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Curumbor Elendil
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of Númenor
Nov 1999 time: 00:12
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In light of recent, err, incidents, I think it might be worthwhile to develop an Apolyton Host's Guide to Etiquette (contributions from all welcomed). The guide would serve to let new hosts know what a host can do to improve the quality of the Civ experience. (And I'm sure I'll learn some new things from the comments too.) Having hosted some games, I'm familiar with the sorts of frustrations that The Capo has expressed, though I usually just bottle 'em up. In fact, that'll be rule number 1:
1) Take all that anger, frustration, and impatience, and just bottle 'em right up. Bad for the psyche, good for the game. 
2) For games scheduled in advance, ICQ all players on the day of the game (or night before) to remind them to be on time. This can also bring up conflicts or misunderstandings that you didn't know about, so that you can adjust in advance.
3) When putting a game together that will not start for days or weeks, ICQ players frequently to keep them engaged and to make sure you'll have a full set of players when you begin!
4) When someone is having trouble connecting, or there is some other problem with getting the game started, ICQ all players to let them know exactly what's going on, so they don't have to wait and wonder.
5) Once in the game, take the lead in making sure everyone is there. Also, make banter from time to time to make sure everyone's feeling included and having fun.
6) If someone is having repeated problems showing up on time, or getting special instructions right, find a tactful way to tell him that you'll just get a substitute for the session. It may be harsh, but the needs of the many outweigh the needs of one (I don't endorse that as a general rule for policy, but it helps games along). And it's better than blowing up at the person. 
7) Make sure the game is moving quickly - by publicly chastising laggards if necessary (but with humor). Often necessary when there are newbies in the game.
8) Be ready to make fair decisions about disputed game rules/events/mistakes/issues. If you as a player are involved in the dispute, call for a secret-ballot majority vote (but be willing to disclose who voted for what publicly afterwards, so that everyone can see you didn't manipulate the outcome).
9) During the fiercest disputes, maintain a cool head! Make players apologize to each other if necessary.
10) If someone gets dropped from the game, here's the accepted procedure: First, ask the player if he can rejoin. Keep letting him try until his turn comes up again. If he can't get in, save immediately and tell everyone to retire so that you can reload. No use belly-aching over it, the sooner done, the sooner it's over with. Realistically, retiring and loading should not take more than 60 seconds (if your game hangs while retiring, as it sometimes does when I'm host, just use ctrl-alt-delete).
Other suggestions?
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Curumbor Elendil
http://pantheon.yale.edu/~jps35/
ICQ 56126989
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Nap Bonaparte
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Newport Beach, California
May 2000 time: 05:12
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11) Host should attempt to refrain from obscenities, innuendos, character assassination, and general bipolar behaviour
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Remember they can't play without the host, so feel free to leave the computer for drink, food or smoke breaks whenever you feel like it. Dumb asses like War4 will think you are just slow at making your moves 
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Chaos, panic and disorder - My work here is done.
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The Capo
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of the Baltimorons
May 2000 time: 05:12
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Since I've been downgraded as far as organizing a game goes, I'd like to share some of the things I do in order to organize a game....
1) It is best to announce the game and collect a pool of people to decide on who will play. Its best to do this becuase you may want to get names of prospective subs, and also you can collect a lot of playtimes and days that will help you decide the most comfortable group to play with.
2) Speak to all subs and players suggested by other group members beforehand, I learned this the hard way when I openly accepted Nap into the game at the behest of a few of my group members' suggestions. Not that you are screening them, but, what you want to do is make sure their time is right, and you explain to them the rules, especially in a game with special rules like a Diplogame.
3) Make sure they repeat what you tell them, what this does is offer you a buffer zone in case they **** up, I did this last time and despite numerous "Yes I am sure everything is fine" and "I will be there at X o'clock" it still didn't work. But its good to have just so you can make sure everyone's on the same page.
4) Discuss rule changes way beforehand, I did so a month before and recieved a lot of suggestions that helped me change the game to fit everyone's specific needs. Of course, one shouldn't complain if they fail to bring about issues in the wee minutes before gametime.
5) Make sure everyone gets a chance to "meet" eachother, such as in a thread or even through ICQ so nobody is a stranger and the game can go a lot better that way.
Since I didn't really host, this is more or less my approach to organizing a game. Oh yeah I forgot....
6) Publicly dispariage anyone that ruins your game!
Peace.
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EdwardTKing
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England
Aug 2000 time: 05:12
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HOST ETIQUETTE IN SIMULTANEOUS GAMES
It is generally agreed that the host has a large advantageous in simultaneous games; although people's perception of the extent and relevant importance of particular advantages varies. For instance I think that the main advantage of the host is that without lag; the host can complete moves and plan and city manage while others lack time after their moves.
However others think that the host's real cheat are either in mobile combat or that the host can prevent pillaging/theft of technology while pillaging/stealing without hindrance.
It seems to me there are three possible equitable solutions.
1) INDEPENDENT HOST
Host builds just one city and remains neutral, no research upsets (Metallurgy obsolete Great Wall), trade, wars, wonders etc.
2) CONSTRAINED HOST
The host is prohibited from using host advantage and barred from attacking caravans, diplomats, pillaging or stealing technology; or perhaps the host might be obliged to give tech away.
3) GANG UP ON HOST
The host is free to use all the host advantages; but the other players must gang up on the host. For instance; they may trade technologies between themselves but not with the host. A non hosting player may not attack another non hosting player who is at active (not just declared) war with the host.
Tell me what you think?!
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