>But I want to do something new and wacky!
Alright, fine, but don’t say nobody warned you. Here’s some tip:
>How Many Players?
Unless it’s really slow, you generally want to have 5-6 players before you start, and you should put up a warning in the thread before you start. If you’re running a team game, wait for at least six players, and make sure the teams are even.
>What about the Wacky Shit?
If you’re a donator or want to use the seasonal freebies, go hog wild and try to figure out what works for you and the other anons. Expect autistic shrieking and dead games in the beginning.
>Finish Line
This determines the length of the game. It’ll take about 30 minutes, usually, to play a 250 Finish game. The further away it is, the more players will drop out
>Class Selection
Shit’s important, it’s the main shit you get to do for most of the game. 3 Classes is the most balanced approach. Random Classes should only be used if it’s a shorter game, and Choose A Class should be used only with the extra classes from donations and experts, in long or team based games.
>Starting Cash
Nobody wants to end up at a shop in the first 10 turns and basically waste their turns. 12-15 is enough to buy food from the jungle shop, get and charge a wand, or a gun and lasso (or just Life Insurance if you’re in the lead). Give more out in shorter games since you won’t have a lot of cash flow in those.
>Reinforcements
You generally want this on unless you hate fun and love RNG. It gives everyone their free shit. You also probably want to give this to everyone BEFORE Disarming ends so they can start plotting some shenanigans.
>Disarm
Disarm will always be on, no exceptions. All it takes is one star or grenade and everyone is wasting the next 20 minutes skipping through death text, and nobody wants to deal with that shit every fucking game. Give enough turns for people to spread out and arm themselves.
>Wildcard: Shops
The Shop card is 90% of player agency for most games, and it’s pretty vital to any sort of plan or playstyle. Keep the card refreshing often because they don’t stack and eat the turn, 10-15 is a pretty optimal range because it coincides nicely with the +10 Rupee income.
>Toggle: Instant Classes
This lets players roll/pick classes in the first round. You’ll pretty much always want this on because Classes make up most of the player interaction.
>Toggle: Expert
Enables a bunch of content that’s a little more confusing than usually, including some classes. You only ever need to disable it in very short games, otherwise it’s just more content.
>Toggle: Survival
You have to be alive to win. You pretty much always want this on unless you’re playing an exceptionally long game where any significant lead can win the game.
>Toggle: Minigames
These are just little minigames that award items to the winners. They aren’t terrible, but also don’t always work for everyone. If there are anons that don’t like them or can’t play them, leave them out; but if it’s your kind of thing feel free to toggle it on.
>But what about Team Games?
Unless it’s a very short game, you only want to play One For All, which means the teams focus on getting one person over the finish line before the other teams. Total Spaces is commie garbage.
>But what about Boss Games?
They’re memegames and almost always end miserably or with half the players leaving because the Boss is some # that AFKs or sucks. If you want to try it, do it while there’s like 3-4~ anons down for it on an average length game.
>But what about the Donator options?
Fuck if I know, I didn’t pay money for this shit.