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I prefer the roleplay focused games more than the gamey type games but at the same time I hate feeling like i'm reading a novel just to know what the hell is going on in a game. Its important to find a good balance so that the game doesn't get bogged down, I mean in the end its a game not a collaborative fiction like the Free Company for example.
 
I had an idea. What if, instead of Imperium Offtopicum or GodNes games, where we control a nation or a deity, we organised a different type of "God" Game?
I was thinking that players could choose an alien that has managed to travel on Earth and poses as a God to the people of a region. His actions could influence their religion, society and government.
Ofcourse, there wouldn't be just one alien. Maybe within the same civilisation challengers and pretenders for the alien - leaders place could appear.
 
I'm not sure the community could gather around a single game. Notably because there are tons of people (40-50, I think) on this forum, but also because people have various interests. There are games with fantasy lores, some of them are doing very well, but many forumites (including me) have no interest in them. Likewise, many players don't like games that are too rigid. I don't think a game with everyone's participation is doable.

But the player-base isn't the only problem. Most new games don't last long, because there is a lack of commitment from the players and the GM alike. The games that actually work only have one GM that doesn't play the game (Fry's games, Agorath) and they all share some characteristics (lot of work from the GM, players who have a commitment to IC), that are key to success. Some new games start rather well, but either the GM or the players give up on ICing, which dooms the game. Even a committed GM can see his game fail (like Bialaska's game), but in my opinion, the first factor that destroys new game is laziness from the GMs, that in turns makes players lazy. As nacho, whose game was quite long too, said the GM has to do (much) more than players. Some games never start because they're unclear or unappealing, but IMO it also comes down to organization/presentation problems.

Overall I don't think an organization thread will change much. If you look at the popular games, you have a few lengthy WW, Aurora games, Agorath and nation games. Individual GMs should try to emulate these successes, I don't believe that having 10 GMs for a game will make it good, quite the contrary (yet I'm sad Fry kicked me :/).
 
I'm not sure the community could gather around a single game. Notably because there are tons of people (40-50, I think) on this forum, but also because people have various interests. There are games with fantasy lores, some of them are doing very well, but many forumites (including me) have no interest in them. Likewise, many players don't like games that are too rigid. I don't think a game with everyone's participation is doable.

You might be right. I'm not trying to just have one game but a game with 2 or 3 dedicated GMs with dedicated players would do well which is what i'm trying to put together.


But the player-base isn't the only problem. Most new games don't last long, because there is a lack of commitment from the players and the GM alike. The games that actually work only have one GM that doesn't play the game (Fry's games, Agorath) and they all share some characteristics (lot of work from the GM, players who have a commitment to IC), that are key to success.

Yes but Fry's games seem always closed off to a small group of players. I've been wanting to play a WiR game forever but everytime I try to sign up the nations i'm interested in are take by veterans before they even begin. Am I supposed to hang out in the WiR coldfront channel for months until I can hopefully get a slot as a fun country?

Some new games start rather well, but either the GM or the players give up on ICing, which dooms the game. Even a committed GM can see his game fail (like Bialaska's game), but in my opinion, the first factor that destroys new game is laziness from the GMs, that in turns makes players lazy. As nacho, whose game was quite long too, said the GM has to do (much) more than players. Some games never start because they're unclear or unappealing, but IMO it also comes down to organization/presentation problems.

Agreed, i've been terrible at that aspect of my games because I usually have settings that are not readily known. Hammer of Fate shared the same fate :] in that a more realistic post-apocalyptic setting doesn't lend itself to diversity and interesting plots because everybody in the game world are cultureless wastelanders.

I totally agree with you. I just ended my Hammer of Fate game because honestly the setting is hard to produce IC from and I realized that post-apocalyptic settings work better outside of politics and more so for character driven rpg kinda games. I really enjoy roleplay but I just realized I was scrambling to create a game world that didn't have much distinction between settlements. Fallout is a better setting albeit a more absurd and unrealistic one for role-play.
 
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As a fan of the NES and Imperium OffTopicum games hosted in the Civfanatics forums, I would like to suggest the AFSNES II - Quintessence of Dust currently hosted there as a source of possible inspiration for future forum games here. I think that we had Imperium OffTopicum games in these forums too, but I don't know what happened.
To briefly quote Thayli, the GM of the game in the Civfanatics forums:
Welcome to AFSNES II - Quintessence of Dust.

This stands for Advanced Fresh Start Never Ending Story. This concept was first developed by das, for whom this title will hopefully stand as an homage and a spiritual successor. I have updated the vocabulary slightly, and I hope for a slightly higher realism level, but the base idea remains the same, as it was brilliantly executed the first time. What is an Advanced Fresh Start? The main goal of the NES is to advance quickly from the beginning of recorded history through successive eras, passing through centuries in a few updates and then focusing detail on intense, climactic 'turning points' throughout history.

The updates will be broken into BT’s, a term which here means Broad Turns, and IT’s, which here will mean Intensive Turns.

What do you need to play? A solid mind, the ability to dedicate at least 2-3 hours a week to write, and a post-secondary level of historical understanding. For the early phases of the NES, basic knowledge of cultural anthropology could help.