But it's not true that turn chats take away from the contributions of people who aren't at the chat. Everyone has the right, and IMO the obligation, to make their views known before the play session starts. That input must be considered, and takes precedence, over what happens during the chat. You often speak about being able to predict what will happen and plan accordingly. Take one of your hot button issues, trades conducted during a chat. All you have to do to prevent ad-hoc decision making on trades is to use your voice before the session to demand a play stoppage if any opportunities come up, and poll it if you must to make it stick. You might be stopping the game for a no-brainer decision, but you've always had this right.We also all know the trouble with turn chats is they take away from the decision making abilities (or contributions) of citizens who do not (or cannot) attend said turn chats.
I will if you will. Are you willing to accept a ruleset that allows private polls and offline game play sessions (as well as public polls and turn chats)?
Umm, the current ruleset allows private polls and offline sessions. The new ruleset will follow the needs of the majority.
If you really want to counteract the decline of demogame fun then do something to ensure people can participate fully in the decision making process. The best way I see of doing that is to return to the original idea of the demogame as a forum based game. (Which I don't really see as an extreme position.) Another way is to ensure citizens (as a group) have the final say in game play desicions. (Again, something I don't see as an extreme position.)
But it is a forum based game. All decisions made in the forum must be followed. The citizens do have the final say in game play decisions. It has never been otherwise.
Some examples of extreme positions as I see it:
- Allowing any official to make any decision during a chat
- Never allowing any official, or the citizens, to make any decision during a chat
- Allowing officials to make decisions without citizen input
- Forcing officials to poll every decision, no matter how small
#1 can result in missing out on some great debates, the stuff that good demogames are made of. I've never advocated unlimited decisions during the chat.
#2 can result in a series of very short sessions, with almost nothing to discuss or poll between them. I've seen this happen, and it was very painful. We'd play one turn, meet someone new, and have to stop because there was a trade available that 99% of solo players would make, but with no ability to amend instructions for obvious events, a stoppage is required. Then the people look at it and say "why are we even discussing this, just play on!"
#3 is how we usually ran the governor positions, in the early DG's. We have had a couple of power happy folks who tried to run their executive branch offices this way -- they usually don't last.
#4 lost us a lot of really good leadership, as people who wanted their office to mean something realized they were no more than "glorified polling secretaries" We had trouble this game, with a certain veteran player (not you in this case) slapping around a newcomer Secretary of War and requiring that every detail of a war plan should be polled.
What should we do? Don't take either extreme #1 or #2 -- allow play to continue for obvious gotta-do type decisions, and don't put 100% of the burden on the DP -- those extra eyes and opinions really mean a lot for DP's like me who are good enough players to follow instructions but not good enough to win GOTMs. Also allow some input for the true bolt-out-of-the-blue popup questions. Don't take extreme #3 or #4, find a balance between officials having to poll everytime they want to pass gas, and the ones who think of their offices as inviolate.
If you insist on calling my positions extreme then so be it.
Just the ones which feature "never" or "always". And the ones which require long 4 or more day durations. Remember, many of our citizens lose interest if nothing happens for more than a day or two.