Post by Erniewan on Sept 16, 2007 22:02:02 GMT -6
Here's some stuff I'd like the mods to read before hosting a game:
PM me before starting a game. I'll probably let it begin with the new order system we're running, but I don't want like 100 games starting at once. In order to host a game, you must have played at least one full game here.
Mods, please spend at least a week (though ideally, longer) creating the roles and going over the possible game-breaking strategies.
While you are waiting for people to sign-up, you can continue balancing the roles as well.
Use a random generator to assign people their roles after all the spots have been filled, and only after you have everyone's assigned should you send them their Role PMs, preferably not until the game is ready to start.
PM me when the game is about to start, and I'll hook you up with moderator powers. These will be taken away after your game is over because I don't want too many Game Moderators. Please read the rules and don't abuse your powers.
Do not allow access to the mafia boards until the game is ready to begin. We probably don't need the mafia coming up with strategies prior to the game starting (or at least not more than a few days before).
One thing I love to do is go through and give the characters roles that fit them well. Here's our own personal list:
deusexmafia.wetpaint.com/page/Mafia+Role+List
Be sure not to make anyone too powerful either. Always check to make sure that it's possible for both sides to win in a reasonable amount of time. If you use independents, I recommend just one or two, perhaps on the same team, perhaps not. I'd recommend making them SKs instead of Survivors, that works better. Also, count how many kills will take place each night. If there are too many, either cut down on the number of kills by restricting the nights they are allowed to kill, or make more defense roles.
Here's a list of common roles:
The vigilante: I'd say limit his kills, or be sure to let him know not to use his power recklessly. A town doesn't want to lose because of a vig.
The message sender: As a mod, I like using this role, because it allows for more behind the scenes strategy. If you use this, be sure to put restrictions on it to keep it from ruining the balance.
The cop: Use this role, and depending on your analysis, decide how specific to make your results. I personally liked Matt's thinking role which allowed me to make a sort of puzzle for him to figure out before knowing the role, but innocent/guilty probably works best if you're not sure. You can also have the weird cops that get false results, but that is usually questionable.
The doctor: This is a great role, and if you want you can make more than one doctor with different types of protection. There's bodyguards who die instead, there's pseudo-docs that only work some of the time, there's ones with a use limit. Either way, check to make sure they will never overpower the mafia. The mafia should still be able to make some kills.
The bus-driver: From experience, this role can be a pain, and confusing. Limit the number of uses.
Masons: Two heads are better than one, and masons are sometimes fun to play as. Don't make large masonries though, because knowing other roles helps to confirm roles and unbalances the game in the town's favor.
Roleblocker: I like to give the mafia a roleblocker to give them a fighting chance against powerful townies. If you want, you can place limits on it. If the mafia is powerful, you can give the town one instead.
Framer: I also like a way of decreasing the cop's believability. Making someone look guilty when they're not can do the trick. Millers, townies who appear guilty, also work, as well as making a mafiat, maybe the Godfather, look innocent. You can also have a mafia cop, but I wouldn't use them unless they fit the role.
Ability thieves: I'm starting to like this role, because it helps keep some abilities in the game that get killed off. Be careful not to make them too powerful though. Limit uses, or maybe let them only take dead people's powers, either way, make sure these roles do not control the game. Personally, I think Ord was too powerful in EB Mafia 2, and though Sylar is pretty powerful, he has the disadvantage of being independent.
Post-restrictions: I like using these, but remember to keep track of them. Threat of death-penalty is usually harsh, so maybe punish them for messing up by blocking their role. Also, don't make their restriction too visible as it may reveal their role to the mafia (Mr. Saturn talk). If you limit length, don't make it too harsh.
In my opinion, two mafias don't work well. Keep it pretty simple, and don't use cults either, unless you can balance it. It's all about balance, make sure that neither side has a large advantage. Remember, giving a way to confirm your role adds to your advantage, as well as defense, offense, information, partners, etc. If a mass role claim will easily control the game, be sure to give the mafia some backup names to claim. Of course, in Pokemon, it might not be a problem coming up with your own fake claim.
