Ok, after taking a good long break from FfH 2, I started screwing around with the game again over this past weekend.
It got me thinking about the DI game I was involved in right before I took a break, and why it likely failed.
To put it simply, the game was far too ambitious. No one can possibly organize the thoughts, requests, assignments, etc. of over a dozen people....and do so on a large map while interacting with 21 civs.
So, I was thinking of trying to get another similiar game going, but one that is far less ambitious.
Here are my thoughts....
1) No more than 3 gods need apply. One to represent the good gods, one for nuetral, and one for evil. Any additional players should be given the role of a "ruler", and allowed to play a few turns as the ruler, similiar to a PBEM. All involved should be relatively comfortable writing a short story, or at least a simple review.
The gods should probably be better writers still, as they'll move the story along with various quests, rewards, punishments, etc.
Rulers could then write up reviews of their reigns for our reading pleasure.
2) We should play on a smaller world with fewer civs, so even those with sub-par computers can take part if they choose. I was thinking ~10 civs, including our own, so we could represent all of the important races of Erebus with at least 1 civ.
My thoughts are as follows regarding the world, although all of this is certainly open to discussion.
Erebus continents
Low Sea Level
Temperate
Raging Barbs
All unique features
The Double event one, which slips my mind as of right now.
Maybe some I'm forgetting right now...
The exact civs should consist of at least one elf, one dwarf, one orc, a few human, etc. so we have an interesting world.
THE GODS
The players playing the gods should be good writers, and have a good knowledge of Erebus History and Lore, so they can make their stories more interesting.
This is really all I can think of right now, but I did enjoy that last game immensely, but I also saw it falling apart long before it happened. It was simply too much for one person to handle, and Verdian was likely (and understandably) put off by the amount of workload he found himself under.
I'm trying to think of a way to keep it from becoming work, which is also why I was thinking of rotating rulers instead of having 20 people being gods and manipulating the world.
For the record, I would likely take the position as gamemaster. I will create the world and watch over the gods and mortals to make sure they don't break any rules of the game, or take advantage of any exploits that I feel are out-of-character or don't go with the spirit of the game. I would also coordinate saves if need be, as gods and rulers alike would be trading them, and having someone serve as a "hub" to keep track of whats going on might prove useful.
Any thoughts, suggestions, or criticisms are encouraged.
Thanks for your time.
P.S. One last time, I would really like some good writers to go for the gods, as they'll carry the story. If you're not sure about your writing, go for a ruler. Less pressure.
It got me thinking about the DI game I was involved in right before I took a break, and why it likely failed.
To put it simply, the game was far too ambitious. No one can possibly organize the thoughts, requests, assignments, etc. of over a dozen people....and do so on a large map while interacting with 21 civs.
So, I was thinking of trying to get another similiar game going, but one that is far less ambitious.
Here are my thoughts....
1) No more than 3 gods need apply. One to represent the good gods, one for nuetral, and one for evil. Any additional players should be given the role of a "ruler", and allowed to play a few turns as the ruler, similiar to a PBEM. All involved should be relatively comfortable writing a short story, or at least a simple review.
The gods should probably be better writers still, as they'll move the story along with various quests, rewards, punishments, etc.
Rulers could then write up reviews of their reigns for our reading pleasure.
2) We should play on a smaller world with fewer civs, so even those with sub-par computers can take part if they choose. I was thinking ~10 civs, including our own, so we could represent all of the important races of Erebus with at least 1 civ.
My thoughts are as follows regarding the world, although all of this is certainly open to discussion.
Erebus continents
Low Sea Level
Temperate
Raging Barbs
All unique features
The Double event one, which slips my mind as of right now.
Maybe some I'm forgetting right now...
The exact civs should consist of at least one elf, one dwarf, one orc, a few human, etc. so we have an interesting world.
THE GODS
The players playing the gods should be good writers, and have a good knowledge of Erebus History and Lore, so they can make their stories more interesting.
This is really all I can think of right now, but I did enjoy that last game immensely, but I also saw it falling apart long before it happened. It was simply too much for one person to handle, and Verdian was likely (and understandably) put off by the amount of workload he found himself under.
I'm trying to think of a way to keep it from becoming work, which is also why I was thinking of rotating rulers instead of having 20 people being gods and manipulating the world.
For the record, I would likely take the position as gamemaster. I will create the world and watch over the gods and mortals to make sure they don't break any rules of the game, or take advantage of any exploits that I feel are out-of-character or don't go with the spirit of the game. I would also coordinate saves if need be, as gods and rulers alike would be trading them, and having someone serve as a "hub" to keep track of whats going on might prove useful.
Any thoughts, suggestions, or criticisms are encouraged.
Thanks for your time.

P.S. One last time, I would really like some good writers to go for the gods, as they'll carry the story. If you're not sure about your writing, go for a ruler. Less pressure.