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How should we play the AU Modified Succession Game?
This poll is closed. |
| One team game |
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1 |
7.69% |
| Two team competition game |
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5 |
38.46% |
| Two team game with different victory conditions |
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5 |
38.46% |
| Standard succession game |
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1 |
7.69% |
| Another option (please post) |
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0 |
0% |
| Banana |
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1 |
7.69% |
| Total: |
13 voters |
100% |
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Nor Me
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I'm still uncertain that your suggestion is a good idea and whether any potential problems could be fixed beforehand.
I'm worried that some players may never get their turn chosen. You might end up with 2 or 3 players who are the best or perceived to be whose turns always get played.
Then there's the skewing effect of selecting turns on luck. If a turn ends in the middle of a war, it's likely to be the player who's luckiest whose turn is played. This is going to help warmongering.
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Dominae
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Concerning Nor Me's fears:
1. There needs to be some level of competition for each player to strive to do their best.
2. Given that each block is voted on by a bunch of players (ideally the players from the other game), I'm sure the same person's game will not always be selected as the "best". Each member of the panel offers a unique perspective on what was the best play; it's not always clear what was the "best" play in a 10-turn block. Some players will judge that that early Temple was better, some will judge that two Archers was better. Without playing out further turns, it is impossible (more or less) to determine which was the best course of action (if there is such a thing).
3. It is ok for some player's games never to be selected. Learning involves a certain level of humility: if you cannot accept that someone else's plays/talents are better than yours, you'll never learn from them. I hope everyone can have a fun time with this without expecting their game to selected on a regular basis.
4. Nonetheless, it should be slightly annoying to feel powerless in shaping the game. What can we do to address this, other than say "that's not the point!"?
5. The panelists should not factor in the outcome of combat when selecting the best block (otherwise we would be loading the dice). A well-executed attack with heavy losses should always be favored over an incidental streak of luck. This means we should be prepared to "deny" a game/block that sees the appearance of a Great Leader, if another game/block was better-played but not so lucky with the RNG.
Dominae
Last edited by Dominae on 10-09-2003 at 09:36
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Mountain Sage
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A question about option 2 and 3:
How do you play as a team? Do you swap saves or decide on a common strategy, or what?
I'm a bit lost.
Aso take into account the time difference between Europe and the USA.
I voted option 1 as a '1st trial game', to be revised later.
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Dominae
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Mountain Sage, the method we're probably going to use works like this (about time someone spelled it out!):
1. Players are placed into teams of ~6. It looks like we're going to have a couple of teams.
2. Each player receives the 4000BC save and plays a block of ~15 turns. There is a time limit of ~5 days.
3. Each player then writes a AAR for his or her block (with screenshots and all that).
4. The AARs are posted and the saves submitted to the chancellor.
5. After the deadline, players read the AARs of players in the other team. Each then votes on which is "best" for that block. We leave it up in the air what "best" means, with one restriction: good luck is not an indicator of good play (although the two sometimes go hand in hand).
6. The votes are tallied, and the block with the most votes is selected as the starting point for the next round.
(It would be nice here if someone could write a summary of each game in order to have it all in one place; the AAR threads for each block are bound to get confusing for the casual reader.)
7. The chancellor redistributes the "bests" save after the first block to all players in the team, which serves as starting point for the second block.
8. Repeat until the game is over.
Dominae
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Dominae
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Arrian, I agree.
I'm just pointing out that we should reward good decisions, not good results in battle. Otherwise we would be loading the dice by always selecting the most successful game, which is a form of "cheating".
Dominae
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