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Post:< 11714 
Subject:< Unknown >
Topic:Community >
Category:General >
Author:charlesf
Posted:Jul 03, 2009 at 7:24 am
Viewed:1036 times

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I think the default one-game-a-time rule for those new to the site (which includes me) is really sound.

Vetting the players before game start also helps diminish the grief that might arise. I shall be building up a list of those players I want to invite (back) into any games I GM. After all, I want the most responsive and most reliable players I can get in any of the games I GM.

GMs certainly have a role to play in fostering a culture of responsiveness and diminishing the risk of NMRs. I'm trying my best in this respect by bugging player to write more and emphasising the importance of sending in preliminary orders. Monitoring all player correspondence makes for an early warning system.

I like the idea of players taking over as replacements being able to opt out of the ratings system. Not sure whether that is technically feasible, but perhaps that might ease the issue of getting replacements for mercy position. Not that I know how easily these are filled here.

In any case, I'm really impressed with DC. That's why I chose to run my playtest here. Together with the German Diplmacy community flagship site, Ludomaniac, I dare say this must be the best non-judge site out there. And for my part, I think non-judge Diplomacy encourages a hands-on approach by GMs, which really can make a huge difference in everyone's enjoyment of the game.

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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