I‘ve been told that several people are planning to host games, so to avoid any problems like people cutting into each other‘s game signups and other things we may need a schedule of games.
For anyone who plans to host a game, you can either write in this thread for what month/day you‘re planning a game or edit it in the schedule yourself if you can.
Note that there‘s no limit to how many games can be had per month, but try not to have 2 games running at the same time.
Sign-ups!
To everyone who usually plays MG or those that don‘t want to miss signups, we‘re testing a new way to alert everyone to a new game instead of mass tags before each game.
All you have to do is go to>>this thread<<and press Watch on the top corner of the thread. I or a host will post there and notify everyone like this whenever a new game starts.
While hosting overall isn't necessarily hard, it's very easy to mess things up as we have seen plenty of times already. This naturally happens more often with newer hosts.
In order to get these new hosts familiar with how the game works behind the scenes and make it a smoother experience for everyone (no one wants a cancelled game!), we are establishing these sets of rules that follow the methods that have been used in the last 50 games:
-If it's your first time hosting, it's MANDATORY to have the help of someone that has hosted before. As long as they aren't banned, it doesn't matter if this person hosted twenty times or just once. This experienced host will be the "Main Host", while the new one assumes the role of "co-host".
-Tasks will be split in a rather equal manner so that the Main Host can keep things in check while the Co-host gets hands-on experience to learn properly.
-The Main Host has the final say when it comes to decisions (ideally, this won't need to be enforced heavily, it's mostly to avoid possible issues).
Once the game is over, the co-host can host on their own and even take the role of "experienced host" for a new host in need!
Aigo this ol' bear used a lil summoning jutsu nothing special
--- Double Post Merged, , Original Post Date: ---
My newest guy doesn't seem very responsive overall though, so I think we roll with this current player list (which is about as large as it was last time)
Hello there, this post is regarding the recent rules update.
I understand the intent behind this rule nobody wants games ruined by repeat drama or disruptive behavior. That being said, I think this part of the update could unintended negative consequences.
Allowing “a portion of the player base” to object to someone’s participation is really vague. What counts as a portion two people? Half the players? And what happens if another portion of the player base wants that person to play? The wording opens the door to conflict instead of preventing it.
The same goes for the phrase “based on past gameplay.” That’s too ambiguous. Does it mean actual rule breaking, or just playstyle differences, grudges, or unpopular strategies? Without clear limits, it risks turning into a popularity contest rather than a fair standard.
On top of that, it puts unnecessary pressure on the host. If some players demand that one person not be allowed in, the host may feel forced to exclude them even if they personally have no issue. That’s not really fair to the host or the excluded player.
A healthier alternative might be to base decisions only on current disruptive actions, with hosts and mods stepping in as needed. That way, people who genuinely want to play in good faith still get a fair chance, while the game can still be protected if someone actually causes problems.
I think most of us want the mafia section to stay active and fun. but this rule update, as written, might unintentionally create more drama than it prevents.
Hello, since xi0 is not involved in this particular decision and Evil is probably afk, if you like, I can respond instead. You can tag others involved if you remain unsatisfied with my response.
To summarise, these rules lean heavily on the host's discretion. This is intended; the host is the one who has to deal with the players, manage the atmosphere, and handle conflicts. The new rules alleviate pressure from the Host; they do not have to ward anyone if they do not want to. They always could, tacitly, and now they can formally, too. It's not a demand the Host has to give in to; they simply can if they feel so. The host decides. And as always, if a host ever misuses that discretion, mods or the council can be consulted, but our culture has long relied on trust in the host to run a fair game.
Allowing “a portion of the player base” to object to someone’s participation is really vague. What counts as a portion two people? Half the players? And what happens if another portion of the player base wants that person to play? The wording opens the door to conflict instead of preventing it.
The phrasing is deliberately flexible. If we set a hard number or percentage, it would just create loopholes where disruptive players can still slip through. This way, hosts and mods can recognise when concerns are widespread enough without being forced into arbitrary thresholds. If they feel like one case or the other would negatively impact their game, they can choose on their own how to proceed. It’s still the host’s decision, and if it’s a borderline case, they can always consult the council or some other party before acting.
The same goes for the phrase “based on past gameplay.” That’s too ambiguous. Does it mean actual rule breaking, or just playstyle differences, grudges, or unpopular strategies? Without clear limits, it risks turning into a popularity contest rather than a fair standard.
The same applies here. This rule isn’t about grudges or disliking someone’s playstyle. It covers repeated patterns of disruptive behaviour across games. If we only act on current actions, we’re forced to let the same cycle of disruption repeat again and again. We have also had cases of toxic players returning after a while and still being the same type of player. The phrase covers those patterns, as waiting for fresh disruption every time just resets the cycle. And to be clear: one bad game, one unpopular decision, or one clash does not qualify. The host here decides if the hypothetical objecting player's argument has merit.
On top of that, it puts unnecessary pressure on the host. If some players demand that one person not be allowed in, the host may feel forced to exclude them even if they personally have no issue. That’s not really fair to the host or the excluded player.
