MMG Player Styles :: Styles Galore Minigame
Mar 10, 2016 22:46:40 GMT -8
Post by Eclipsezwolf on Mar 10, 2016 22:46:40 GMT -8
Greeting everybody, EclipseZwolf here. Recently in the skype chat I talked about a way in which I categorized MMG/DRMMO players in general. After chatting about it so much, I finally decided to make this thread. Enjoy.
Also, I have adjusted this since we spoke in the skype chat. The adjustments involved renaming Experience to Skill and the categorization of the OVERALL Style based on the stats(Power, Skill, Charisma)
MMG PLAYER STYLES
Every person who plays MMG, sooner or later, realizes that they are good at some things and bad at others. Perhaps they enjoy a certain style of play more than the others. This Style is almost guaranteed to be dependent on what you are good and bad at. There are a myriad of styles players can be and to try and declare all of them would be nigh on impossible. Here, I am attempting to categorize all MMG players by assigned them 3 stat values. These stats are Power, Skill, and Charisma. Based on how the stats I then determine the player's Style assuming they are playing to their strengths/weaknesses. As a note, nothing can stop a person from trying to do something they are bad at, so assuming you try to play in that manner, you need an entirely different style system. Sowwy. Below I will describe each of the stats and what each of them means as well as a short list of styles based on some general displacements of statistics.
Player Stats
POWER
Power is a direct representation of your ability to affect things and people. It not only represents physical powers, but the ability of these players to forge directly ahead. To explain that in more detail, your power reflects the impact you have on a game. Lower power values mean that other players may look over you, you can't affect other people as well and the game doesn't bend to your whim. Higher power values represent an ability to dominate other players, physically or psychologically, usually via fear as well as cause waves in entire seasons with your actions.
SKILL
Skill is a direct representation of your ability to predict, understand, and manipulate things and people. Skill relies entirely upon your mind as it is about dealing with obstacles. Your skill reflects your ability to interpret and understand the game and its participants. Lower skill values mean that you may get caught in other players schemes or be unable to come up with complicated murder plans or theories. Higher skill values represent an ability to not only execute complicated actions, but to interpret, take apart, and respond to the actions of others.
CHARISMA
Charisma is a direct representation of your ability to communicate, interact, and convince other players or NPCs. Charisma is all about your social abilities. Your charisma reflects your ability to make friends and create teams between players in the game. On a more subtle level it is your ability to earn trust and interrogate other players. Lower charisma values mean that you may be a loner in games, or perhaps you simply are not very talkative. Higher charisma values represent an ability to talk people into doing things, be it teaming up or something else, as well as an ability to sway the group itself without actually doing anything.
Player Styles
Now, I will state some example styles based on the above stats a player has. For now, I will just be declaring a style and which of the stats it specializes in, however, more in depth styles definitely exist with very specific amounts of each stat. These are just the simple and more normal styles.
Style Name: Juggernaut
Style Stats: Pure Power
Style Description: Juggernauts are players that rely completely and entirely on Power alone. They don't necessarily try to talk to people, they don't try to understand people, they just run over them. This style gives alot of weight to the simple existence of the player. To other players a juggernaut isn't another player, its a force of nature you simply have to live with. Juggernauts make decent murderers, however, due to their extreme nature they can sometimes be easily deduced by the trail of carnage they are no doubt leaving in their wake. Juggernauts tend to be poor detectives and companions. They don't have the patience to deal with investigation or the terms of alliances. You work with me, or you die, tends to be the most normal alliance when talking about Juggernauts.
Style Name: Puppet Master
Style Stats: Pure Skill
Style Description: Puppet Masters are players who rely completely and purely on Skill alone. They don't rely on any of their own abilities, instead relying on tricking, trapping, and scheming their way to victory. This style tends to go unnoticed by many other players, especially since the puppet master doesn't want to be noticed most of the time. To most other players the puppet master is quiet, following along, dropping a word here or there but never really doing anything of note. This would obviously be false if we could see each other thinking, but usually we can't do that. The puppet master tends to know what other players will be doing and is extremely good at predicting them. Puppet Masters make good murderers and good detectives. The only thing that holds them back from being great at both is their lack of presence. In trials and during murder, these characters lack the BANG of power tending to result in their carefully planning machinations simply be ignored or overwhelmed. Puppet masters almost always work alone, and even if they have allies, they are simply puppets for use.
