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Mastina/Glossary: Difference between revisions
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'''Revised: January 1, 2018 by [[mastina]].''' | '''Revised: January 1, 2018 by [[mastina]].''' | ||
'''Last Edited:''' [[User:Mastina|Mastina]] ([[User talk:Mastina|talk]]) 22: | '''Last Edited:''' [[User:Mastina|Mastina]] ([[User talk:Mastina|talk]]) 22:14, 1 January 2018 (EST). | ||
==Introduction== | ==Introduction== | ||
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===Gamestate=== | ===Gamestate=== | ||
The state of the [[Game|game]]. It is directly tied to [[#Situational Awareness|situational awareness]], in that situational awareness is essentially knowing what the gamestate is. A gamestate is how the thread is progressing. It is the way the game is moving, for better or for worse. It includes type of [[# | The state of the [[Game|game]]. It is directly tied to [[#Situational Awareness|situational awareness]], in that situational awareness is essentially knowing what the gamestate is. A gamestate is how the thread is progressing. It is the way the game is moving, for better or for worse. It includes type of [[#Content|content]] and also [[#Direction|direction]] of momentum. [[#Mood|Mood]] is both influenced and a driving force behind gamestate, in that the emotional state of [[Player|players]] will determine how things go, and yet how things have gone will influence the emotions of players. [[#Playerlist Synergy|Playerlist synergy]] (or lack thereof) has the strongest influence over it. | ||
===Mood=== | ===Mood=== |
Revision as of 03:14, 2 January 2018
mastina | Played Games | Modded Games | Mafia Theory Work | Account Avatars | Mish Mash | Miscellaneous | Terminology |
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Article Background
Part of Mastin Academy.
History
Original Publication: November 26, 2017 by Mastina.
Revised: January 1, 2018 by mastina.
Last Edited: Mastina (talk) 22:14, 1 January 2018 (EST).
Introduction
So something I've wanted to do for a while is a glossary for me: a mastina dictionary of my terms, where I define and explain them in detail. I figured I might as well post them here. These things are, in essence, a complete list of mastinaisms: my terminology, my phrases, my quirks, and the connotations they carry when I use them.
Terminology
Playerlist Synergy
The ability of a playerlist in a given game to synchronize. How well they mesh together. Usually, when I use this term, I am referring more specifically to how they do so with me, and vice-versa, in that I am going to make it well-known how well I can work with the players in the game (or more likely, complain about the inverse).
This is how well different players can work together. Too much of the same style is bad, as is a conflict between two entirely alien styles of posting. The best level of playerlist synergy offers a mixture of the familiar and the unknown, of people you know well and call friends, people you know but don't really interact with much, and people who you don't know. (It is best to avoid having people who you strongly disagree with most often.) It is closely tied to situational awareness, specifically as town.
Gamestate
The state of the game. It is directly tied to situational awareness, in that situational awareness is essentially knowing what the gamestate is. A gamestate is how the thread is progressing. It is the way the game is moving, for better or for worse. It includes type of content and also direction of momentum. Mood is both influenced and a driving force behind gamestate, in that the emotional state of players will determine how things go, and yet how things have gone will influence the emotions of players. Playerlist synergy (or lack thereof) has the strongest influence over it.
Mood
Description here.
Situational Awareness
Simply put, it is self-descriptive: the ability to have a level of self-awareness about your situation in any given game. As town, this manifests as knowing the playerlist synergy in your game (or lack thereof) and having a good feel for what your role in the game will be/needs to be: what role you need to fill, what you need to do. This is from a combination of your role PM, your confidence level in your reads (or lack thereof), and your interactions with your fellow players.
As scum, this mainly manifests in psychologically profiling players and creating plans: knowing what the likely obstacles you are to encounter to endgaming town, and producing the best path to overcome said hindrances as quickly as possible. You get a good idea of how players are going to interact with each other, you get a good grip on how your team will play with one another, and then you form a strategy wherein you manipulate circumstances such that events always favor your faction. It is THE most important skill to have as scum, hands-down, because if you lack the awareness to know where you stand in a game, then you fundamentally cannot make decisions be it day or night which move the game in the direction you want.
Psychological Profile
Description here.
Town Triple-Threat
Description here.
Obvtown
Description here.
Charismatic
Description here.
Accuracy
Description here.
Three Axes of Reads (Merits)
Description here.
Play-based Merits
Description here.
Meta-based Merits
Description here.
Crowd-based (Consensus) Merits
Description here.
Soulread
Description here.
Thinking In Concepts
Description here.
Scenario(s)
Description here.
Possibility
Description here.
Plausibility
Description here.
Probability
Description here.
Play > Role
Description here.
Role != Alignment
Description here.
Opportunism
Description here.
Stances
Description here.
Context
Description here.
Circumstances
Description here.
Situations
Description here.
Nothing's Universal
Description here.
No right way, many wrong
Description here.
Critical Analysis
Description here.
Acknowledgement
Description here.
Three Axes of Tools
Description here.
The Tool
Description here.
The Method(ology)
Description here.
Player Specialties
Description here.
Motive
Description here.
Mindset
Description here.
Intention
Description here.
Information
Description here.
Facts
Description here.
Truth
Description here.
Lie
Description here.
Best Lie is the truth
Description here.
Interconnected
AKA, Interlinked, entwined, and other such various terms. (Further description here)
Engagement
AKA, interaction. (Further description)
Cooperation
Description here.
Collaboration
Description here.
Cohesion
Description here.
Strengths
Description here.
Weaknesses
Description here.
Playing to Audience
Description here.
Playing to Strengths
Description here.
Negativity
Description here.
Subjectivity
Description here.
Objectivity
Description here.
Logic
Description here.
Reason
Description here.
Philosophy
Description here.
Theory
Description here.
MD Debate
Description here.
Theoreticals
Description here.
Mechanics
Description here.
Roles
Description here.
Reasonable Doubt
Description here.
Assumption
Description here.
Suspicion
Description here.
Hypothesis
Description here.
Flow
Description here.
Coherent
Description here.
Manipulate
Description here.
Narrative
Description here.
Gap
Description here.
Picture
Description here.
Flawed
Description here.
Common Terms
Create, Write, Weave, Compose, Uncover, Craft, Conflicting, Conceive, Convincing, Contradicting, Confuse, Expose, etc. Some as scum (implication of falsified/exaggerated/manipulated narration), some as town (implication of discovered narration), some as both (implication neutral, context sensitive, etc.). (Details here.)
Transparency
Description here.
Scumhunting
Description here.
Reads
Description here.
Scumreads
Description here.
Townreads
Description here.
Nullreads
Description here.
Lurking
Description here.
Fluff
Description here.
Artificial
Description here.
Forced
Description here.
Faked
Description here.
Unnatural
Description here.
Inorganic
Description here.
Natural
Description here.
Real
Description here.
Genuine
Description here.
Organic
Description here.
Fluid
Description here.
Expecting to be wrong
Description here.
Delusions of grandeur
Description here.
Innocent until proven guilty
Description here.
Scum are scum
Description here.
Town are town
Description here.
Policy lynch
Description here.
Regardless of alignment
Description here.
Strongarm
Description here.
Push
Description here.
Readslist
Description here.
>/< random
Description here.
+/-EV
Description here.
Point
Description here.
Control vs. Influence
Description here.
Reads to fit the evidence
Description here.
"Do as I say, not as I do"
Description here.
Content
Description here.
Direction
Description here.
Plan
Description here.
Obstacle
Description here.
Path
Description here.