A few words of comments after seeing how the story evolves:
It was a gorgeous start. We were subtle at the first round, and Verdian liked it. He seems to be much more concentrated at story-building and even psychological aspect of the characters, so let he be like that. Lets not change the approach dramatically.
Of course, as the game goes on, real conflicts between gods and civilization will start, and the game will go wilder. Thats natural. But for now let the things evolved slowly.
Mind that we are just starting a campaign and first several posts (first two rounds?) will set some standards.
I propose to stick to the following informal points:
1. Pls, pls, pls, mind The Compact. Verdian pays attention to this aspect. Onionsoilder is right we should be more careful. Please edit the narratives, so the gods use their avatars or some other more obscure means for communication with Gerran, instead of manifesting themselves.
2. I also agree with him on his mana/wood golem remarks. Mind that in normal game it needs an epic unique feature (The Standing Stones) to get earth mana at such early stage of a game. I would also suggest
not giving him combat units (only scouting or flavour units) unless you got a
good reason AND the player
shows he deserves it.
3. I would also appreciate not changing the landscape Verdian has already revealed. Some minor changes (as resources, units etc.) as well as the more fundamental changes if
crucial to an interesting plot AND
explained by narratives are allowed, though. If it is not to disturb your plots, please place the new features (citadels, castles and other real estates) in the parts of the map which is not revealed yet.
4. Each time you plan a new plot
think of most subtle way to realize it. I can assure you that the story will not be worse if you do not ask him to do really spectacular epic job (just yet). Technically you can add the barbarian Avatar of Wrath next door and the Mithril Golem in players control to handle the problem, but it is exactly same level of excitement (if not higher) if there is a scout and a bear in place of the former two at this stage of game.
5. Do not afraid to give long time quests too. Pre-meditate them. It DEOS NOT mean I encourage you to give mega-quests with great bonuses from the very start. Begin the story with just an warning, information, advice (no intervention yet). Then evolve the plot into something more complicated in the future. It is really great for the player when he feels his decisions have long term consequences and the plot not ends in quest -> reward/punishment two-round cycle.
6. If you find it hard to decide what is still OK and what is too much, try to think of what is the comparable in-game to what you are planning to do. The Standing Stone comparison (point 2 above) stands as an example
7. Be transparent (at least for the gods) share your plan with other deities, for comments. (Unless you have reasons to keep them in secret)
8. Discover something or contact someone are fine tasks, but they are like to be realized sooner or later regardless the level of effort from the player. Think of something that will require at least a decision. Or use such simple tasks as a first step to premeditated longer plots.
9. Once again and forever:
BE SUBTLE.
I hope you have not felt I was to say you are doing a bad job. It was not my intention. After all I am inexperienced DI player and might be very wrong. It was just my observation on what is Verdians playing style. And I felt obliged, as I am Dagda-policeman here.