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Celandra is a game in which the players take the roles of societies, rather than playing individual characters. The players will invent a society with its culture and heritage, and will guide its development and interaction with the world. Emphasis will be be placed on developing a detailed history of Celandra, along with myths and legends.
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JtSl
jtsl

Thu

Sep 6
2001

02:33

[Cel] Posible improvements

Okay riged is nice and we do try for it.  Some may not beleive it but we do.
Also Elyria is one year behind Q.  So their not THAT far apart.  That is why we
went for the 2 - 3 week scedulae.  Their has also been the fact that it has been
summer and most people go on vactions.  For all the years I have been playing
summers have always been slow so lets all get try make this game better.

Jason

Piett wrote:

> I've seen,  played, and run many similar games to this, but not on such a
> grand scale with as many players.  If turns are too slow, players lose
> interest, their memory for what happend last turn is foggy, and it's harder
> for them to have a "grand stratagy"... they simply play for the turn and
> with little enthusiasm.  But if turns are too fast, then players don't have
> time to think about it and just give orders to "get it over with" and the GM
> also adopts a "get it over with" attitude and ends up cutting corners and
> "trimming the fat" in terms of the roll playing aspects to hurry things up.
> What we need is the fastest turn scedual MOST players can handle, but at a
> pace that the GM can also handle and not feel rushed.
>
> In a game like this it's essential to always have something for the players
> to do,  but not have to do.  Players could set "standing orders",  default
> orders for their country to follow.  That way if they can't make a turn,
> their empire is able to pretty much run its self.  Very rigid turns are also
> important.  It keeps the game going, and I've found games with random or
> "when the gm is free" turn processing don't feel as profetional, and this
> effects the players moral towards the game... makes them less enthusiastic.
> Also if they know the GM will wait and take his time.. why bother being
> punctual with our orders?  A rigid turn structure can be very important for
> the flow and even feel of the game.
>
> Also, not all leaders are created equal.  Some leaders take charge and
> truely shape their nation, while others are content to sit back, not change
> much, and just tinker here and there.  The same goes for the leaders in this
> game, so it's perfectly acceptable and realistic for players to miss turns
> or accidentaly make a poor choise,  that's life, and that's what seperates
> the good leaders from the not so good.  If players miss their turns it could
> be said they are a lazy leader,  and perhaps their people will get unhappy
> or suffer other penalties.  This would add to the whole roll playing feel of
> the game.  If someone misses their turn, that's their business, and life
> should go on regardless of their actions (or lack of).
>
> What I'd recomend is taking a few fast paced turns (maybe once a week)
> untill we get on track with the other game.  Then from there move to a very
> rigid once every two weeks scedual.  A few fast paced turns is what we need
> to get us all back on our toes and into the game once again.
>
> -Baron Jutterworth
>
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