Time Management
The main thing I took away from this NES in terms of managing your time is that even the slightest screwups can destroy your train of thought and derail an update. I tried to keep myself off the forums while updating in an effort to get things done within the space of a day. I think that’s a good start, but by the later updates it clearly wasn’t enough.
At the same time, I believe, more strongly than I had before, that NES complexity does not prevent rapid updating. This NES featured more human involvement on the part of the mod than I think most do – in terms of answering questions, dealing with exogenous shocks, researching the setting, and so forth. It was a pretty heavy mod burden. But even with all of this stuff to deal with, one-day updates were always possible. When they didn’t happen, it was my fault for dicking around too much – going out to play basketball, watching TV, shooting the breeze with my friends or partying, or even getting lost in TV Tropes for hours at a time. Any of these updates could have been finished within a day without those distractions. Mod discipline in avoiding them is paramount, and it’s something I didn’t do very well at, especially as the NES wore on.
Player Involvement
I’m deeply uncertain about the link between rapid updating and player involvement now. Before the NES started, I was pretty sure that if I managed to update on a regular schedule, people would be attracted to playing in the NES and there wouldn’t be very much turnover. Even when I did update quickly, though, player turnover – in terms of people who outright left and in terms of people who switched up constantly – was way higher than I thought it should be. It detracted from immersion and weakened the impulse to stay in character. Even when I attempted to solidify player commitment to a given country by adding in the application system in the pre-NES, results were…mixed at best.
The Setting
At the same time, I have to acknowledge that my own handling of player immersion was pretty poor. A huge part of this was the setting of the NES itself. Originally I had thought that creating a Guess-the-PoD map, with the attendant vagueness about many of the intervening events, would make the alternate history setting more palatable and more easily set up. This way, too, players would be able to determine elements of their own history. I had seen this work in, for instance, AFSNES and ITNES, where overarching timeline control and world-historical events in the BT were handled by das as the mod, while individual players, for story purposes, were allowed limited control of their own history for story and immersion purposes. I also felt that this path would permit me to incorporate regions of the world where I felt myself to be historically deficient.
This flopped pretty badly. I had expected players to fill in the blanks on such things as the internal structure of world religions, but with the exception of the Sophists (kudos to Bill and Thlayli especially for that), nobody could really be assed to do anything. Buddhism, in particular, was deeply flawed (part of that was my problem as well, since I myself couldn’t fill in the blanks that the players decided to ignore).
I also ended up suffering from doubts about the althistorical validity of the setting itself. Prescient players, at different intervals, stated that the whole thing seemed like a transplant of the Hellenistic world forward by eight centuries, and to a large degree, they were right. I didn’t manage to make the Western world without Rome and Christianity that believable, and immersion suffered because of that. Other little things, like using talents as the currency for everyone (China and India players were deeply confused about how things compared to historical currency usage there, not to mention places where currency-based exchange was even less of a component of the economy than it was everywhere else, like the Central Asian steppe states and Northern Europe) and my frequently lazy and out-of-character replies to diplomacy, also hurt immersion. Also, India was just a mess. Everybody – players and mod – dropped the ball there, in so many different ways.
DaNES on Rails
The way I tried to strike a balance between player involvement and mod involvement within the NES itself…well, I’m not entirely happy with it. It’s impossible to keep moderator bias out of, for instance, combat resolution, especially when I did it the way I did. I am emphatically not going to run another NES without at least a rudimentary combat simulator. No friggin’ way. It’s not that it reduces work – it doesn’t – but it reduces uncertainty and implausibility. Or at least, it should.
Exogenous shocks to players were also…eh. I tried to be pretty up-front about the definite personal bent some of them involved – i.e. “if you do something stupid you will probably get punished for it” – but sometimes I feel as though I was harder on some players than I ought to have been and insufficiently hard on others. Yeesh. Gotta work on that.
Structure and Rules
Five-year turns, with the kind of military stuff I ended up writing, were a poor choice. Players ended up front-loading the first few years with actions and not really projecting the various possible outcomes into the last few years. Sometimes this crippled people, sometimes it didn’t. Thlayli in particular, though, had a hard time trying to juggle yearly-elected magistrates, who certainly wouldn’t have the same policies, with attempting to create continuity in planning over five-year turns.
The economic rules were…eh. I admit, I had read too much Schumpeter before I made the rules for this NES, and so drastically overstated the role of plunder and warmaking in states’ economies, especially in the Greek states. I don’t think I made it sufficiently clear how much military recruitment and so forth affected income, and in some places I failed to accurately (or even plausibly) account for war-exhaustion, whether overestimates or underestimates. And costs were…sometimes weird. The dangers of somebody with insufficient grasp of economic history attempting to play with economic history, I suppose.
Military rules were also meh. Five-year turns were damaging here, as was my inability to extrapolate the Hellenistic mode of war forward eight centuries. (Even if there were strong similarities between Hellenistic combined-arms armies and, say, OTL Byzantine ones. Whatever.) Most of the military rules weren’t all that inventive anyway. I probably spent too much time talking about military events compared to nonmilitary events, although to be fair, most peoples’ orders were chiefly concerned with the latter anyway. I also feel as though I didn’t accurately mess with military intelligence, but that’s mostly due to the open stats – everybody automatically knowing the size of everybody else’s military is a tough obstacle to overcome.
I’m semi-happy with how the factions turned out, but since I basically took that idea from Birdjag, there’s not really much to say there.