The New (and Improved) Mod Sign-up Thread
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Re: The New (and Improved) Mod Sign-up Thread
My advice... look @ what I did in the last game... and don't do that. (at least not at first... or ever if you value sanity)
It's definitely good to co-mod with someone first to get the hang of how things work.
In Corvi's rules thread, there is a link in the OP to a site with a lot of different roles on it. Also, I posted a link to a modding guide later on... probably near/at the end. Some of it is specific to that site, and some of it is a bit much, but there is some solid advice in there which I took away from it; in particular in regards to balancing power roles.
In the old days we could usually get up to 30 players (Jellyfish Invasion 1 had a whopping 35), but nowadays, it's hard to get 25. So Make sure when you plan that you have some flex built in for that case where you can't get more than 20.
Also, looking at some of the post game threads and seeing things people liked or really didn't like can be helpful.
It's definitely good to co-mod with someone first to get the hang of how things work.
In Corvi's rules thread, there is a link in the OP to a site with a lot of different roles on it. Also, I posted a link to a modding guide later on... probably near/at the end. Some of it is specific to that site, and some of it is a bit much, but there is some solid advice in there which I took away from it; in particular in regards to balancing power roles.
In the old days we could usually get up to 30 players (Jellyfish Invasion 1 had a whopping 35), but nowadays, it's hard to get 25. So Make sure when you plan that you have some flex built in for that case where you can't get more than 20.
Also, looking at some of the post game threads and seeing things people liked or really didn't like can be helpful.
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Re: The New (and Improved) Mod Sign-up Thread
Shall we get to work on planning JI: IIIthe wicked child wrote:My advice... look @ what I did in the last game... and don't do that. (at least not at first... or ever if you value sanity)
It's definitely good to co-mod with someone first to get the hang of how things work.
In Corvi's rules thread, there is a link in the OP to a site with a lot of different roles on it. Also, I posted a link to a modding guide later on... probably near/at the end. Some of it is specific to that site, and some of it is a bit much, but there is some solid advice in there which I took away from it; in particular in regards to balancing power roles.
In the old days we could usually get up to 30 players (Jellyfish Invasion 1 had a whopping 35), but nowadays, it's hard to get 25. So Make sure when you plan that you have some flex built in for that case where you can't get more than 20.
Also, looking at some of the post game threads and seeing things people liked or really didn't like can be helpful.
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Re: The New (and Improved) Mod Sign-up Thread
Muhahahahahaha. indeed.bhaw wrote:Shall we get to work on planning JI: III
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Re: The New (and Improved) Mod Sign-up Thread
I'm thinking about doing imaginationland warz II. any objections?
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Re: The New (and Improved) Mod Sign-up Thread
Not if you modkill people if they don't participate so it doesn't end up as me an 5 non-participators against 5 reds this time.count2infinity wrote:I'm thinking about doing imaginationland warz II. any objections?

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Re: The New (and Improved) Mod Sign-up Thread
done and done.the wicked child wrote:Not if you modkill people if they don't participate so it doesn't end up as me an 5 non-participators against 5 reds this time.count2infinity wrote:I'm thinking about doing imaginationland warz II. any objections?
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Re: The New (and Improved) Mod Sign-up Thread
Is another game on tap?
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Re: The New (and Improved) Mod Sign-up Thread
Benny and I will be working on some sort of game that will probably be ready this summer at some point.
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Re: The New (and Improved) Mod Sign-up Thread
Anyone doing a simple short game while this is under construction?
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Re: The New (and Improved) Mod Sign-up Thread
Nothing currently planned. Anything with doc can be assumed out at this point and other games are all in the planning stages.
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Re: The New (and Improved) Mod Sign-up Thread
Michael Collins (the film) could set up as a nice starting point for you as far as character selection. I found that the hardest part of the prep work in 1776 was coming up with appropriate names out of the story it was based on. I ended up not completely limiting myself to the book but expanded to the general time. We've had other games based on films/tv/books that have come off really well (hello Animal Farm and Robin of Sherwood among others)obhave wrote:it would be based on the Irish Revolution. The "real" IRA, terrorist group, is not what I meant.
oh, and listen to twc's suggestions on reading up on the basic game and roles and such. I got pulled into this as a late addition to Jellyfish I and I've only skipped a couple games here and there in the year and a half since. Once was vacation, and the other two were during the final prep of 1776. Addiction perhaps. But it does lead to games where one ends up being quieter than planned...

