by Papa Clement Mon Apr 11, 2022 1:22 pm
It is always a good idea to try and let other players know why you are not replying to letters otherwise they may reasonably conclude you have dropped.
I can't comment directly on the Rome game because I'm not in it (nor will be). However, since it is a new game it is reasonable to assume that after a trial period the rules will be modified to enhance player enjoyment while retaining balance. LGDR has been through several such rule sets (currently the 7th, I think), some introducing changes for the better, others for the worse. The SL rules in LGDR (on which I think the Rome rules are based) took some getting used to, but were a huge improvement on previous systems where the actual number of recruits lost to desertion/sickness had to be sent out to the units so they could be brought back to full strength. I remember calculating that I had to send 409 men from central recruit pool to some colony, only to find that each month they were on board ship they seemed to also suffer attrition losses, so ended up having to send another batch and multiply that number (as a best guess) to cover expected transport losses. Within a game year I had tiny numbers of recruits all over the world, totally useless! I think in LGDR the SL level embodies such factors as equipment malfunction or reduction in fighting ability due to supply issues, but there are usually ways to mitigate this (either through research breakthroughs or army/logistics support). I don't know if this applies to Rome, but I suggest it probably does. So rusty armour may well be the cause of high SL rather than lack of grain or other factors?
As for the ban on player communication outside the game, this is really a question of trust and self-interest. There is plenty of evidence that players (of LGDR) do discuss their views outside of the game (even if that is indirectly through forum posts), indeed it is arguable if 'team' positions can function should this not happen. My own views on this are well known and need no repetition here. It is possible to fight a war by co-ordinating with other players if you plan a long way in advance, write long game letters and the players trust each other, but it is hard - deliberately so. The more fundamental problem concerns diplomacy. In the past there have been attempts by some players to frankly interfere by discussing matters that should remain in game, e.g. formulation of treaties or by persistently objecting (through private messages) to a certain course of action a player has decided to take. If they wish to pursue either of these then they should send letters in game where the recipient can reply. Even relatively simple agreements (trade or sale of colonies, etc) usually need to be discussed at length (in letters) before a treaty is written by one of the players, so the treaty stage can often be the quickest if the groundwork has already been done through game letters. It is naturally tempting to discuss such matters outside of the game to try and speed things up, but with the turn times as long as they are now, there is no need - just take your time to think issues through and write a long game letter covering all matters instead. It can take months and months to negotiate peace treaties, but this is what happened in real life. Why spoil your own enjoyment by trying to bypass the game mechanism? That does not mean that you cannot communicate about other matters outside of the game - I do occasionally receive private messages, but am careful not to cross the line by 'negotiating' or 'discussing' matters which should be kept inside game letters. Those who have played in games with me know I have a reputation for quite epic letters, so perhaps I am the exception, but it is how I interpret the spirit of the 'outside communication' rules. If you want to know what players think, write to them in the game - most will reply; those who don't will be putting themselves at a diplomatic disadvantage.
The length of time between game turns does seem to have become more of an issue for several players. I have mixed feelings on this ... most players play in multiple games which fills the time in, but does not address the legitimate concern that compared to the 2-3 week turnaround when I started playing LGDR, it takes a very long time to make progress. I can't comment on how Rome orders work, but once unlimited orders were introduced into LGDR it was inevitable that turn times would lengthen. To some extent as players we are responsible for that by submitting pages of orders and trying to do more simply because we can (or because we have more time to think about what we put into our game turns). As human moderated games, we are limited by that 'human' factor and over the last few years in particular there are few players who have not had 'real world' issues that have impacted on their commitment to the game. It is perhaps more surprising that there is not an even longer delay between game turns. Clearly it is an issue which is impacting on players (both in terms of their participation in existing games and those considering taking on new positions), but other than recruiting additional GMs or running fewer games, I don't see any easy solutions.