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Old 07-08-2010, 05:04 PM   #71
satansaloser2005
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Join Date: Nov 2007
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satansaloser2005 is lost in the dark paths of Moria.satansaloser2005 is lost in the dark paths of Moria.satansaloser2005 is lost in the dark paths of Moria.satansaloser2005 is lost in the dark paths of Moria.
Quick goody two-shoes note. Morm, can I play language police? I've PM'd players (no names, of course) about their language in the past, but sometimes the request for respect can be met with....well, hostility to say the least, although most Downers are very gracious and admit their mistakes. I just feel so bad bothering you every time I see an inappropriate word, because you've got enough on your plate already.

Anyway....to Werewolf itself....

I think the Day we have to include "and don't sabotage your own side" in the tips for newbies section is the Day we've got to get rid of those newbies. It's common sense, or at least it should be. If you're going to Benedict Arnold your team that's your decision, and you'll have to live with the way those players treat you. It doesn't need to be in the rule book, however. I'm just sayin'.

Also, a lot of this should be left up to individual mods. Highlight, for instance, which I'll mention no more because Mormiekins said not to, are up to the person running each game. However, BG's suggestion of extra time for highlighted votes is rather absurd, to be honest. Put in your vote then highlight it; if your vote is IN before DL and I know you intended to highlight it and/or are in the process of doing so, I'll let it slide. Besides, allowing extra time creates too many problems.

Modding itself, then. I am strongly against anyone who has played less than a dozen games of Barrow-Downs Werewolf modding a game. Repeat, a dozen, if not more. Players may catch on to the game (dang it!) itself pretty quickly, but as someone else said, with the variety of games and rules and just plain atmosphere what with many different people playing, it's hard to get used to the feel of a game. In five or six games you'll get a basic understanding, but you're still a newbie at heart. (I say this because I've given a newbie pass to a couple of players past their fifth game just because I knew they didn't yet fit the BD WW culture and didn't want to hurt their feelings.) Thus, again, my proposition. Anyone who wishes to moderate a Werewolf game must have played in at least twelve games of Werewolf, specifically on the Barrow-Downs, and they must have a co-mod for their first game to prevent any unforeseen complications in general game play.

In fact, I think EVERYONE should have a co-mod, whether they're a newbie or a veteran. I'm not complaining, really, I'm not, because I love magic-modding games, but I've stepped in post-mortem at least twice this year to help run things because of complications or just plain understaffing. Everyone should have someone who's able to call DL in the event of their absence, be it the first Day lynch or someone who is officially designated as a co-mod. (That being said, it's a well-known fact that I don't mind being a co-mod after death and I'll be happy to do so for anyone who needs it.)

I've got to go eat supper now, but I'll be back later with more thoughts. For now, tell me what you think on what I've said so far.


P.S. I know there's a typo in here somewhere, so I'll fix it later and probably fiddle with formatting. But for now, at least I have chicken. ^_^
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