Hosts should have the freedom to say no if enough players, or the hosts themselves, have genuine concerns. Including disruptive players at the expense of everyone else’s fun isn’t fair either; how many people should suffer through the toxic player being toxic again? What if the toxic player respects, or is nice to, certain people but not others? It's always been the case that hosts have to protect the players; it's just that without these rules, they had no tool they could use to ward off players. As I mentioned, we've had examples of this in the (recent) past. We just formalised this practice. So imo this actually takes off pressure from the host. Before, if they excluded someone, it could look like personal judgment. Now they have a clear rule to point to.
A healthier alternative might be to base decisions only on current disruptive actions, with hosts and mods stepping in as needed. That way, people who genuinely want to play in good faith still get a fair chance, while the game can still be protected if someone actually causes problems.
Hosts always have final discretion. And while mod oversight is technically always available, many mods play this game too, and acknowledge that, where these games are concerned, the host is the first authority. The hosts protect the game and the players. There have been cases where a mod had to step in, but these cases were outliers, and not something that commonly happens, if ever, with the regular core of players.
I will also say this: By the time someone is causing (serious) problems in the current game, it’s already too late tbh, the mood will be ruined, and the damage is done. Unlike, for example, the anime discussion threads, where you can walk away and return without affecting anything, players avoiding each other might actually disrupt the experience (especially if the avoided, disruptive player sits on an important role). It's a specific shared experience that one player's consistent and repeated bad behaviour can ruin. The host has to weigh this beforehand. This is a preventive measure, not a punishment
I think most of us want the mafia section to stay active and fun. but this rule update, as written, might unintentionally create more drama than it prevents.
The aim here is exactly what you said you wanted: to keep the section active and fun. Repeated disruption is a much bigger source of drama and damage to the game than drawing a line early. The update gives hosts the formal option to protect players’ enjoyment while still being fair. We just want everyone to have a good time and not let a few bad eggs ruin it for everyone else. Toxic players have come and gone, and our lil sub community still is fine. Evidently, warding off disruptive elements consistently has been a good thing, not a bad thing. And the fact that we’ve weathered such situations before is proof that preventive action strengthens activity rather than weakens it.
We have spent a lot of time discussing this both interally and with other hosts/players, and we're always open for feedback. We'd never implement rules we thought were worse for our community.
Hello, since xi0 is not involved in this particular decision and Evil is probably afk, if you like, I can respond instead. You can tag others involved if you remain unsatisfied with my response.
To summarise, these rules lean heavily on the host's discretion. This is intended; the host is the one who has to deal with the players, manage the atmosphere, and handle conflicts. The new rules alleviate pressure from the Host; they do not have to ward anyone if they do not want to. They always could, tacitly, and now they can formally, too. It's not a demand the Host has to give in to; they simply can if they feel so. The host decides. And as always, if a host ever misuses that discretion, mods or the council can be consulted, but our culture has long relied on trust in the host to run a fair game.
The phrasing is deliberately flexible. If we set a hard number or percentage, it would just create loopholes where disruptive players can still slip through. This way, hosts and mods can recognise when concerns are widespread enough without being forced into arbitrary thresholds. If they feel like one case or the other would negatively impact their game, they can choose on their own how to proceed. It’s still the host’s decision, and if it’s a borderline case, they can always consult the council or some other party before acting.
The same applies here. This rule isn’t about grudges or disliking someone’s playstyle. It covers repeated patterns of disruptive behaviour across games. If we only act on current actions, we’re forced to let the same cycle of disruption repeat again and again. We have also had cases of toxic players returning after a while and still being the same type of player. The phrase covers those patterns, as waiting for fresh disruption every time just resets the cycle. And to be clear: one bad game, one unpopular decision, or one clash does not qualify. The host here decides if the hypothetical objecting player's argument has merit.
Hosts should have the freedom to say no if enough players, or the hosts themselves, have genuine concerns. Including disruptive players at the expense of everyone else’s fun isn’t fair either; how many people should suffer through the toxic player being toxic again? What if the toxic player respects, or is nice to, certain people but not others? It's always been the case that hosts have to protect the players; it's just that without these rules, they had no tool they could use to ward off players. As I mentioned, we've had examples of this in the (recent) past. We just formalised this practice. So imo this actually takes off pressure from the host. Before, if they excluded someone, it could look like personal judgment. Now they have a clear rule to point to.
Hosts always have final discretion. And while mod oversight is technically always available, many mods play this game too, and acknowledge that, where these games are concerned, the host is the first authority. The hosts protect the game and the players. There have been cases where a mod had to step in, but these cases were outliers, and not something that commonly happens, if ever, with the regular core of players.
