This round was definitely longer than the first. It took us around 2 hours to play the 12 quests, and there were some hiccups involved. At times some of us would get behind or the game wouldn’t let some people start a quest, and then they had to help the others with the current quests by healing one another. During one quest, Finishing the Job, Adam and I went along the tunnel path, with both of us killing the monsters and him using his powers to heal us while I continued to freeze and fight the oncoming ones. Amity and Logan weren’t able to start that quest, so instead the were killing the cogs outside of the cave so we weren’t ambushed when we got out.
Overall, we finished 12 quests: What’s left behind, Job for Multi-bot, Dealing with the Fallout, What’s keeping Jessup, Kegpowder collection, Free townspeople, Finishing the job, One more thing, Cushcog’s minions, Beer basted Boar Ribs, A Tisket a Tasket, and Frostmane Aggression. We used discord to talk while playing the game, and at first there wasn’t much feedback at all. We all just did our own thing. And then we started to get injured and some us fell behind, and we had to start asking for help. There was one quest where I forgot to get the bot to help me, so I got caught behind. The rest of the team quickly noticed and chimed in to show me where to get it so I could finish the quest. While Adam led me to the guy, the others finished the last part of their quests. When someone got stuck, we all offered to help and let them follow us. There was never any feedback that didn’t flow or seemed forced, everyone did a good job of asking questions and giving helpful hints to finish the quests. Logan was leading the quest at one point and fell down the mountain and took damage, so he made sure to tell us to beware of that. Similarly, if someone found out where to go, they would stay where they were and tell us to follow them. It was a very effective way to get things done. There was no feedback that changed any behavior, at least not outwardly. If anyone got frustrated, we never showed it. Any time someone was close to dying, they could just say something, and our healer would heal them if they were at a point where they could. It may have been helpful if we all would have stayed together at all times, but for some of the quests that wasn’t possible, so if someone got attacked the healer wouldn’t know.
We all had secret roles in this game. Adam’s secret role was to give evaluative feedback at least 3 times. He did a good job phrasing his feedback. For example, when I got stuck behind, instead of just saying I wasn’t doing it right, he would say something like ‘make sure you get the bot from the engineer before heading down to the green puddles.’ He did a really good job not being detected and giving feedback without seeming forced. None of us got uncomfortable or frustrated with the feedback. Amity’s role was to give appreciation feedback at least 3 times. She wasn’t detected, as she is naturally like that anyway. She made sure that when anyone did something to help, she commented on it, and did more than just say ‘thanks.’ She made sure to tell us how it helped. Logan’s role was to give coaching feedback, which he also did well at. He was normally one of the ones to finish quests first, so he did a good job at helping explain how to finish the quests and where to go when we were done. He wasn’t detected, mainly because he tended to figure out the quests first, so we often asked him questions. Overall, I do not think anyone needs to try and exhibit their behavior, because we tend to naturally exhibit those behaviors anyway, without being prompted. We might not focus in on them, but we all tend to give coaching, evaluative, and appreciation feedback when it is needed.
Lastly, my role was mimicry. When there were disagreements, I had to repeat the other person’s reasoning before offering my own. This was a bit difficult given that we didn’t have many real disagreements. At one point I had gotten a different quest than everyone else, so they were all waiting for me. When someone recommended that we all start the quests where the other three were, I used mimicry to recommend that I finish my quest to see if it would take me to where they were afterwards. I didn’t feel uncomfortable with the role, however it made me stop to try and reword things better before I said them, that way it didn’t feel like I was questioning them. I think some form of mimicry is important to make people feel heard, although word for word mimicry too often would most likely lead to tension.