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post #31 of 52 (permalink) Old 03-12-2014, 11:37 AM
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Re: Modding Tips

Those countdowns Fap always does are good for that. In fact people should just go ahead and copy most of his games... At least in the way of format/general hosting


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post #32 of 52 (permalink) Old 03-12-2014, 11:41 AM
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Re: Modding Tips

Day extensions are iffy. If you're already running a game with a 36 hour day and a lynch isn't achieved in that I wouldn't give the town anymore. Especially late in endgame where it's even more harsh on the scumteam than it usually is. But if it's a super short day then it's kinda more open. Faraday mentions this a lot but if you presend or even send conditional night actions it can allow for shorter night deadlines too which keep it moving really nice. Those countdowns are always something I like to see.

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post #33 of 52 (permalink) Old 03-12-2014, 01:56 PM
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Re: Modding Tips

Inconsistent Day extensions are iffy and lead to WIFOM. In fact scum generally feel somewhat cheated if they get lynched after an extension so best just to stick to a deadline I guess. Eventually town will learn right...?


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post #34 of 52 (permalink) Old 03-12-2014, 07:01 PM
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Re: Modding Tips

Yeah I nicked the clock countdown's from Faraday for deadlines so people know exactly when day and night is ending.





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post #35 of 52 (permalink) Old 03-12-2014, 07:07 PM Thread Starter
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Re: Modding Tips

Quote:
Originally Posted by DocBlue View Post
Those countdowns Fap always does are good for that. In fact people should just go ahead and copy most of his games... At least in the way of format/general hosting
this is probably the best advice.




even though people have been doing it since the first AGOT game and the section has dramatically changed since then.


ah the days when people would get confirmed in writeups and all games had almost identical setups with vigs, millers, cops, etc being easy confirms.
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post #36 of 52 (permalink) Old 04-05-2014, 05:29 PM
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Re: Modding Tips

Don't give info in write ups obviously. Not sure anyone does that anymore, anyway?

Countdown clock is the only way to stop mod subjectivity, it can be a bit annoying for later nights but you can always shorten nights once it gets less than X players. There's no harm a night going 8 hours even with 8 people left if they're all online anyway, at least this way you can't read into nightkills. I remember a few games where people were confirmed/lynched based on this as the mod would just run through the phases really quickly and some australian or w/e wouldn't be around. FUN TIMES.
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post #37 of 52 (permalink) Old 07-10-2014, 09:05 PM
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Re: Modding Tips

Tip: If you use a cop, put a back up cop in too for fun.
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post #38 of 52 (permalink) Old 07-10-2014, 09:50 PM Thread Starter
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Re: Modding Tips

shut up.



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post #39 of 52 (permalink) Old 07-10-2014, 09:52 PM
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Re: Modding Tips

real pro tip: don't start making a game 3 hours before it starts


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post #40 of 52 (permalink) Old 07-11-2014, 12:30 AM
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Re: Modding Tips

Why not just have two cops? Actually they'd both be mislynched heh


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