Sidenote: I wonder if we REALLY had that bad of a day game, or did we just need to clean up the inactives first. I'm noticing a direct correlation between the # of lurkers in a game and the strength of the day game. The town can't scumhunt well when folks who really aren't playing the game are drawing the town's attention, and once you start letting them lurk, the mafia quasilurks along with them and/or uses the confusion to sneak into the town and wipe them out.
third sidenote: what's currently in fashion gamewise these days anyway. It feels odd to literally not hosting or playing a game. O.o
Yes, we really did have that bad of a daygame. No one--literally no one--pushes stuff on gut feeling anymore. We don't have townies pulling stupid gambits that completely kill the game. We've started paying more attention to small details. We've all gotten a lot better at adding pressure and generalized psychological warfare.
The scum have gotten a lot better in their daygame, too. It's at a completely different level.
In fashion... hm. I think that BYOR and variants are still extremely popular, but we've discovered that we need them in small doses or we get bored. I personally still love bastard mods, even if they're still rather unstable.
Ultimately, though, I think that we're currently in the "age of interactivity." Every player wants to feel that he personally has an equal stake in the game, and something really fun to do. It's not "if I die, oh well. My townie brothers shall avenge me." It's "if I die, we might be in real trouble, and things won't be fun at all!"
The level-upping of our daygame has actually helped this a lot, since I think that even VTs are beginning to understand the amount of power they have. We want well-balanced games where everyone will enjoy themselves, winning or losing.
Toony Mafia's back too, always good for a quirky closed setup.
^ Yeah, this. "Quirky closed setups" is what we're looking for. Not "Bastard mod closed setup," "quirky." Like Horrible Role.