leewroy wrote:In my opinion, using this formula will keep all the good modules on the top not just for a month, but for the entire time. This way, the newbies could have a chance to know that they would be playing a nice module...or not.
Having good mods on the top of some list for a longer period of time can be discouraging for the starting or new modders. Because the top of the list will be filled with mods that have ultra-sleek custom wallsets, music, dialog and monsters. Anything else probably won't be rated as high, meaning the gems will stay on top for ever.
If you want a list of quality dungeons for newbies to try, then that's a good thing. But I think we have that already in that direction:
viewtopic.php?f=14&t=4361
I don't think the mod-of-the-month is intended as a list for newbies. Personally I think it's to recognize and to motivate modders, each and every month again, big and small. And one time someone wins because he introduces something revolutionary (like a new (mining)tileset), but there ought to be plenty of times that all-vanilla-mods are nominated (and win) just because of the good puzzles, story and suspense. If we keep this open as a competition, we have multiple winners every month (being nominated counts as a win already). And since everyone can nominate a good dungeon that he enjoyed, missing mods (as in: this good one did not make the list) shouldn't be a problem.
Begin able to cast an honest vote is other thing though, since you should have played all mods before casting your vote.