Style Name: Leader
Style Stats: Pure Charisma
Style Description: Leaders can talk, oh boy can they talk. Relying solely on charisma, Leaders take charge of the other players in games, befriending and commanding them. Leaders use the abilities of others and none of their own to solve problems. A leader tends to have many other players surrounding them giving them a miniature army, capable of overwhelming a variety of players with sheer numbers alone. Nothing beats the majority vote in trials and the leader knows it, taking advantage of any and all number systems to lead themselves onward. Leaders themselves are usually bad at murder. This is mostly due to the need for leaders to have accomplices and with more people means more mistakes. Leaders tend to do better in trials, being capable of swaying the vote and encouraging many people to contribute. Leaders are also extremely good at accomplishing objectives since they can shift the focus of many people at once, giving them one of the strongest plot positions.
Style Name: Murderer
Style Stats: Power, Skill
Style Description: The murderer excels at the two things need to actually perform murder, Power and Skill. Skill to plan and power to execute. The murderer does not fall under the extremes of a Pure Style, but benefits greatly from it. Murderers tend to have a reputation which players naturally fear as the power and cunning combine into one figure. Juggernauts are feared for their unpredictability, but murderers are feared for they excel at killing you and every step leading up to it. The murderer is obviously, extremely good at murder, and good in trial with the power to be heard and to plan a defense. Murderers are perfectly capable of plot and mystery, however they tend to be less effective in that category.
Style Name:
Commander
Style Stats:
Power, Charisma
Style Description: The Commander is a kind of paradoxical class. This is because it is combining the use of a charismatic leader with the dictator mindset of obey or die. Both seem to detract from the other in some way, resulting in a less solid structure than the Leader's group. The benefit of being a commander is that you can get people to perform acts that would under normal circumstances be requests they refuse. The Commander COMMANDS and DEMANDS you answer the call. The power to back up a punishment on commands adds weight when they are made. As such, the commander is excellent in murder alliances where the members respect each other out of ability in addition to who they are. The Commander is one of the most likely styles to use accomplice murders on a regular basis. This does give them an edge in trial, but since the commander is walking a tight rope of respect and fear, they may get betrayed. Lacking in the skill department, Commanders are very susceptible to skill players who decide to betray the commander.
Style Name:
Detective
Style Stats:
Skill, Charisma
Style Description: The old fashioned, the tried and true, the Detective. The detective is one of the more normal styles of play and most players start out very close to detectives. The detective relies on their own insight and their companions to solve cases and move forwards in the games. Detectives are also the most skilled interrogators in the games as they understand not only how you tick, but how to talk you into ticking for them. The detectives natural knowledge of how people act along with a good head for schemes and taking them apart, the detective makes a great detective(duh). In addition, they are quite good at infiltrating other alliances with their silver tongue. The detective is however, weak in terms of power. They tend to be able to find and present evidence, but once they get out of trials and into regular murder time, detectives fall off somewhat. They can solve mysteries and work great towards those objectives, however they tend to have great big targets plastered on due to their recognition as a detective. The detective can murder, but isn't great at it.
Style Name:
Mastermind
Style Stats:
Power, Skill, Charisma
Style Description: The super style, The Mastermind. This class kind of speaks for itself with its focus on EVERY STAT. Most players simply won't have this style due to lacking one or two of the three stats but it could happen. The mastermind is good at everything since they are a mixture of all the stats. They can talk, think, and fight there way through games, but even though they CAN do everything it comes at a cost. The Mastermind doesn't focus on any one thing and rather disperses more than normal. Since the mastermind is so split, they cannot beat people in what those people do best. The mastermind has to utilize all their talents to overcome any of the other players. A high risk high reward style, the Mastermind is about showcasing yourself as the true master.
Final Thoughts
This is kind of just a general summary explanation of this system. It is kind of a way of thinking about it, but honestly, there are plenty of ways to categorize oneself as a player of games such as ours. This style of system has been how I have generally ranked players for quite some time now so I wanted to see if I could explain it and make some silly style names based on it. If you like it.... Well lets play a minigame!
Styles Galore
Here is what I challenge all of you to do below!
A. Rank yourself based on each of the three stats on a scale of 1 to 5.
B. Come up with a silly, fun, or unique style title for your specific distribution of points.
C. Add a description for your brand new style!
D. Using the styles above or other peoples styles in their posts, guess what you think other players styles are
E. Call someone out to come and post THEIR style idea!
EXAMPLE
ECLIPSEZWOLF
Style: Teddy Bear
POWER: 4
SKILL: 2
CHARISMA: 3
Description: A style focused on power and interaction with others instead of being skillful. The Teddy Bear aims to appear dangerous and friendly at the same time, but still be capable of some basic skill while doing so. While not necessarily the most cunning of styles, this heavy pawed style aims to smother the competition with the weight of strength and words.
