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Ah well, I am sorry if my joke ruined an idea you actually had. I guess I do see one way that setup might work.
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bler144: Heh, were you really contemplating that? After having made the joke I actually thought about it a bit more seriously.
Contemplated? Most assuredly. Took is seriously? Not really.

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bler144: Could be a very fun D1 but I have no idea where it would go from there.
Exactly. Players would figure it out pretty fast, and then the joke would be done. You could make it a fast game, where the first one lynched wins, and then just game-over it. But, at that point, it is almost not even a Mafia game, and fairly far into Bastard Mod territory by my reckoning. (edit: I mean, even one Jester can be considered a bastard set-up, technically)
Post edited March 22, 2016 by Krypsyn
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Dessimu: How much time involvement does it take when hosting a game? Compared to how much time a player spends time playing the game, would be understandable for me.
It depends on how much work you want to put in, and how long it takes you to evaluate different scenarios. At a rough guess, you'll be doing probably half the work before the game starts, and then Day Start and Day End will be big times for mod duty. Assuming no real issues come up, you can settle down to an active observer state during the Game Day.

If you are adding flavor work, I'd guess modding takes roughly as much time as playing (though differently distributed). Adjust that assessment up or down, based on how much flavor work you want to put in. Adjust that assessment up if problems arise during the game (need replacements, need to prod, etc.).
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bler144: Edit - and for the worst game idea ever, take Krypsyn's "must vote each post" mechanic and lay it over an all-Jester setup.
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Krypsyn: Well, crap, there goes that idea. :(
I did play in an "everyone is a bus driver" game years ago.

Worst setup I've been in thus far.
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bler144: Ah well, I am sorry if my joke ruined an idea you actually had. I guess I do see one way that setup might work.
No Flip, and maybe each player has a single vig shot. Should be an amusing Day 1 for the mod, seeing who can come up with the worst arguments and stuff.

But as Krypsyn says in the next post, it is pretty much a complete Bastard Mod setup.
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Bookwyrm627: If you are adding flavor work, I'd guess modding takes roughly as much time as playing (though differently distributed). Adjust that assessment up or down, based on how much flavor work you want to put in. Adjust that assessment up if problems arise during the game (need replacements, need to prod, etc.).
I found moderating to be far easier than playing, because you don't actually have to pay attention to posts as much. Really, you just want to read enough to make for decent flavor in the Dusk Post (if desired) and to tally up the votes for the occasional Vote Count. Except for the OP and PMs, I pretty much did flavor on the fly for my High School game.
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Bookwyrm627: < moderate amount of work, lots of fun >
Good to know. I will ponder a little more about the setups and will probably join the hosts list.
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Krypsyn: I found moderating to be far easier than playing, because you don't actually have to pay attention to posts as much. Really, you just want to read enough to make for decent flavor in the Dusk Post (if desired) and to tally up the votes for the occasional Vote Count. Except for the OP and PMs, I pretty much did flavor on the fly for my High School game.
I agree, mid-game Day it is quite a bit easier than playing, for precisely the reasons you state. I'm mentally adding in the work pre-game to the mod effort, though that might not be entirely fair since someone can take as long as they like in developing the game and balancing it.

Mod questions, vote counts, and enforcing mod rules are the biggest things to worry about during the game (and flavor, depending on how much you want to write), and you can mostly skim posts for that. It isn't like we require completely accurate vote counts and stuff from the mods every time. ;)
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Dessimu: Good to know. I will ponder a little more about the setups and will probably join the hosts list.
I strongly suggest assistant modding first, hopefully with someone chatty. Nothing really helps prepare you for unexpected situations like watching someone else frantically running around behind the scenes trying to keep things from blowing up.
Post edited March 22, 2016 by Bookwyrm627
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Bookwyrm627: I strongly suggest assistant modding first, hopefully with someone chatty. Nothing really helps prepare you for unexpected situations like watching someone else frantically running around behind the scenes trying to keep things from blowing up.
Sweet! Will have it in mind :)
I would estimate the dusk post/PM-writing investment for me was about three hours per Night. Of course, I don't know if you know this, but I like to write a bit of flavor. Most mods can probably adjust that downward a bit.

Actual in-game modding doesn't take much time, especially if you use a good tool for vote counting (I always share mine in case other mods want to take inspiration from it).
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Bookwyrm627: Nothing really helps prepare you for unexpected situations like watching someone else frantically running around behind the scenes trying to keep things from blowing up.
Yes, this is good advice. Some games run relatively smoothly, but other games can be a mine-field of replacements or other issues. My best advice for newer moderators is to run a smaller game (so getting replacement isn't difficult, if it comes down to it) and to have the set-up checked by an experienced moderator before hand, just so one can be better prepared for situations that may crop up with the set-up.

As with most projects, and as Bookwyrm627 states, preparation is your ally. Problems will invariably crop up, some anticipated, some not, and having a plan in place before hand really helps to deal with these bumps quickly and efficiently.
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Krypsyn: but other games can be a mine-field of replacements or other issues.
This reminds me of a game where I had the players submit their own made up roles. I pared down the list and then ran the game randomizing roles.

Some of the collisions were spectacular!!

One I remember was a Parrot (mime) mimicked a Professor Farnsworth action (gift a Doomsday device to another universe) and a Forger (re-director).

The Doomsday box within a box kind of became a paradox after Day Three.
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yogsloth: I would estimate the dusk post/PM-writing investment for me was about three hours per Night. Of course, I don't know if you know this, but I like to write a bit of flavor. Most mods can probably adjust that downward a bit.

Actual in-game modding doesn't take much time, especially if you use a good tool for vote counting (I always share mine in case other mods want to take inspiration from it).
From what I've seen, when players unvote before voting someone new, it's a bit easier to track down (or it would be easier for myself). One question though - when the night actions happen, is there a general rule of in which order to treat these actions, or is it completely up to the moderator?

It's something to ponders, because if actions are time sensitive (first come - first serve), then there's some tension put on mafia players. For if they wish to succeed, they want to have a discussion and that takes time. But it doesn't take much time for neutral or some Town roles to determine their choice. And that can greatly influence the game.



For example, player A is mafia; player B is serial killer; player C is town. Night starts, actions are time sensitive. SK has made his choice during Day time to kill player A. So he is first to contact moderator "I did it again. I sent another soul to the gardens of Eden. I killed player A". In the meantime mafia decides to kill player C. Player A makes the kill. He informs moderator of the action about 12 hours after the Night started.

In conclusion... If actions are time sensitive, SK has killed mafia killer and townie lives, mafia is one player short. If actions are not time sensitive... What then? Up to my judgement?
Post edited March 22, 2016 by Dessimu
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Dessimu: ...when the night actions happen, is there a general rule of in which order to treat these actions, or is it completely up to the moderator?...
Up to the moderator. Generally it isn't done on a first-come first-serve basis because of exactly the examples you give, it's simply not very fair. In a game like the all-mafia game, it is a bit more balanced (though not entirely because there is still a huge factor of varying time-zones of people in different groups making for a disparity in ability for quickness in making decisions) but still not entirely fair for that sort of thing.

I definitely recommend having your own rule system established based on how it works best for your game. Mechanics that make sense or abilities that lend to 1 taking place before another, or they all take place but then specific rules for blocks if they happen, etc.
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Dessimu: ...when the night actions happen, is there a general rule of in which order to treat these actions, or is it completely up to the moderator?...
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drealmer7: Up to the moderator. Generally it isn't done on a first-come first-serve basis because of exactly the examples you give, it's simply not very fair.
I suggest this system: http://wiki.mafiascum.net/index.php?title=Natural_Action_Resolution