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			Well, at any rate, Nerwen, I think one crucial difference is that the  tinkering you did in your game was out in the open for all players to  see. 
  
 What happened here was that I complained by PM to Paranoia about the way  he did the narration, which I thought already broke a few unspoken "rules" of BD WW, and he responded with encouragement not to give  up and the revelation of a certain gifted's role (\not even a  confirmation of a guess I made or anything, but new information  altogether). He also revealed that he had been planning to treat the  cobbler role differently than expected without mentioning it - not cool in my book, since the village couldn't take this into consideration. 
 
So clearly I couldn't keep playing with this additional unearned knowledge - any victory would be stripped of all honor. It's a shame, since I was quite enjoying this game and I hate to let my team down, but without a level playing field (or an uneven playing field everyone knows about) there can't be a real game. 
 
Someone (who can step forward if/when they like) mentioned to me that we should have a minimum number of games a person must play before being allowed to be a mod, and I think this is an excellent idea. We have  a sort of culture that has evolved around Barrowdowns  werewolf: some rules are understood to be the norm, and when a mod changes them, xe should know that this needs to be pointed out to the players, etc.  A mod has a responsibility to the players, and most mods around here take that seriously (even ones who, like Nerwen and Fea,  have a few surprises up their sleeves tend to do so in a way that is fair to the players and their contributions to the game).  We seem to have a very complex process for getting started in the RPGs, and though I'm not suggesting something that extreme is needed here, a games-played requirement for modship sounds reasonable to me.
		 
		
		
		
		
		
		
		
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