Trouble in Terrorist Town Explained
A social deduction game running inside a shooter, and one where the rules that matter are enforced by admins rather than by code.
A social deduction game running inside a shooter, and one where the rules that matter are enforced by admins rather than by code.
Most players decide in the first sixty seconds, and most servers spend their effort further down. What works, where it breaks, and what does not help.
Leaving matchmaking changes the rules, the admins and the social contract. What is better, what is worse, and what goes wrong in week one.
A rules page is the most revealing document a server publishes. The four clauses that decide your experience, and how to read the tone.
What an admin reads first, the three openings that guarantee a rejection, and a template that works because it forces the right structure.
Word filters fail within a day, and the hardest call is a regular everyone likes. How graduated mutes, honest reports and firm calls keep a server civil.
Public appeal channels decide bans by headcount, not evidence. How to record proof at ban time, separate reviewer from banner, and say no once.
IP bans catch the wrong people. How to recognise a returning banned player from network, account and behaviour signals without punishing newcomers.
Why long-running servers close, what has to be transferred before the keys change hands, and how to shut one down deliberately instead of just going quiet.
The first hour after someone burns your world down decides what you get back. Which logs to pull, why a full rollback is the wrong reflex, what to post.
Your DMs are the support queue, nobody else can see them, and they stop when you do. How to sort the five request types and actually close things.
Whatever your rules say, some of your players are children. The platform rules that already bind you, and what to do when a report actually lands.