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Cort Haus
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London
Apr 2002 time: 05:29
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Beta and Krill - thank you both for inviting me to this game. 
I say you should play it with five teams. It'll speed the game up, and allocate more players to each team. You'll need 'em.
Unfortunately, I don't think I can realistically offer the committment needed to maintain an active role in another DG team. The PTWGDs 1 and 2 have been fun and fascinating, but at times demanding in time and energy.
The enthusiasm that surrounds a new game can be exhilarating, but unfortunately can run out of steam, and these games can take years.
Good gameplay takes time and work. The workload for active members (turnplay, diplomacy, planning, general-ing, leading discussion, making decisions) can get disproportionate and sometimes burdensome. Few have worked as hard as Vondrack in a DG, and his decision not to repeat the exercise is informative.
I have some other comments, but I'll post this first ...
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Grandpa Troll

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I owe..I owe..it's off to work I go
Jul 2000 time: 00:29
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quote: Originally posted by Cort Haus
Beta and Krill - thank you both for inviting me to this game. 
I say you should play it with five teams. It'll speed the game up, and allocate more players to each team. You'll need 'em.
Unfortunately, I don't think I can realistically offer the committment needed to maintain an active role in another DG team. The PTWGDs 1 and 2 have been fun and fascinating, but at times demanding in time and energy.
The enthusiasm that surrounds a new game can be exhilarating, but unfortunately can run out of steam, and these games can take years.
Good gameplay takes time and work. The workload for active members (turnplay, diplomacy, planning, general-ing, leading discussion, making decisions) can get disproportionate and sometimes burdensome. Few have worked as hard as Vondrack in a DG, and his decision not to repeat the exercise is informative.
I have some other comments, but I'll post this first ... |
it says volumes...makes one ponder
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snoopy369

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Of the Peanuts Gallery
Apr 2004 time: 23:29
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quote: Originally posted by Cort Haus
The desire for strict timeouts is understandable - but when (as so often happens) a team is reduced to one person, that person will inevitably have to miss turns as life dictates, hence screwing up the game.
Both the DG1 and DG2 had their periods of fast-play rhythm, where turns would turn around every 24-36 hours. This was partly due to timezone-luck, but also due to peacetime and building. Wars just aren't quick, unless you want to play without consulting team-mates and allies, who may be in different timezones. If lots of wars are intended for this game, they won't be perfectly co-ordinated with strict timeouts - especially on a 12-hour turn limit. |
Absolutely. 12 hour time limits after all are only going to end up being for the first era; any wars in that era will be short. And, I see no problem in doing it as any other strict pbem: requests for extensions can be granted. However, hopefully teams will remain involved enough so this isn't necessary. (I see no reason to be hopeful, even if past events have shown this unlikely over the long term.) At a minumum, we can keep to these time limits until it proves unmanageable and can mutually decide to abandon them...
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