[War_ooc] Thoughts on WAR

Michael Downey michael.michaeldowney at gmail.com
Tue Aug 12 11:02:10 EDT 2008


I don't really see the big difference of having four players as the
administration as being any more top heavy than three. I actually
think it would be more efficient, with the labor of doing the WR and
running the game more diffused.

On Tue, Aug 12, 2008 at 9:51 AM, Daniel Sanderson
<dantheman2210 at yahoo.com.au> wrote:
> Well, none of this bothers me all that much, I just do my writing and generally don't have any problems. My main worry would be that we become top-heavy, with 50% of the players holding leadership positions etc.
>
> But I just do what I'm told :D
>
>
>
> --- On Tue, 12/8/08, Michael Downey <michael.michaeldowney at gmail.com> wrote:
>
>> From: Michael Downey <michael.michaeldowney at gmail.com>
>> Subject: Re: [War_ooc] Thoughts on WAR
>> To: war_ooc at esteroic.com
>> Received: Tuesday, 12 August, 2008, 10:14 PM
>> It sounds like a very reasonable and workable system of
>> organization
>> for the GM system. I see how it could streamline the
>> production of the
>> WR every cycle and better facilitate communication between
>> players and
>> the GMs over issue and concerns.
>>
>> -Mike
>>
>> On Tue, Aug 12, 2008 at 9:18 AM,
>> <Chazenesq2b at aol.com> wrote:
>> > While we're voting on GM's, I'd like to
>> table a re-organization plan for the
>> > game.  I think there have always been some faults in
>> the triumvirate set
>> > up.  It's been said you have 3 GMs to balance out
>> the power of any one, but
>> > the fact of the matter is those of us who have been
>> around know the GMs too
>> > well for this system to actually work.  What happens
>> more often then not is
>> > 1 GM does something, and the others back him/her up on
>> it normally without
>> > question, and thus defeating the whole purpose of the
>> 3 GM scheme.
>> >
>> > This is nobody's 'fault', let me state
>> that emphatically before people start
>> > complaining that I'm bad mouthing them.  It's
>> simply a natural evolution of
>> > things when you've come to know and befriend your
>> fellow players.  It's
>> > unavoidable.
>> >
>> > That being said, I think it 'is' fixable.  I
>> still propose a 2 GM system,
>> > though what I would like to see is something along
>> this set up.
>> >
>> > GM 1
>> > GM 2
>> >
>> > AGM- Recruitment
>> > AGM- Discipline
>> >
>> > From experience, I can tell you that a LOT of work
>> goes into World Reports,
>> > especially World Reports encompassing 12 played
>> nations.  Therefore I think
>> > the work for the WRs definitely needs to be split
>> among more than one
>> > person.  2 GMs, both of whom would have the power to
>> recruit any additional
>> > help they so desire, would be the best way to handle
>> this.
>> >
>> > And from experience, I can also tell you that a LOT of
>> the reasoning many
>> > GMs don't get WRs out on time has to do with
>> Recruitment and Discipline.  A
>> > GMs job encompasses a lot with just the WR, so I would
>> like to see AGM
>> > positions established who's primary duties will
>> include 'breaking in the
>> > newbies', the standard meet and greet kind of
>> stuff; and for handling
>> > disciplinary issues among the playing staff.  By
>> Discipline I DO NOT mean
>> > yelling at people, but we've had some fights over
>> the list, and someone
>> > willing to work things out OOC with players could take
>> a lot of the burden
>> > off of the shoulders of the GMs.  This should be seen
>> as a distinct job from
>> > the GM's 'carrot and stick' power IC.
>> >
>> > Naturally, both AGMs would be elected, and report to
>> the GMs.  (Hence why
>> > they're AGMs)
>> >
>> > How's that sound?
>> >
>> > - Chris
>> >
>> >
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