As a mod, treat both sides fairly. The town does use the day to lynch mafia, but make sure they can mislynch once in a while and not be hurt too badly. Usually one-fourth of the players as mafia works well. Regarding deadlines, I used to like the absence of a deadline, as the mafia can't just pull back and wait. On the other hand, you may need to use it to keep discussion moving, because deadlines encourage last-minute action. Never confirm a role, whether in your story or in a summary or as a reply. I messed up when I confirmed Bubble monkey and I regretted it for the rest of the game. Only confirm them if you know for sure they are dead. When you write your stories, only talk about who died, and perhaps how they died. Don't tell about investigations, if someone was blocked, etc. Always use discretion in the information you let out. If you use hints, don't be specific, and don't refer to the number of mafia voting like I did in one of my hints, as that discourages mafia voting and slows everything down. Enforce the rules, and make sure no cheating is going on. Also double check your posts and stories before posting, because mistakes make you feel really bad. Remember to update the vote count fairly often, and if someone asks for it. Prod inactives, especially if asked to, and replace those that never show up. Allow them to lurk if they want though, because that may be their strategy.
Here's a guide for modding, I suggest you give it a read:
mafiascum.net/forum/viewtopic.php?t=5156&postdays=0&postorder=asc&&start=0
Anyways, I hope you found all that helpful, and good luck! Remember, the key is balance and fairness. Be respectful of those playing, and help them have a good time. If you have any questions, feel free to ask. I'm not that experienced, but I'm willing to help.
Moderatorship rules:
Here's some of things you can do as a GM. Please only use these for your own game's threads unless you are given special permission.
Bump, Sticky, Announce, Move, and Lock threads
Delete and Modify Posts
Lock Polls and View the voters
Create, delete, modify and move Boards PM me to do this
Here's some more general abilities, do not abuse. PM me whenever you change anything.
Modify News Fader
Manage Skins (Please don't modify the Default, though you can create a new one for your game)
Modify Censored words
Modify and Delete Calendar entries
New: Concerning hidden boards for the mafia or dead, please use a separate message board for these purposes, or PM me so I can do it if you have special permission. I have disabled the ability to modify boards due to an accident, and it would be nice to be able to view Latest 10 posts again.
If you have any specific questions, please ask. Remember, I'm trusting you guys!
PM me before starting a game. I'll probably let it begin with the new order system we're running, but I don't want like 100 games starting at once. In order to host a game, you must have played at least one full game here.
Mods, please spend at least a week (though ideally, longer) creating the roles and going over the possible game-breaking strategies.
While you are waiting for people to sign-up, you can continue balancing the roles as well.
Use a random generator to assign people their roles after all the spots have been filled, and only after you have everyone's assigned should you send them their Role PMs, preferably not until the game is ready to start.
PM me when the game is about to start, and I'll hook you up with moderator powers. These will be taken away after your game is over because I don't want too many Game Moderators. Please read the rules and don't abuse your powers.
Do not allow access to the mafia boards until the game is ready to begin. We probably don't need the mafia coming up with strategies prior to the game starting (or at least not more than a few days before).
One thing I love to do is go through and give the characters roles that fit them well. Here's our own personal list:
deusexmafia.wetpaint.com/page/Mafia+Role+List
Be sure not to make anyone too powerful either. Always check to make sure that it's possible for both sides to win in a reasonable amount of time. If you use independents, I recommend just one or two, perhaps on the same team, perhaps not. I'd recommend making them SKs instead of Survivors, that works better. Also, count how many kills will take place each night. If there are too many, either cut down on the number of kills by restricting the nights they are allowed to kill, or make more defense roles.
Here's a list of common roles:
The vigilante: I'd say limit his kills, or be sure to let him know not to use his power recklessly. A town doesn't want to lose because of a vig.
The message sender: As a mod, I like using this role, because it allows for more behind the scenes strategy. If you use this, be sure to put restrictions on it to keep it from ruining the balance.
The cop: Use this role, and depending on your analysis, decide how specific to make your results. I personally liked Matt's thinking role which allowed me to make a sort of puzzle for him to figure out before knowing the role, but innocent/guilty probably works best if you're not sure. You can also have the weird cops that get false results, but that is usually questionable.
