I have every sympathy as I think games run best when players are committed which means having a long term strategic plan and being prepared to work towards that.
Looking back to page 5 of the 5th edition rules:
One game turn is played every 10-15 days. We've been running the game since 1989 and wouldn't be too modest in saying since then it has run like clockwork with no more than one delayed turn a year - usually due to a birth(!) or holiday. Things also slow over the Christmas period due to the delays created by the postal service. Other than that you can expect a regular turnaround. The pace of the game was intended to be slow, to mirror the diplomacy of the period. It was originally set just in Europe, but since then expanded to include the world.
I think this quote simply reminds us that 10 years ago when we all played by post, I would allow at least 3 days for the post office to deliver my turn back, allow 2 days for the turn to be received (it always seemed quicker), which left a minimum of 5 days to write orders/letters. At the time that was fine if the 5 days included a weekend, but if it didn't and I had a heavy week at work I would struggle to find time to complete a turn. It was even worse when playing in 2 games at once so a game turn was arriving every few days. That said, I do remember that it felt like a game back then rather than an alternative world!
To understand further, perhaps the question to be asked is what has changed between then and now? I suggest the following has changed:
1. As players have sought new innovations, the rules have expanded to cover more possibilities, thus making a more complicated game. In essence it is still simple and could be played by reference to just one or two rulebooks instead of six or seven, but does anyone build a standard ship of the line any more or equip a unit with an ordinary flintlock instead of some improved variation? More complicated rules require more time from the GM to check/process those rules. I happen to think this is a strength of the game. In period play and attention to historic detail give the game its rich atmosphere. As France I was probably the worst offender at making things complicated
but for me this flexibility has always been where the game scored highly against computer games.
2. More games have been started. When there were only 3 games running we could be fairly sure of a 10-day turnaround, but by the time there were 4 running the 14-day turnaround seemed to be standard, with 5 games we were on about a 20-day turnaround and with 6 games this is closer to 25-days, or a month adjusting for holidays.
3. Lengthening the game turnaround gave us as players more time to dream up plans (and in the case of France write longer letters) which meant we submitted more orders. Add in the forum and we can discuss the game 24-hours a day if we want to! The change to unlimited orders can be seen as a concession to help deepen our game experience, but of course this merely made long turnaround times unavoidable.
OK, there are other points which I have mentioned elsewhere, but these 3 seem to be enough to address Deacon's main point.
As players we surely have to ask ourselves 2 questions:
1. Could we go back to playing a game where we had 5 days to complete each turn, yet still feel we were getting value and an enjoyable game experience? We would no longer have the luxury of spending time reflecting (or plotting), no longer have time for very detailed diplomacy, long forum discussions, etc ?
2. Could we accept working within a restricted ruleset, submitting a restricted number/type of orders each turn in exchange for a fixed game turn charge?
And, if having reached some kind of consensus, we would still be dependent on Richard having the time to commit to running this style of game.
To be fair to Richard, the game did run like clockwork until the 3 changes I referred to above made it impossible for him to keep control. Either:
(a) the rules have to be completely rewritten to change the pace of games, which as I have argued on this thread is likely to be impractical and cause as many new problems as are solved.
(b) the number of games run concurrently has to dramatically reduce, which will be controversial and tough on those who have been long term players.
(c) Richard will have to employ/train someone else to GM some of the games, which inevitably means their interpretation of the rules.
Given the large number of NPCs in some games and its effect on overall game play, there is a strong case for reducing the number of games. But I know how annoyed I was when G4 folded after all the effort I put in, and reducing the number of games would reduce the availability of certain popular positions for players.
I don't think there are any easy ways round this. However, for the sake of keeping the debate going, one possibility could be to have a game based on a version of the old rules (including such old fashioned notions as Treaties enforced by Court Agema, a top EH list, NPCs being more actively played by the GM), but restricted to Europe (incl.Mediterranean). Larger positions such as France/Spain/Austria could be played by multiple players so retaining the possibility of team play and so starting strength was more equal. Of course with no colonial activity other than 'investing' in trade, the game would feel very different as players would have to learn how small a place Europe is! With a strict 10 day turnaround and a fixed fee/turn there would be less incentive/need to submit lots of orders and the game would be quick enough to allow 10 year plans to be undertaken in a reasonable real-world timeframe. The concept needs more work, but I'm convinced a quicker game really needs to be a simpler game.