I will also say this: By the time someone is causing (serious) problems in the current game, it’s already too late tbh, the mood will be ruined, and the damage is done. Unlike, for example, the anime discussion threads, where you can walk away and return without affecting anything, players avoiding each other might actually disrupt the experience (especially if the avoided, disruptive player sits on an important role). It's a specific shared experience that one player's consistent and repeated bad behaviour can ruin. The host has to weigh this beforehand. This is a preventive measure, not a punishment
The aim here is exactly what you said you wanted: to keep the section active and fun. Repeated disruption is a much bigger source of drama and damage to the game than drawing a line early. The update gives hosts the formal option to protect players’ enjoyment while still being fair. We just want everyone to have a good time and not let a few bad eggs ruin it for everyone else. Toxic players have come and gone, and our lil sub community still is fine. Evidently, warding off disruptive elements consistently has been a good thing, not a bad thing. And the fact that we’ve weathered such situations before is proof that preventive action strengthens activity rather than weakens it.
We have spent a lot of time discussing this both interally and with other hosts/players, and we're always open for feedback. We'd never implement rules we thought were worse for our community.
Well, I wanted to hear their opinions on this because, to me, it feels unfair. Frankly for players like me. I thought the high council should take a closer look to make sure everyone gets a fair chance to play, instead of being blocked by extra layers of rules that feel unnecessary.
Since you’re speaking on behalf of the other counsel members, that’s fine by me. I’ll just share my perspective as someone who sees it differently.
the rule is framed as giving the host “flexibility,” flexibility without limits can easily turn into dictatorship. If a host has unchecked authority, then decisions can be made based on feelings, pressure, or old grudges rather than fairness.
there’s already a punishment system in place for disruptive or toxic players. If someone is truly a problem, they can be restricted from signing up. That system is clear and fair. Adding this extra rule just creates another layer of subjectivity that can unfairly block players who haven’t actually done anything wrong. I get the logic of prevention stopping problems before they start. But prevention can just as easily turn into punishment for something that hasn’t even happened. People can change, or maybe they just had one rough game. Blocking them “just in case” feels unfair and risks freezing players out for very long time.
I’ll leave it at that. I only hope the rule doesn’t end up being used to settle old scores instead of protecting the game as said.
Well, I wanted to hear their opinions on this because, to me, it feels unfair. Frankly for players like me. I thought the high council should take a closer look to make sure everyone gets a fair chance to play, instead of being blocked by extra layers of rules that feel unnecessary.
Since you’re speaking on behalf of the other counsel members, that’s fine by me. I’ll just share my perspective as someone who sees it differently.
the rule is framed as giving the host “flexibility,” flexibility without limits can easily turn into dictatorship. If a host has unchecked authority, then decisions can be made based on feelings, pressure, or old grudges rather than fairness.
there’s already a punishment system in place for disruptive or toxic players. If someone is truly a problem, they can be restricted from signing up. That system is clear and fair. Adding this extra rule just creates another layer of subjectivity that can unfairly block players who haven’t actually done anything wrong. I get the logic of prevention stopping problems before they start. But prevention can just as easily turn into punishment for something that hasn’t even happened. People can change, or maybe they just had one rough game. Blocking them “just in case” feels unfair and risks freezing players out for very long time.
I’ll leave it at that. I only hope the rule doesn’t end up being used to settle old scores instead of protecting the game as said.
Council Notification - If a Host chooses to refuse entry to a player, they must inform the Council before the game begins. The Council will review the case to ensure the exclusion is valid.
Any player refusal has to be checked by the council for validity. They would submit the list of players that would drop out if that person played, or any other details regarding excluding said player. So abuse from hosts shouldn't happen, as the case gets reviewed.
Well, I wanted to hear their opinions on this because, to me, it feels unfair. Frankly for players like me. I thought the high council should take a closer look to make sure everyone gets a fair chance to play, instead of being blocked by extra layers of rules that feel unnecessary.
Since you’re speaking on behalf of the other counsel members, that’s fine by me. I’ll just share my perspective as someone who sees it differently.
the rule is framed as giving the host “flexibility,” flexibility without limits can easily turn into dictatorship. If a host has unchecked authority, then decisions can be made based on feelings, pressure, or old grudges rather than fairness.
there’s already a punishment system in place for disruptive or toxic players. If someone is truly a problem, they can be restricted from signing up. That system is clear and fair. Adding this extra rule just creates another layer of subjectivity that can unfairly block players who haven’t actually done anything wrong. I get the logic of prevention stopping problems before they start. But prevention can just as easily turn into punishment for something that hasn’t even happened. People can change, or maybe they just had one rough game. Blocking them “just in case” feels unfair and risks freezing players out for very long time.
I’ll leave it at that. I only hope the rule doesn’t end up being used to settle old scores instead of protecting the game as said.
Thank you for voicing concerns and your generall feedback. It is always welcome to have a healthy discussion with the active player base.
I believe Panda and Gry already talked through some of your concerns. The updates aim to give the hosts more agency about the game they are responsible of. With frequently changing hosts we hope that the risks of constant addressed malpractises are held in check. Reach out any time via here or PM if you see this is not the case.
Anyway, there is always room for amendments in the future in regulatory systems after a try out if the regulations are not being implemented as intended and/or contribute to a healthier experience overall for all involved parties.