Covenant wrote:If you weren't aware, I made only one sentence worth of commentary on that idea, so you can cram your "stow it" nonsense--you spent more time in that Item D being snippy than I spent being annoyed at the human coalition.
Ah yes, my apologies. I wasn't aware that the one snide comment followed by other slightly less snide snipes that you made didn't mean you had deeper feelings and misconceptions concerning the game, like the fact that the "Human Alliance" was made up of several non-humans (can't use aliens because they might not be "real aliens y'know) or that the underlying causes of what happened might be completely different from what you were insinuating.
But hey, if it's something you care so little about, there shouldn't be any problem in ceding the point now that the error of your ways has been shown to you. Right?
As far as fantasy/steampunk goes, if you guys want you can try again, but past experience has made most people leery. The last FSTGOD on SDN that I remember had a halfway decent start, but fell apart because the person who had whipped everyone up into a fury and started the first main conflict before the game even started, causing a massive alliance against him, dropped out and left everyone twisting in the wind.
And that, gentlemen, is the single greatest underlying problem with STGODs. Forget rules, forget races, forget settings. People crapping out is what kills STGODs the most. People leave for numerous reasons. They feel they got a bad shake, they feel overwhelmed, they come to the all too common realization that this kind of game eats up a gigantic amount of time, etc. Sometimes the leave of absence is temporary. A week with the family, two weeks for finals, then Christmas, etc. Other times, it's less temporary, and the steam goes out of everyone's sails and more people leave, and then it's over.
In this last STGOD, we had delays from multiple people on both sides of the major conflict, which is the major factor in what killed momentum in this game. This had several underlying factors, mind you, but most of those are easier to correct than this single problem which has plagued STGODs from the beginning.
Giving the Mods control over the deserted nations only works so long, and too often people feel resentful that the mods took control, and then become less inclined to come back. Giving other players control can lead to disaster, especially when the other player assumes total control and essentially doubles or triples his might in the process. Wiping them from existence is messy, as it can lead to multiple retcons, which, let's be honest, nobody really wants.
The best solution I can imagine, and by no means is this perfect, is that if we do another STGOD, it is in a setting where the players run the risk of being wiped out at any moment, and anyone who delays too long in a given action suffers that fate in an effort to keep the game moving. As I said, this has problems, but so help me it's the best idea I can think of. If anyone else has any suggestions, by all means, do share.