The doctor: This is a great role, and if you want you can make more than one doctor with different types of protection. There's bodyguards who die instead, there's pseudo-docs that only work some of the time, there's ones with a use limit. Either way, check to make sure they will never overpower the mafia. The mafia should still be able to make some kills.
The bus-driver: From experience, this role can be a pain, and confusing. Limit the number of uses.
Masons: Two heads are better than one, and masons are sometimes fun to play as. Don't make large masonries though, because knowing other roles helps to confirm roles and unbalances the game in the town's favor.
Roleblocker: I like to give the mafia a roleblocker to give them a fighting chance against powerful townies. If you want, you can place limits on it. If the mafia is powerful, you can give the town one instead.
Framer: I also like a way of decreasing the cop's believability. Making someone look guilty when they're not can do the trick. Millers, townies who appear guilty, also work, as well as making a mafiat, maybe the Godfather, look innocent. You can also have a mafia cop, but I wouldn't use them unless they fit the role.
Ability thieves: I'm starting to like this role, because it helps keep some abilities in the game that get killed off. Be careful not to make them too powerful though. Limit uses, or maybe let them only take dead people's powers, either way, make sure these roles do not control the game. Personally, I think Ord was too powerful in EB Mafia 2, and though Sylar is pretty powerful, he has the disadvantage of being independent.
Post-restrictions: I like using these, but remember to keep track of them. Threat of death-penalty is usually harsh, so maybe punish them for messing up by blocking their role. Also, don't make their restriction too visible as it may reveal their role to the mafia (Mr. Saturn talk). If you limit length, don't make it too harsh.
In my opinion, two mafias don't work well. Keep it pretty simple, and don't use cults either, unless you can balance it. It's all about balance, make sure that neither side has a large advantage. Remember, giving a way to confirm your role adds to your advantage, as well as defense, offense, information, partners, etc. If a mass role claim will easily control the game, be sure to give the mafia some backup names to claim. Of course, in Pokemon, it might not be a problem coming up with your own fake claim.
As a mod, treat both sides fairly. The town does use the day to lynch mafia, but make sure they can mislynch once in a while and not be hurt too badly. Usually one-fourth of the players as mafia works well. Regarding deadlines, I used to like the absence of a deadline, as the mafia can't just pull back and wait. On the other hand, you may need to use it to keep discussion moving, because deadlines encourage last-minute action. Never confirm a role, whether in your story or in a summary or as a reply. I messed up when I confirmed Bubble monkey and I regretted it for the rest of the game. Only confirm them if you know for sure they are dead. When you write your stories, only talk about who died, and perhaps how they died. Don't tell about investigations, if someone was blocked, etc. Always use discretion in the information you let out. If you use hints, don't be specific, and don't refer to the number of mafia voting like I did in one of my hints, as that discourages mafia voting and slows everything down. Enforce the rules, and make sure no cheating is going on. Also double check your posts and stories before posting, because mistakes make you feel really bad. Remember to update the vote count fairly often, and if someone asks for it. Prod inactives, especially if asked to, and replace those that never show up. Allow them to lurk if they want though, because that may be their strategy.
Here's a guide for modding, I suggest you give it a read:
mafiascum.net/forum/viewtopic.php?t=5156&postdays=0&postorder=asc&&start=0
Anyways, I hope you found all that helpful, and good luck! Remember, the key is balance and fairness. Be respectful of those playing, and help them have a good time. If you have any questions, feel free to ask. I'm not that experienced, but I'm willing to help.
Moderatorship rules:
Here's some of things you can do as a GM. Please only use these for your own game's threads unless you are given special permission.
Bump, Sticky, Announce, Move, and Lock threads
Delete and Modify Posts
Lock Polls and View the voters
Here's some more general abilities, do not abuse. PM me whenever you change anything.
Modify News Fader
Modify Censored words
Modify and Delete Calendar entries
New: Concerning hidden boards for the mafia or dead, please use a separate message board for these purposes, or PM me so I can do it if you have special permission. I have disabled the ability to modify boards due to an accident, and it would be nice to be able to view Latest 10 posts again.
If you have any specific questions, please ask. Remember, I'm trusting you guys!