
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.
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.
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.
This is a restatement of an on-going policy. I expect a certain level of adult behavior from my players and I will enforce this behavior with a draconian fist. This is, after all, a game. It is not a place to curse. It is not a place to launch into personal attacks on other players or GMs with whom you disagree. Always, constructive critisms are welcome and encouraged. Snide sarcastic comments and persistent whining over dead issues are not. I apologize in advance for anyone who feels singled out or persecuted but I absolutely will not let personality conflicts between a few impair the enjoyment of a game by the majority. I realize this sounds a bit harsh and a lot unprovoked but this is not the first time I have had to remind the general body of this policy and, quite honestly, it offends me that the issue even needs to be discussed. So long as I bear the mantle of GM (Qai), it is my responsibility to maintain a civil and enjoyable gaming atmosphere. That is my primary contribution to the game and its players and I would be remiss in my duties if I did not address this issue long before it gets out of hand. M. Keaton (Deliberately insulting a whole handful of people on accident in an effort to prevent long-term problems. Rueful smile.) ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
Hehe :) Now, can i have airships/zeppelins? :) would be small and will be using hot air balloon...develop by the Sout, the scientist Kingdom. i make the whole process in its first prototype to probable use quite a while :)(10-20 turns) (using the Warcraft 2 goblin zeppeline as an example) If Aaron doesn't pop up, can temporally influence what Aryisa is up to since they are neighbours, but won't conquer them as the razanians wouldn't be in the best of shape to do that. Anyone can play any of the kingdoms/etc on the coast, except for the newly formed Nation of Haran and the Kingdom of Sout :) -LMP > >This is a restatement of an on-going policy. I expect a certain level of >adult behavior from my players and I will enforce this behavior with a >draconian fist. This is, after all, a game. It is not a place to curse. >It is not a place to launch into personal attacks on other players or GMs >with whom you disagree. Always, constructive critisms are welcome and >encouraged. Snide sarcastic comments and persistent whining over dead >issues are not. I apologize in advance for anyone who feels singled out or >persecuted but I absolutely will not let personality conflicts between a >few >impair the enjoyment of a game by the majority. > >I realize this sounds a bit harsh and a lot unprovoked but this is not the >first time I have had to remind the general body of this policy and, quite >honestly, it offends me that the issue even needs to be discussed. So long >as I bear the mantle of GM (Qai), it is my responsibility to maintain a >civil and enjoyable gaming atmosphere. That is my primary contribution to >the game and its players and I would be remiss in my duties if I did not >address this issue long before it gets out of hand. > >M. Keaton >(Deliberately insulting a whole handful of people on accident in an effort >to prevent long-term problems. Rueful smile.) > > > >---------------------------------------------------------------- >To unsubscribe, send mail to celandra-off@phoenyx.net. ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
Well i hear that alot from most of my PBEMs and i think thst all fine and well but remember if any player really gets pissed of at someone else they can start a war with them and they can beat eachother like that, anyhoo this is a good game and i thinkt hat if you dont like a players in this GO KILL THERE FAMILIES with one of your armies, thats an easy and interesting solution to the problem...but just try and come after the Tyrean Empire...(shakes his fist at the monotor). -John New Tyrean Empire Ely >From: "Archangel">Reply-To: celandra@phoenyx.net >To: celandra@phoenyx.net >Subject: Re: [Cel] [admin] Routine lecture number 3 >Date: Thu, 6 Sep 2001 09:42:00 CDT > >This is a restatement of an on-going policy. I expect a certain level of >adult behavior from my players and I will enforce this behavior with a >draconian fist. This is, after all, a game. It is not a place to curse. >It is not a place to launch into personal attacks on other players or GMs >with whom you disagree. Always, constructive critisms are welcome and >encouraged. Snide sarcastic comments and persistent whining over dead >issues are not. I apologize in advance for anyone who feels singled out or >persecuted but I absolutely will not let personality conflicts between a >few >impair the enjoyment of a game by the majority. > >I realize this sounds a bit harsh and a lot unprovoked but this is not the >first time I have had to remind the general body of this policy and, quite >honestly, it offends me that the issue even needs to be discussed. So long >as I bear the mantle of GM (Qai), it is my responsibility to maintain a >civil and enjoyable gaming atmosphere. That is my primary contribution to >the game and its players and I would be remiss in my duties if I did not >address this issue long before it gets out of hand. > >M. Keaton >(Deliberately insulting a whole handful of people on accident in an effort >to prevent long-term problems. Rueful smile.) > > > >---------------------------------------------------------------- >To unsubscribe, send mail to celandra-off@phoenyx.net. ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
