rpanonmod ([personal profile] rpanonmod) wrote in [community profile] rpanons2014-01-29 03:45 pm

Make a Life Upgrade to Sony's PlayStation!

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ddda

(Anonymous) 2014-02-04 12:56 am (UTC)(link)
yeah but there's fun depressing and unfun depressing

having your character die horribly/see their friends die horribly is fun depressing because you get to see the fallout and there's more to the storyline than that anyway

rocks fall everybody dies isn't fun because too bad the game ended

so i can see why the mods would want to avoid that and why they've gone with an activity-based win condition rather than anything else, it follows that particular line of logic more closely.

though, i can see how it might be kind of unsatisfying. but i'm not sure if there's really another solid way to do it, tbh. because solving mysteries in a roleplay is a lot different than solving mysteries in a video game for a pretty wide variety of reasons, and you're solving them on both an ooc level and an ic level to boot.

OP

(Anonymous) 2014-02-04 01:38 am (UTC)(link)
I disagree. I'd rather have rocks fall everyone dies then constantly having the answer be spoonfed, because it takes away the surprise factor. If the mods give the players enough evidence, then it shouldn't be all that hard for them to discover the answer. It's a game about murders and having said murders be solved. That's the point. If the PCs don't figure it out on their own, then you're defeating the point. You wouldn't play a game that could beat itself.

As for a way to stop this, I guess it's to make sure that enough evidence that can piece together who the murder is has found by enough characters? A lot of characters are a bit spacey, but they're not dumb. And even if one character lacks the ability to piece together the puzzle, they could still have a piece to share to help others do it.