Secura, I couldn't play in TAS but I've read it in its entirety, and I have a few words of feedback if you care to hear it
First of all, the setup, the writeups, the depth of the game, all that was marvelleous. Simply top class. Just like YLC's games, if I may say so.
What's sad about that is that it's (I'm convinced) part of why the game stalled that much. I know how much time and energy such an advanced and complex game drains, and that's why they're the most likely to slip into the stagnation that sadly has claimed some of YLC's games as well.
Running such a game through to the end requires a lot of willpower and dedication (in addition to actually having the time, of course). But if it succeeds, these are often by far the most rememberable and 'epic' games.
I was sad to see TAS closed prematurely, but I sort of expected it, accurately because of the depth of the game. On that account, my advice (erudite as it may be) is to try and strike a balance between complexity and sustainability. I'd aim at a slightly less complex game if you are to host another game relatively soon.
That aside (and I hope I wasn't just brushing out the obvious and made you feel worse for having to pause the game), many of the complex game mechanics I really liked; The Item system has inspired me a lot, and the gold system in general was very well thought out. I love it when a game works with many different factions and goals, and it semed like this game did so very well. Also, the way people could bid on vigilante kills and stuff like that was really nice. I'd have to see the background mechanics/role PMs in order to provide more feedback (which I would be happy to) and I sure do hope to enjoy the work I know you put into all those detailed descriptions. If the game does not continue (or ends soon, as you say), can you please post that for us all to see?
Thanks and I hope I helped just a tiny bit![]()
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