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Re: The New (and Improved) Mod Sign-up Thread
columbia and I are definitely planning on doing Planet of the Apes Warz, but no schedule on that yet.
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Re: The New (and Improved) Mod Sign-up Thread
i'm going to get imaginationland warz put together, but it may take some time.
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Re: The New (and Improved) Mod Sign-up Thread
Benny and I are likely going to put together Clue Wars, so dibs on that concept.Kraftster wrote:Benny and I will be working on some sort of game that will probably be ready this summer at some point.
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Re: The New (and Improved) Mod Sign-up Thread
while offering topics.... late fall for what will likely be a 1776 sequel/reprise.
Though redwill's experimental PM games have me thinking about a reprise of Civil Warz using the non-reveal on death concept, as that game became way to obvious it was a numbers game. The PM angle might make it even more of a crap-shoot
Though redwill's experimental PM games have me thinking about a reprise of Civil Warz using the non-reveal on death concept, as that game became way to obvious it was a numbers game. The PM angle might make it even more of a crap-shoot

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Re: The New (and Improved) Mod Sign-up Thread
...
EDIT: nvm, I won't have time to do any modding next week.
EDIT: nvm, I won't have time to do any modding next week.
Last edited by redwill on Sat Jul 16, 2011 2:29 pm, edited 2 times in total.
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Re: The New (and Improved) Mod Sign-up Thread
I liked the idea of the civil war game, but it has to be done in such a way that it isn't just a simple numbers game...
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Re: The New (and Improved) Mod Sign-up Thread
I have a fairly quick idea for a warz game. Office warz (although not The Office). Should I just throw a sign up thread out there or is there a waiting list for games?
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Re: The New (and Improved) Mod Sign-up Thread
That was the flaw of that game. We realized it early but it seemed any fix in the middle of the game might be an unfair overreaction. Well one of the flaws. Both sides had PM capability, which took some of the unknown away, and a lot of game chatter. Kind of why 1776 first run had less PM communication, even among the redcoats. And there was a pool of unaffiliated colonists that were bigger than either "side" in the game. Let's just say that the 1776 reprise will come well before civil warz, unless someone else steps up to tackle the idea (If you have the energy to run with it, do!).the wicked child wrote:I liked the idea of the civil war game, but it has to be done in such a way that it isn't just a simple numbers game...
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Re: The New (and Improved) Mod Sign-up Thread
I get the impression that no one else will be ready for a while, so I'd say go ahead and put up the sign-up thread, Mr. Supervisor. Mmmm-kay?the errey i breathe wrote:I have a fairly quick idea for a warz game. Office warz (although not The Office). Should I just throw a sign up thread out there or is there a waiting list for games?
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Re: The New (and Improved) Mod Sign-up Thread
There is total chaos at the moment. If someone wants to do a quick game, go right ahead.
If anyone wants to schedule a larger game, go for it... but it sounds like they're all in the early planning stages.
If anyone wants to schedule a larger game, go for it... but it sounds like they're all in the early planning stages.
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Re: The New (and Improved) Mod Sign-up Thread
“Chaos often breeds life, when order breeds habit.”
- Henry Adams
Thanks, Google
- Henry Adams
Thanks, Google
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Re: The New (and Improved) Mod Sign-up Thread
So I am going to go ahead and do Irish Revolution Warz. Is there anyone that would want to co-mod it with me? I hope to have all the plans by the end of this week, possibly sometime next week, but I need someone to make sure that the game will work! My goal would be to have this start in a few weeks time. I need it to be done before I head off to Europe with no internet or before I go back to college. If I don't get it done in time it might not happen for a while...
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Re: The New (and Improved) Mod Sign-up Thread
I'd help except that I think I'm going to be too busy over the next few weeks to play or mod any games.
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Re: The New (and Improved) Mod Sign-up Thread
How about EPP for co-mod? 
