Some suggestions on NMRs Drops and lack of communication:1. No game should be processed with an NMR in 1901
some alternatives are:
a. halt the game check on the NMR player and if appropriate drop him and restart a new game
b. Provide a standard opening for each country with an NMR, get a new player immediately
c. halt the game, eject the player and get a new player for that country
Which alternative is up to the game culture you want
2. Provide a player guide (PBeM version) to all new players including the most common errors of new players (I will send both to Mike)
This way there is a chance that they can jump up the learning curve
3. Have all players make a declaration that they will play out the game as part of the social contract with a reminder that the purpose of the game is to have fun and make it fun for others, (actual scoring results may vary)
4. Allow for non scoring game so that the rankings system does not deter people.
5. Build in a reminder system into the game that gives people a summary of messages sent and received via the system in the game so that it flashes when there is a -0- in messages sent to a position that has units in the game.
6. Have an on going Gunboat game as that is a good way for new players to get a gripe on things.
7. Have short games that run to 1907 with the most centers winning sort of thing, so players can churn some games and get a feel for what is out there.
8. Have a capacity to put a set of orders in advance for the next turn, this cuts down order NMR's as the orders are promoted automatically and sit there as a default orders.
9. Try an AI or Easy Does It (EDI) back up system for NMR's/ for example when I run a Gunboat tournament when the deadline comes and there is a NMR I will have the AI or do it my self issue a set of orders for the position (takes about 20 seconds) so the game goes uninterrupted (it is a Gunboat game after all) I then contact the player direct to find out what is going on.
10. Set up an automatic reminder system that sends a message 24 hours before the deadline that orders are due and have a check to see if they are on file or not. If not on file then notify the player automatically.
11. Allow the GM to make a call on whether to process or not if there is an NMR.
12. Suggest to some players that they try a few One on One scenario games or maybe a 3 or 4 player scenario game where there is an advanced set up and a player tries to win or to be stopped by a combined group in maybe 4-6 turns.
13. Screen players by intent: are they trying out the game to see if they like it, or are they already committed? If they are trying it out then maybe team the new players up to work together on one country this way if one drops the other can pick up the slack.
Edi Birsan
EdiBirsan at astound.net