||
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Quote from the Discord chat by Josh: | Quote from the Discord chat by Josh: | ||
<blockquote>The rules definitely didn't anticipate a totally altruistic Katastrophe</blockquote> | <blockquote>The rules definitely didn't anticipate a totally altruistic Katastrophe</blockquote> | ||
+ | |||
+ | Quote from Kevan: | ||
+ | <blockquote>Big three takeaways from that dynasty for me were: | ||
+ | |||
+ | * Always avoid resolving ties randomly, as much as possible; a placeholder at most, until you can tiebreak another way. It would have been disappointing if the endgame there had come down very plainly to a single coin flip on which equal-speed action happened first. | ||
+ | * As players, make sure that the ruleset matches the game that you think you’re playing. Although that dynasty was superficially “one player is secretly the antagonist, hiding their identity”, it was much closer to just “one random player has more power than everyone else, with no downside”. I was holding off on an accusation mechanic so that I could tailor it to whichever prime suspect actually emerged, but left it too late. | ||
+ | * We really do need something like the Tick Tock endgame lockdown, rather than leaving it up to unpredictable, veteran-friendly etiquette to decide when the time for proposals has passed.</blockquote> | ||
{{dynastic Histories}} | {{dynastic Histories}} |
Revision as of 17:24, 9 January 2023
December 6, 2022 -
Contents
Ascension Address
You wake up, as if from a dream. You can't remember where you came from or how you got here, or where here even is. After blinking a few times, you see that you're in a dimly lit room that you don't recognize, and you're lying on the floor. The light comes from a pile of flashlights in the center of the room. Around you are other people you've never seen before, also lying on the floor and apparently in the same confused state as you. Before you have a chance to say or do anything, a disembodied voice speaks with a low rumbling tone:
Welcome to Banewood Mansion. It's been a long time since we've had guests here. I've been quite lonely since they...departed. But now you're here. Please...do pick up a flashlight and have a look around. I think you'll find the rooms of this house quite interesting. They may even take your breath away. However, do not think of leaving. It is impossible to do so until I've judged you worthy. Furthermore, only one of you will be so lucky. The rest...well, the ones who don't make it might just become a permanent addition to the "entertainment" you'll find here. Enjoy your stay!
The voice ends the last phrase with a long echoing laugh that fades away into the dark recesses of the house.
The dynasty's theme shall be "Banewood Mansion"
Repeal all dynastic rules except the rule "Grillin'"
Change Proprietor to Narrator and Group to Explorer
Change the gamestate tracking page to "Banewood Mansion"
Set the Special Case rule "Dynastic Distance" to Active. Leave all other Special Case rules at their current values.
This dynasty is inspired by the board game Betrayal at House on the Hill, which is about exploring a haunted house and surviving the horrors within.
I like the idea of mentioning Imperial Styles, so for this dynasty, mine will be: Guide, Protective, Powerhouse, Scam-Neutral, Guarded, Methodical
Players
The following players were active at the beginning of this Dynasty: Benbot, Brendan, Bucky, Darknight, Habanero, JonathanDark, Josh, Jumble, Kevan, Raven1207, SingularByte, Snisbo, Trapdoorspyder
The following players were active at the end of this Dynasty:
Final Ruleset
Gamestate
Posts of Interest
Proposals
- A Crimson Incandescence (Kevan): Solidified the turn-based dynasty with two phases
- The House of Katastrophe (Kevan): Transferred most of the game power from the Narrator to Katastrophe
- Connective Tissue (Josh): Completed the possession mechanic
- The Hands of Fate (Kevan): Removed the remaining Room creation from the Narrator except for secret passages
- Piece It Together (Bucky): Created the victory condition
- A Game of Tag (Bucky): Noteable because had it passed, it would have been a major change in the way that Katastrophe collaborated with other Explorers
- Giving Up the Ghost (Bucky): Noteable because had it passed, Katastrophe might not have had enough turns left to play kingmaker
- No combos (Josh): Effectively removed Katastrophe's power to create Rooms and connections
Turns
- Turn 1 - Tentative Exploration
- Turn 2 - Running Around
- Turn 3 - Tea Time: SingularByte is alone with the Black Cat in the Dining Room and becomes possessed by Katastrophe during the next Mansion Phase
- Turn 4 - Up, Up, and Away: Bucky spots the Black Cat in the Dining Room but holds on to this information
- Turn 5 - It's More Fun in the Dark
- Turn 6 - Where there is Smoke
- Turn 7 - Fancy Old Things
- Turn 8 - A Fragment of a Chance
- Turn 9 - Power in their hands: Trapdoorspyder grabs his first Fragment, solidifying the collaboration between him and the possessed SingularByte
- Turn 10 - New Year, Same Old House
- Turn 11 - Is this some sort of funhouse?: SingularByte as Katastrophe creates a Room and connections that allow Trapdoorspyder to quickly get to the Gymnasium to pick up the next Fragment
- Turn 12 - Defying the Laws of Physics: Trapdoorspyder grabs his second Fragment
- Turn 13 - Lucky 13
- Turn 14 - Feeling a little Uneasy: SingularByte invokes the Kidnapping malfeasance in the Dressing Room that he created earlier and takes Trapdoorspyder to the Utility Room to grab his third and final Fragment
- Turn 15 - The Summoning: SingularByte discovers that the Utility Room also has a Kidnapping malfeasance and uses it to place Trapdoorspyder away from everyone else while Trapdoorspyder successfully performs a Summoning Attempt
Ascension
Commentary
Quote from the Discord chat by Josh:
The rules definitely didn't anticipate a totally altruistic Katastrophe
Quote from Kevan:
Big three takeaways from that dynasty for me were:
- Always avoid resolving ties randomly, as much as possible; a placeholder at most, until you can tiebreak another way. It would have been disappointing if the endgame there had come down very plainly to a single coin flip on which equal-speed action happened first.
- As players, make sure that the ruleset matches the game that you think you’re playing. Although that dynasty was superficially “one player is secretly the antagonist, hiding their identity”, it was much closer to just “one random player has more power than everyone else, with no downside”. I was holding off on an accusation mechanic so that I could tailor it to whichever prime suspect actually emerged, but left it too late.
- We really do need something like the Tick Tock endgame lockdown, rather than leaving it up to unpredictable, veteran-friendly etiquette to decide when the time for proposals has passed.