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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]]) 22:13, 1 January 2018 (EST).
'''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 [[#|Content|content]] and also [[#|Direction|direction]] of momentum. [[#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.
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.

Original Lecture.

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.