Abandoned games

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Post Post #1 (isolation #0) » Mon Feb 21, 2005 11:12 pm

Post by Phoebus »

Maybe we need to put some kind of "penalty" on leaving your game without a very good reason?
That would be my choice but we're not in highschool here :(

Mandatory appointment of a co-mod?
Telling the list mod about exams and the such? ;)
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Post Post #3 (isolation #1) » Mon Feb 21, 2005 11:53 pm

Post by Phoebus »

(Eep, would there be enough co-mod volunteers?)
Maybe, maybe not.
Some people might volunteer, never having run a game themselves, looking for experience points.
In which case, similar to the newbie games, unless the co mod successfully runs a majority of the game, it should not count as having modded a game.
Maybe the list mod could give a pass or fail grade for the modding of each game? If someone gets a 'fail' they need to have a co-mod until they get 3 consecutive 'pass' grades or something?
Interesting.
Theoretically, only an abandonment or forced halt would need a "fail" grade. So this could work as an automatic mechanism.
Or maybe instead of a co-mod, maybe there should be a 'Mod co-ordinator', and all mods are required to submit a full set-up of the game to this person. If the mod then goes missing, it would be easier for another mod to pick up the game.
Probably the most feasible.
All current mods to send their setups in either a word or notepad document to the list mod. In case of mod disappearance, the list mod can solicit a replacement mod.
The setup should not be in the main body of the email lest the list mod wants to play.
And it should also indicate mod notes giving cop quirks, individual percentages of success and role bias where applicable.

While this is very good for the players concerned, it leaves the mod free to disappear without being liable and still have a fallback mechanism in place. This needs to be addressed.
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Post Post #5 (isolation #2) » Tue Feb 22, 2005 4:15 am

Post by Phoebus »

The downside to this idea is that the co-ordinator can't play in any of the games.
Why? That's why it should be in a word file that can sit in the co-ord's email inbox.
I don't think it is wise to just assume that the set-up is complete without looking at it.
Depends on the mod's experience.
We can expect them to be complete from someone who has been around.
A) They won't send in incomplete setups.
B) They will almost always have a backup mod ready. [Backup, not co]
C) Despite their experience, if they still send in an incomplete setup, have no backup mod and disappear, we can publicly ridicule them. ;)

For newbies:

A) Double check setup before sending.
B) Have it reviewed by someone experienced. Part responsibility could lie with this person to ensure that the emailed setup will be correct and final.
C) Require appointment of a co-mod.
D) Failure with the above, results in a "fail" grade, along with requirement of co mod for for X number of future games, to be completed succesfully and ofcourse, public mocking and 100 lashes of the whip.
it might bring up discussions that there was inside knowledge in certain games.
Now that's just cynical.
We talk of having a mature and sensible community.
Well then, the co-ord , whom I still assume to be the List Mod, should be emailed beforehand by the prospective mod and asked about participation.

This question is moot for newbies. For normals, you can announce yourself if you want to play in the game supposed to be taking signups.
If you want to play, the signup thread may not appear till a different "keeper of the setup" is found. Otherwise, you can bless the new thread and accept the setup.
Same with the Free Market.

Minis take some time to fill up in any case, so again, MeMe can tell whether she wants to play in a particular game or not and if she does, the time taken to fill the game, can be used to search for another keeper.
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Post Post #7 (isolation #3) » Tue Feb 22, 2005 5:51 am

Post by Phoebus »

CoolBot wrote:
Phoebus wrote: We talk of having a mature and sensible community.
We can talk about anything we want. People will still come around and see Person X has inside knowledge.
Yeah.
I missed the dots there. It should've been:
We talk of having a mature and sensible community...

to imply...whatever. ;)
CoolBot wrote:I really don't see why there can't be multiple mod cords. That way, if one wants to play, one of the others get setup.
There is no problem.
Where did I say, assuming that's directed at me, there should be only one?
I just came to the natural conclusion that the List Mods would be it, since the current ones are not prolific as far as playing games is concerned. Each usually responsible for their own list and if one wants to play, ask the others and adjust. It will probably be rare that all four (plus 1) list mods would be playing in the same game.
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Post Post #9 (isolation #4) » Tue Feb 22, 2005 6:52 am

Post by Phoebus »

My dear fellow, the newbie setup is an open setup.
And in any case, even if there is a slight variation, there will be no issues of cop sanity.
So, the players could just PM the new mod their roles and choices till that time.
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Post Post #11 (isolation #5) » Tue Feb 22, 2005 7:25 am

Post by Phoebus »

Gnome wrote: :roll:
That was what the dots were for. ;)

Meh.
Better to let that issue sink...
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Post Post #20 (isolation #6) » Wed Feb 23, 2005 6:13 am

Post by Phoebus »

So what's the difference then?
It isn't a free for all at present.
Once you say it shouldn't be so, and next you say there is no need for co-mods.

Make sense man!
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Post Post #22 (isolation #7) » Wed Feb 23, 2005 6:58 am

Post by Phoebus »

a bit like a co-mod does.
So what's the difference then?
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