Jason, what was the excuse before the summer, hmm? in spring/march break? easter? valentines? christmas? -LMP >From:>Reply-To: celandra@phoenyx.net >To: celandra@phoenyx.net >Subject: Re: [Cel] Posible improvements >Date: Wed, 5 Sep 2001 21:33:05 CDT > >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 > > > > ---------------------------------------------------------------- > > To unsubscribe, send mail to celandra-off@phoenyx.net. > >---------------------------------------------------------------- >To unsubscribe, send mail to celandra-off@phoenyx.net. ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.


