[War] Game

pentaj2 at Scranton.edu pentaj2 at Scranton.edu
Sat Jan 27 13:42:56 EST 2007


I agree with the -theory- of your idea, but there's one small problem.

2012 is an -election- year. The guy who wins the 2012 election gets 
sworn in 20 January, 2013.

The guy who wins 2008 gets sworn in 20 January, 2009.

Automation: I agree, but part of the problem at the moment is that 
when one person has issues, we're stuck.

John

----- Original Message -----
From: Michael Downey <michael.michaeldowney at gmail.com>
Date: Friday, January 26, 2007 9:40 pm
Subject: Re: [War] Game

> My suggestion is this: we move the game timeline five years into the
> future, 2012. This is close enough that it would be almost identical
> to our own world, yet we can change things a little bit to make the
> game easier to control. Example, we can state that the Iraq War was
> won but with a tentative and shaky democratic government put into
> power. Same for Afghanistan.
> 
> The economic situation of most nations should be improved, taking 
into
> account GDP growth over the five year period. I would say, on 
average,
> we let the GDP of all nations increase about 10-15%. Unless we 
> want to
> make a global economic downturn for some reason?
> 
> This will also give players rather free reign to chose their
> governments and introduce characters. The US player, for example,
> could start at the beginning of a Presidential term in 2012 rather
> than having to labor through the effort of killing off the sitting
> POTUS. Quite possibly the most dangerous job in the game, as history
> has shown us ;)
> 
> Another thing I suggest is that we be swifter in dealing with
> international conflicts. A problem that this game has is that
> conflicts drag on forever; no matter how many posts or how much 
effort
> a player(s) might invest, conflicts just drag on and on and on and
> nothing gets concluded. Re Hatia, Korea, Afghanistan, Iraq, 
Sudan.....
> why bother posting on a subject when every WR just tells you how much
> worse it is getting no matter what you do? Now of course this 
probably
> more accurately reflects how things work IRL, but this is a game and
> we can't really wait around for years for our story lines to
> concluded.
> 
> I agree with John that automation of the WR would be nice, but I'm
> really afraid we're going to get stuck in a rut over this and not do
> anything if we can't get it automated. Really, the nature of the game
> is going to require a lot of narrative writing for the WR anyway,
> automation is not going to change that. A simple text template with
> blanks that can be filled in would work just as well. A biweekly WR
> could be possible if more than one person helps with it.
> 
> These are just some ideas I had. Thoughts?
> 
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