Call out: Everyone. No really, I made this thread so I want everyone to do it. What did you expect?
Also, I have adjusted this since we spoke in the skype chat. The adjustments involved renaming Experience to Skill and the categorization of the OVERALL Style based on the stats(Power, Skill, Charisma)
MMG PLAYER STYLES
Every person who plays MMG, sooner or later, realizes that they are good at some things and bad at others. Perhaps they enjoy a certain style of play more than the others. This Style is almost guaranteed to be dependent on what you are good and bad at. There are a myriad of styles players can be and to try and declare all of them would be nigh on impossible. Here, I am attempting to categorize all MMG players by assigned them 3 stat values. These stats are Power, Skill, and Charisma. Based on how the stats I then determine the player's Style assuming they are playing to their strengths/weaknesses. As a note, nothing can stop a person from trying to do something they are bad at, so assuming you try to play in that manner, you need an entirely different style system. Sowwy. Below I will describe each of the stats and what each of them means as well as a short list of styles based on some general displacements of statistics.
Player Stats
POWER
Power is a direct representation of your ability to affect things and people. It not only represents physical powers, but the ability of these players to forge directly ahead. To explain that in more detail, your power reflects the impact you have on a game. Lower power values mean that other players may look over you, you can't affect other people as well and the game doesn't bend to your whim. Higher power values represent an ability to dominate other players, physically or psychologically, usually via fear as well as cause waves in entire seasons with your actions.
SKILL
Skill is a direct representation of your ability to predict, understand, and manipulate things and people. Skill relies entirely upon your mind as it is about dealing with obstacles. Your skill reflects your ability to interpret and understand the game and its participants. Lower skill values mean that you may get caught in other players schemes or be unable to come up with complicated murder plans or theories. Higher skill values represent an ability to not only execute complicated actions, but to interpret, take apart, and respond to the actions of others.
CHARISMA
Charisma is a direct representation of your ability to communicate, interact, and convince other players or NPCs. Charisma is all about your social abilities. Your charisma reflects your ability to make friends and create teams between players in the game. On a more subtle level it is your ability to earn trust and interrogate other players. Lower charisma values mean that you may be a loner in games, or perhaps you simply are not very talkative. Higher charisma values represent an ability to talk people into doing things, be it teaming up or something else, as well as an ability to sway the group itself without actually doing anything.
Player Styles
Now, I will state some example styles based on the above stats a player has. For now, I will just be declaring a style and which of the stats it specializes in, however, more in depth styles definitely exist with very specific amounts of each stat. These are just the simple and more normal styles.
Style Name: Juggernaut
Style Stats: Pure Power
Style Description: Juggernauts are players that rely completely and entirely on Power alone. They don't necessarily try to talk to people, they don't try to understand people, they just run over them. This style gives alot of weight to the simple existence of the player. To other players a juggernaut isn't another player, its a force of nature you simply have to live with. Juggernauts make decent murderers, however, due to their extreme nature they can sometimes be easily deduced by the trail of carnage they are no doubt leaving in their wake. Juggernauts tend to be poor detectives and companions. They don't have the patience to deal with investigation or the terms of alliances. You work with me, or you die, tends to be the most normal alliance when talking about Juggernauts.
Style Name: Puppet Master
Style Stats: Pure Skill
Style Description: Puppet Masters are players who rely completely and purely on Skill alone. They don't rely on any of their own abilities, instead relying on tricking, trapping, and scheming their way to victory. This style tends to go unnoticed by many other players, especially since the puppet master doesn't want to be noticed most of the time. To most other players the puppet master is quiet, following along, dropping a word here or there but never really doing anything of note. This would obviously be false if we could see each other thinking, but usually we can't do that. The puppet master tends to know what other players will be doing and is extremely good at predicting them. Puppet Masters make good murderers and good detectives. The only thing that holds them back from being great at both is their lack of presence. In trials and during murder, these characters lack the BANG of power tending to result in their carefully planning machinations simply be ignored or overwhelmed. Puppet masters almost always work alone, and even if they have allies, they are simply puppets for use.
