Fast Forward and Reallignment
Nov 3, 2009 22:51:30 GMT -5
Post by Dr Carnivean on Nov 3, 2009 22:51:30 GMT -5
I had wanted to get feedback about the idea and it seems that most people are against it, so I have no problem continuing on as we have been. I didn't really like the idea of another reorganization either, and I really wasn't trying to throw people for a loop - my heart was in the right place, honest!
While the last shake up was a means of thinning the people who weren't really participating from the campaign, what led me to start thinking of doing another one was that I didn't want to see people who had been really putting a lot of themselves into the map campaign (Bob and Arlin have a combined 24 games so far) suddenly find themselves with the rug pulled out just because the map got nuked.
Originally when I started working on the idea, I had wanted the teams to be me and Bob and Rod and Brian, but Bob and I had too many territories and armies between us and Brian and Rod would have had way too few. I myself also had some misgivings about how the alliances ended up in my proposal, since even though everyone would have to go through everyone else to some extent to connect with their ally, Bob and Bri being in the middle like that meant they would be much more likely to get squeezed on both sides, as has been mentioned. Although since as Brian also mentioned, there's a good chance that's how things will play out anyway, in the end I reasoned that at least with the alliances those two would be guaranteed an ally to support them if they were getting ganged up on.
Another thing that was concerning me was the fact that after the plague hit, I was going to be in too good a position to win the whole thing, which I definitely did not want to have happen. I thought if I were partnered with someone, then at least it would be more of a team win if I ended up on the winning side. Although that concern was a lesser one, since I can just start razing territories rather than adding them to my empire and prevent me from getting too powerful while at the same time finishing the good work Brian started in the Forsaken Vale, mwha ha ha ha ha ha ha ha ha!!!
Anyway, thanks for all the feedback. We're going to continue on then with Turn 15. Turn orders are due this Saturday at 8PM (I got yours Evan) but please try and get them to me before then if you can. The plague still goes off at the end of Turn 16, and also I'm going to announce the end of the campaign being Turn 24, so we have ten turns left to play. Eight after the plague hits. I have ideas for a couple small skirmish games for the remaining players to have the opportunity to compete in, for campaign victory points and things to benefit their armies. I'll try to have the first one ready to go for a friday before the Christmas season kicks into high gear, but if not, then sometime in the early New Year.
While the last shake up was a means of thinning the people who weren't really participating from the campaign, what led me to start thinking of doing another one was that I didn't want to see people who had been really putting a lot of themselves into the map campaign (Bob and Arlin have a combined 24 games so far) suddenly find themselves with the rug pulled out just because the map got nuked.
Originally when I started working on the idea, I had wanted the teams to be me and Bob and Rod and Brian, but Bob and I had too many territories and armies between us and Brian and Rod would have had way too few. I myself also had some misgivings about how the alliances ended up in my proposal, since even though everyone would have to go through everyone else to some extent to connect with their ally, Bob and Bri being in the middle like that meant they would be much more likely to get squeezed on both sides, as has been mentioned. Although since as Brian also mentioned, there's a good chance that's how things will play out anyway, in the end I reasoned that at least with the alliances those two would be guaranteed an ally to support them if they were getting ganged up on.
Another thing that was concerning me was the fact that after the plague hit, I was going to be in too good a position to win the whole thing, which I definitely did not want to have happen. I thought if I were partnered with someone, then at least it would be more of a team win if I ended up on the winning side. Although that concern was a lesser one, since I can just start razing territories rather than adding them to my empire and prevent me from getting too powerful while at the same time finishing the good work Brian started in the Forsaken Vale, mwha ha ha ha ha ha ha ha ha!!!
Anyway, thanks for all the feedback. We're going to continue on then with Turn 15. Turn orders are due this Saturday at 8PM (I got yours Evan) but please try and get them to me before then if you can. The plague still goes off at the end of Turn 16, and also I'm going to announce the end of the campaign being Turn 24, so we have ten turns left to play. Eight after the plague hits. I have ideas for a couple small skirmish games for the remaining players to have the opportunity to compete in, for campaign victory points and things to benefit their armies. I'll try to have the first one ready to go for a friday before the Christmas season kicks into high gear, but if not, then sometime in the early New Year.