Dariush, if I was obvious scum, why were you the only one to notice or care?
Because everyone else was fuckingly stupid and blind to everything that didn't pertain to their particular perception of scummitude. Two specific examples would be Book and Jim.
No. It's because you fail to do your job, and don't try to prove anything. Basically, you just guess it's somebody, and if you're right, you gloat about how you're always right, and if you're wrong, you'll switch until you are right. Like how you definitely were right on all 4 of the people with no exceptions.
Point being, wooooooooooow Dariush guessed it riiiiiiiight. He might get to sit at the big kid table next year!
Oh yeah. Web, great game! You know the open secret of running games: Give the people what they want! You find the players then make the game, not make the game then find the players. Thanks.
Eh, that doesn't make a good game. Good games can be made first. The point of a good game is to make the game fun. That's a lot tougher than it appears, but basically, you have to follow a few basic ideas:
1) Makes sure everybody can DO something. This one's pretty easy, since everybody can vote. However, in role-heavy games, townies are viewed as less desirable and therefore less fun. And you didn't join a BYOR to play a townie, right?
2) Make sure everybody can UNDERSTAND their role. This avoids confusing roles or actions with confusing abilities, and most importantly, this avoids non-described actions. You can't have an action be "This does something random to the target" because that could mean anything. It could be negative or positive. Descriptions help, and it also means I answer less questions.
3) Make sure everybody can USE their role. Blocks are a really annoying thing in a game. So are action constraints. It's not necessarily a bad thing, but too many can hurt. For instance, Pandarsenic's Litter of Kittens role had a random number of kittens to use for actions. This was dumb of me. He should have been told it was 9. Why? Because it helps him use his role. A better example is the Red Mage from the same game. He was told he had 10 MP. Or Toaster's Internet IP Points. He knew how many he had and could plan accordingly.
4) Make sure everybody can WIN. Pretty standard, but somebody with a wickedly tough alignment (sk) would definitely need some help. It doesn't have to be fair, but they can't be incredibly unfair (1 mafia, 12 town... unless that mafia is loaded, but even then it's tough).
5) Make sure everybody can PLAY. This means removing things like 3 blockers. Or 3 cops. Because that overload ruins the game, and makes everyone else feel useless. A bad example from this game is Bookthras' kidnap ability. The kidnapped person can't play. So, if I ever use an ability like that, I'll need to make it work better. Like, they can still action their kidnapper, they learn his identity, or they can at least talk to the guy. Something to make it so they can play the game still.
6) Make sure everybody can HAVE FUN. Don't make the game punishable through stupid acts (post in only 3 words). Yeah, seems like fun? Then you've got to find better things to do. It's just not worth it to play a game that makes sure you can't type e's. This is why I will never institute a post restriction. Ever. I mean, bastard type, sure. That's kinda what you signed up for. But, you didn't sign up for BYOR to learn you get 2 posts a day.
Basically, you signed up for a game to play it. You want to have fun. You want to know what's happening (or at least try to figure it out). You want to use what you've got. And finally, you want to win. If I miss one of these things, it's my fault, but it also lies on players to play and try. I can only provide the outline for the game. Everything that happens inside it is pretty much the players. So, thanks for a hilarious game, all. I'll continue to *try* to write flavor in games. I enjoyed writing the death poems, at least.