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  1. #1
    Throne Room Caliph Senior Member phonicsmonkey's Avatar
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    Default Re: TWS2 RPG? Advantages and obstacles

    Quote Originally Posted by Arjos View Post
    Retaining the option seems something that would encourage spam to me...
    I guess what I'm getting at is sometimes the only people who know that an order has been disobeyed will be the commander and his vassal (not sure if that's the right word). I can imagine a situation where it might take a turn or two for the commander to discover the vassal has been disobedient. Also, I can imagine a situation where he goes "Oh! I've been disobeyed! I really want to stick it to that guy but I'm not sure I have the support. Let me sneak around and see who might back me on this one..."

    Both of those situations seem fun to me and so I think you should be able to censure someone for something for up to x turns after the actual act of disobedience. The limit is there to avoid the constant threat of censure for acts committed a long time in the past - this should encourage acts of disobedience, which should be good for the game!

    The question then becomes, what is x? 3, 4, 5?
    frogbeastegg's TWS2 guide....it's here!

    Come to the Throne Room to play multiplayer hotseat campaigns and RPGs in M2TW.

  2. #2
    Travelling Knight Senior Member Nigel's Avatar
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    Default Re: TWS2 RPG? Advantages and obstacles

    Personally I'd go for 4 turns = 1 year.
    Once a matter has been covered by snow, let it rest.

    It also offers some time for the offender (retainer, subordinate) to talk to his liege and perhaps explain the reasons for his actions, ask forgiveness and offer amends. But at the same time gives a strikt deadline for the commander to decide if he wants to censure or not and not let the matter drag on for ages.

    Still, I hope censures will be the exception and not daily business and that we will have our hands so full of work with building our empire that we will have to work together and not spend time fighting each other.
    Last edited by Nigel; 09-16-2011 at 09:50.

  3. #3
    Throne Room Caliph Senior Member phonicsmonkey's Avatar
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    Default Re: TWS2 RPG? Advantages and obstacles

    Quote Originally Posted by Nigel View Post
    Still, I hope censures will be the exception and not daily business and that we will have our hands so full of work with building our empire that we will have to work together and not spend time fighting each other.
    I think we'd like a healthy balance of both!

    By the way Nigel, I've been meaning to ask you how the other TWS2 RPG you were in worked out? The one started by emotion_name and hosted offsite?
    frogbeastegg's TWS2 guide....it's here!

    Come to the Throne Room to play multiplayer hotseat campaigns and RPGs in M2TW.

  4. #4
    Travelling Knight Senior Member Nigel's Avatar
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    Default Re: TWS2 RPG? Advantages and obstacles

    Yes, a healthy balance of both would be it


    As for the RPG started by emotion_name, sadly I have to say that one did not go beyond turn 2.
    It is not that it hit a technical glitch or conceptual dead end, but rather players just stopped responding. Especially, one key character, who needed to make a decision before we could go on, seemed to turn inactive. Emotion_name even PMed and chatted to him, and "yes, I am still interested in playing and will post something soon". But then he never did. Technically the game is still going, but there has been no activity for almost 4 weeks now.

    I believe we are better set up here at the org, as we have a lot of players with a long history of RPGs and Hotseats and I would think that people here tend to stick to what they have started. It may still be good to have some way of making sure that a drop out or non-responding player does not hold up the game for too long.
    Last edited by Nigel; 09-16-2011 at 13:57.

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