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Post:< 11628 >
Subject:< Quality of games >
Topic:Community >
Category:General >
Author:garry.bledsoe
Posted:Jun 22, 2009 at 12:16 pm
Viewed:1080 times

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All,
I don't feel too different than the thoughts below but I do have a few opinions:

1. I am in favor of burn-in games for newbies. A method I have seen work before is say that a newbie can only start with one game or two and must play in those "newbie-only" games until they become a "standard" player. My opinion is that we should have "standard" games where all players have proven themselves and thus have a lower likelihood of dropping out. Hey, NMR's happen BUT standard-only games may create more serious games with less disruption.

2. I agree that GM encouragement could help. I should know; I am probably the worst of us in that regard [sending reminders, etc.]. The hard thing to remember is that we are all also playing games simultaneously AND balancing real-life with our slave, er, volunteer duty as GM's. But we do it for the love of the game.

3. To me, the NMR's are the most concerning. A lack of communication, although bad, usually leads to that player being eliminated anyway and the good players take advantage of it. Plus, as seasoned players, we probably should go out of our way to do more communicating. As a side note, I had never played variants before coming to this site. While they are fun, I find that the prospect of soooo many players in some variants also hinders communication when compared to standard games.

4. Maybe a way to increase the quality of players is to offer a mentoring type of program? If a new player has questions about strategy or specific tactics/moves, there is a pot of people available to email with those questions. We obviously can't help with "should I attack so and so" or "do you think I can trust them" because those are opinion questions. BUT, we could answer a question like "I am considering a stab like X. What would be the implications?" or "I have to retreat or retreat OTB. Should I retreat OTB?". I am just thinking that there are still a lot of questions where an advisory panel [in confidence] could help a newbie evaluate their options [not make the decision] and give them pros/cons of certain actions.

Just some thoughts. I have long since shifted all of my play to this site and I want to make it succeed as well. I think we have a great core group and can only get better as we find a smooth on-boarding/grooming for more enthusiasts.

garry

This message is in reply to post 11506:

Hi guys,

Anyone feel free to add anyone else to the email chain… but I’ve seen a few discussions fly thru various channels lately about quality of games. I suppose this would mean NMR’s, Abandons, and general lack of communication in games.

How can dc improve this?

A few things about the status quo…

- Right now… we recruit one standard game at all times, which has an invitation for newbies to join it, as it is after all, standard. Easiest to learn the game on.

- Newbies are – and always will be – welcome here, (we were all one at some point) however we need to be able to limit the disruption they can do to games, and the frustration they can cause to other players.

- Anyone can play here. There is no proving ground.

Is this appropriate? If a leader of a country isn’t very good – and doesn’t write, and misses turns – is it up to the “good” players to be the best to capitalize on this, or should that player not have played in the first place? How can we realistically prevent such a player from causing disruption, given that new players have to get a start, somewhere?

Should we go to a system of newbie-only games? I’ve run, I think 2 of these over the years, and they were a big hit.

Can GM’s do more to avoid NMR’s? Pumping up the players, sending reminders, etc?

Should players get more limited on the number and type of games they can play, based on their propensity for NMR’s? We have the new NMR stat on the Profile pages, which gives us info, but currently there is no mechanic in the system to limit players in any way based on their frequency of missing turns.

Anyways just looking for insight into what might really breed good hi-caliber players, and provide a fun gaming environment that isn’t met w frustration when players drop out.

-mike
Order of the Garter
www.diplomaticcorp.com

There are 9 Messages in this Thread:


Quality of games (FuzzyLogic) Jun 20, 10:13 pm

Quality of games (EdiBirsan) Jun 20, 10:59 pm

Quality of games (Montgomery) Jun 20, 11:56 pm

Unknown (txurce) Jun 21, 11:29 am

Quality of games (Kenshi777) Jun 22, 10:45 am

Quality of games (garry.bledsoe) Jun 22, 12:16 pm

Quality of games (Kenshi777) Jun 22, 02:06 pm

Unknown (txurce) Jun 27, 05:45 pm

Unknown (charlesf) Jul 03, 07:24 am

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