This doesn't have much to do directly with the s game's actual gameplay but it is in response to criticism I recived from strike in this game.
It's not untrue that I don't exactly take kindly to your constant and often unwarranted attacks on mods. It's a task that takes a lot of commitment without which these games aren't possible and I feel that deserves respect, not constant side swipes and barbs.
A Short Essay on Mafia Modding, both Good and Bad by St. Votanic
It takes experience to play Mafia well and this goes for both in-game players and mods (who are, in truth, just another kind of player). Therefore, just as we don't expect an in-game player to know everything and play perfectly, neither shuld we expect or assume that the game mod is incontestable expert at game design, mechanics, sportsmanship, balance, flavor, etc., even if it the managerial role in charge of game operations.
strike credits mods with showing effort and commitment to the game ( largely true) but ignores that this as much (if not more) true of the in-game players, who must read as much as the mods and write and reply significantly more.
The player's time and efforts should also be respected. We shouldn't ecpect players to remain silently unhappy with mods who don't understand (or don't care) about game balance and who also sabotag with curveball 'bastard' tactics. Now I know 'bastard-modding' can be applied to a whole range of different qyuestionably bad mod plays, some being little more than oversights or minor transgressions, but frankly, the worst bastard-modding can even be described by a less kind word,
cheating.
And if you are a mod that wants to argue it's not even possible for a mod to cheat, then you are exactly the type of over-entitled mod that needs to read this.
I'm not going to mention any specific mod mis-steps by name here, but I am going to list three things to always remember (and which have too frequently been forgotten).
1.Do not secretly reshuffle or re-set the game dynamics after the game has begun. Do not undo the efforts and successes that a player or team has accomplished because you think it will make a more interesting
story or any other reason. Mafia is a competitive team game, it may have flavour, but it is not primarily about either role-playing or storytime.
2.After many years and many thousands of games, the basics of
game balance in Mafia has already largely been figured out. Therefore rein in any
creative modding ideas that tip the balance away from already established means. Don't romanticize mountainous/no-PR games as being more pure, and seriously rethink any game design that gives scum more
additional PR power than Town. knowing oyur teammates and getting to kill one of the other theam each night is already a huge amount of power for scum.
Yes, I recognize that some third party roles are unavoidably long shots to win aone... however,in many of those cases, such third parties can be considered to technically win with either town or scum, depending on the role.
3. Flavor is where mod creativity can really shine, even if it is just frosting on the cake. The best flavour can be complex (but not confusing) with elements that blend seamlessly and naturally with the game mechanics. Actually, I found the The Thing game to be a particularly elegant adaptation of it's source material (don't get a swelled head about that, DDS) but most other games with a lot of PR actions, intriguing game conditions and an atmospheric or suspenseful setting are also using flavor in fun and effective ways.
Mafia games are long hauls, do what you can to make them fun and entertaining.
Okay that's enough lecturing for now... Again, I only borught it up in the middle of a game because 1) It had already become an issue, and 2) This way it might actually get read by more players. In any case, I will likely cut-and-paste again somewhere else in the future.