What happens if the person your annoyed with controls a powerful little society of Mages who can cause armageddons and claim to be able to do so? I am keep being told i can't do this and that with my society, yet i see a society like Mir to be able to do the the sheer impossibly via magic. That the most annoying thing............. -LMP -> >Well i hear that alot from most of my PBEMs and i think thst all fine and >well but remember if any player really gets pissed of at someone else they >can start a war with them and they can beat eachother like that, anyhoo >this >is a good game and i thinkt hat if you dont like a players in this GO KILL >THERE FAMILIES with one of your armies, thats an easy and interesting >solution to the problem...but just try and come after the Tyrean >Empire...(shakes his fist at the monotor). > >-John >New Tyrean Empire >Ely > > > >From: "Archangel"> >Reply-To: celandra@phoenyx.net > >To: celandra@phoenyx.net > >Subject: Re: [Cel] [admin] Routine lecture number 3 > >Date: Thu, 6 Sep 2001 09:42:00 CDT > > > >This is a restatement of an on-going policy. I expect a certain level of > >adult behavior from my players and I will enforce this behavior with a > >draconian fist. This is, after all, a game. It is not a place to curse. > >It is not a place to launch into personal attacks on other players or GMs > >with whom you disagree. Always, constructive critisms are welcome and > >encouraged. Snide sarcastic comments and persistent whining over dead > >issues are not. I apologize in advance for anyone who feels singled out >or > >persecuted but I absolutely will not let personality conflicts between a > >few > >impair the enjoyment of a game by the majority. > > > >I realize this sounds a bit harsh and a lot unprovoked but this is not >the > >first time I have had to remind the general body of this policy and, >quite > >honestly, it offends me that the issue even needs to be discussed. So >long > >as I bear the mantle of GM (Qai), it is my responsibility to maintain a > >civil and enjoyable gaming atmosphere. That is my primary contribution >to > >the game and its players and I would be remiss in my duties if I did not > >address this issue long before it gets out of hand. > > > >M. Keaton > >(Deliberately insulting a whole handful of people on accident in an >effort > >to prevent long-term problems. Rueful smile.) > > > > > > > >---------------------------------------------------------------- > >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.
It is my understanding that the global disaster was part of an on-going plotline developed before Mir had a player-character. Mir's actions are reviewed by Keaton as the other GM to make sure that it's moves are reasonable for it's society and the game. The disaster affected many societies, most are moving forward and rebuilding, using the disaster to enhance the history and story of their particular society. The choice of Razania meant that player for that society was working with a society that consisted of a dysfunctional set of provinces. The choice of Razania meant that it's location is away from many of the larger societies. The choice of Razania meant a society that is not on the major trade routes. The choice of Razania meant a society that is NOT a major power. The choice of Razania meant a society that does not like magic. If the description/design of Razania is not acceptable, the disaster gives the perfect opportunity to rebuild in a preferred way. And there are plenty of other societies to choose from if a chosen society no longer works for a particular player. Joel ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
Yes, and i accept it now, just saying the effected players never had a serious choice on being effected by it or not. Razanian Coast not part of the main trade route? They could be, weren't for the constant warfare there... Kingdoms like Sout are perfect position for one of the Main Trading Stops before entering the sea in the Continent... actually, Sout has better relations with outside societies then the rest of the Coast... having a University where people from various societies go to and Sout wasn't effected as much by the tsusanami as the kingdom is mostly rolling mountains and hills.... I have lot of ideas for Razania, just the majority i cannot do because the GM said so... thats annoying. Want the Nation of Haran, which i hopefully will become a big influence on the coast, to rebuild in modern Qaiyore stuff, advance metalurgy, etc... slowly get into magic (interested in keeping the Mir and Celpalar surviving mages to stay by choice after unintentionally starting families, creating new homes, etc... after the Wave... which temporally disrupted communications from their orginal society... but NO GM says, they Have the Telepathy type magic to stay in contact with Mir, this and that.... thats annoying. Mir is to powerful and to much ability in screwing up the world. Want to make the Nation of Haran multi-racial/multi-ethnic/multi-etc, really into diversity and so on. also interested in getting Tesh and Canor to merge into a new kingdom/nation themselves which will be able to anyone interested to mold. Non will be merging into the Nation of Haran, same with Sayn eventually....... Do realize, hard to run multiple kingdoms/nations/groups on the coast with four Actions!!! For now, all Actions automaticly goes into Rebuilding, merging, and so on. until i do something else after some Yes or Nos on the things i want to do with the razanians -LMP > >It is my understanding that the global disaster was part of an on-going >plotline developed before Mir had a player-character. Mir's actions are >reviewed by Keaton as the other GM to make sure that it's moves are >reasonable for it's society and the game. > >The disaster affected many societies, most are moving forward and >rebuilding, using the disaster to enhance the history and story of their >particular society. > >The choice of Razania meant that player for that society was working >with a society that consisted of a dysfunctional set of provinces. The >choice of Razania meant that it's location is away from many of the >larger societies. The choice of Razania meant a society that is not on >the major trade routes. The choice of Razania meant a society that is >NOT a major power. The choice of Razania meant a society that does not >like magic. > >If the description/design of Razania is not acceptable, the disaster >gives the perfect opportunity to rebuild in a preferred way. And there >are plenty of other societies to choose from if a chosen society no >longer works for a particular player. > >Joel > >---------------------------------------------------------------- >To unsubscribe, send mail to celandra-off@phoenyx.net. ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
Louis what I said about Haran was that you had to ask the players (Celpalar and me) what their mages would do. I told you the answear for my mages. Also Louis you have not sent in any rebuilding actions. Also for all players, you have three turns of inactivaty before your society goes back to the NPC list. Jason ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.