Style Name: Leader
Style Stats: Pure Charisma
Style Description: Leaders can talk, oh boy can they talk. Relying solely on charisma, Leaders take charge of the other players in games, befriending and commanding them. Leaders use the abilities of others and none of their own to solve problems. A leader tends to have many other players surrounding them giving them a miniature army, capable of overwhelming a variety of players with sheer numbers alone. Nothing beats the majority vote in trials and the leader knows it, taking advantage of any and all number systems to lead themselves onward. Leaders themselves are usually bad at murder. This is mostly due to the need for leaders to have accomplices and with more people means more mistakes. Leaders tend to do better in trials, being capable of swaying the vote and encouraging many people to contribute. Leaders are also extremely good at accomplishing objectives since they can shift the focus of many people at once, giving them one of the strongest plot positions.
Style Name: Murderer
Style Stats: Power, Skill
Style Description: The murderer excels at the two things need to actually perform murder, Power and Skill. Skill to plan and power to execute. The murderer does not fall under the extremes of a Pure Style, but benefits greatly from it. Murderers tend to have a reputation which players naturally fear as the power and cunning combine into one figure. Juggernauts are feared for their unpredictability, but murderers are feared for they excel at killing you and every step leading up to it. The murderer is obviously, extremely good at murder, and good in trial with the power to be heard and to plan a defense. Murderers are perfectly capable of plot and mystery, however they tend to be less effective in that category.
Style Name:
Commander
Style Stats:
Power, Charisma
Style Description: The Commander is a kind of paradoxical class. This is because it is combining the use of a charismatic leader with the dictator mindset of obey or die. Both seem to detract from the other in some way, resulting in a less solid structure than the Leader's group. The benefit of being a commander is that you can get people to perform acts that would under normal circumstances be requests they refuse. The Commander COMMANDS and DEMANDS you answer the call. The power to back up a punishment on commands adds weight when they are made. As such, the commander is excellent in murder alliances where the members respect each other out of ability in addition to who they are. The Commander is one of the most likely styles to use accomplice murders on a regular basis. This does give them an edge in trial, but since the commander is walking a tight rope of respect and fear, they may get betrayed. Lacking in the skill department, Commanders are very susceptible to skill players who decide to betray the commander.
Style Name:
Detective
Style Stats:
Skill, Charisma
Style Description: The old fashioned, the tried and true, the Detective. The detective is one of the more normal styles of play and most players start out very close to detectives. The detective relies on their own insight and their companions to solve cases and move forwards in the games. Detectives are also the most skilled interrogators in the games as they understand not only how you tick, but how to talk you into ticking for them. The detectives natural knowledge of how people act along with a good head for schemes and taking them apart, the detective makes a great detective(duh). In addition, they are quite good at infiltrating other alliances with their silver tongue. The detective is however, weak in terms of power. They tend to be able to find and present evidence, but once they get out of trials and into regular murder time, detectives fall off somewhat. They can solve mysteries and work great towards those objectives, however they tend to have great big targets plastered on due to their recognition as a detective. The detective can murder, but isn't great at it.
Style Name:
Mastermind
Style Stats:
Power, Skill, Charisma
Style Description: The super style, The Mastermind. This class kind of speaks for itself with its focus on EVERY STAT. Most players simply won't have this style due to lacking one or two of the three stats but it could happen. The mastermind is good at everything since they are a mixture of all the stats. They can talk, think, and fight there way through games, but even though they CAN do everything it comes at a cost. The Mastermind doesn't focus on any one thing and rather disperses more than normal. Since the mastermind is so split, they cannot beat people in what those people do best. The mastermind has to utilize all their talents to overcome any of the other players. A high risk high reward style, the Mastermind is about showcasing yourself as the true master.
Final Thoughts
This is kind of just a general summary explanation of this system. It is kind of a way of thinking about it, but honestly, there are plenty of ways to categorize oneself as a player of games such as ours. This style of system has been how I have generally ranked players for quite some time now so I wanted to see if I could explain it and make some silly style names based on it. If you like it.... Well lets play a minigame!
Styles Galore
Here is what I challenge all of you to do below!
A. Rank yourself based on each of the three stats on a scale of 1 to 5.
B. Come up with a silly, fun, or unique style title for your specific distribution of points.
C. Add a description for your brand new style!
D. Using the styles above or other peoples styles in their posts, guess what you think other players styles are
E. Call someone out to come and post THEIR style idea!
EXAMPLE
ECLIPSEZWOLF
Style: Teddy Bear
POWER: 4
SKILL: 2
CHARISMA: 3
Description: A style focused on power and interaction with others instead of being skillful. The Teddy Bear aims to appear dangerous and friendly at the same time, but still be capable of some basic skill while doing so. While not necessarily the most cunning of styles, this heavy pawed style aims to smother the competition with the weight of strength and words.
Call out: Everyone. No really, I made this thread so I want everyone to do it. What did you expect?