That you're on crack and the turn isn't overdue.Allister Fiend wrote:So....what's your point
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Yes...but then you have the player who wanted the delay, and that player has an advantage because they have seen what the other players have done.trewqh wrote:No, but seriously, can anyone explain why won't GMs setup their games to autorun turns on time? They can 'undo' it in case a player asks for a delay (before the preset deadline) and write on the boards about that fact, can't they?
Now..if you are a GM who doesn't grant delays, then by all means do it!
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Actually, my idea is that if the delay request reaches the GM too late for him to delay the turn and the turn autoruns then the turn should stay the way it is.
I know that not everybody would like that but that is what I'd like. I think the time savings we'd get from not having to wait for GMs to click buttons and run turns would make up for the few turns some players miss in some games. Who knows, when players know about the autorunning some of them might actually be more motivated to send their orders in ASAP.
Someone might say:"What about diplomacy? Diplomacy can often take up most of the time between turn deadlines leaving little time to send orders in."
The solution is simple. If one predicts that upcoming turns will involve a lot of diplomacy the he or she can ask the GM in advance to make the in-between turn period longer (for a turn or two... or 3, or 4). That would still allow the GM to let the auto-GM run turns.
And 'yes'! I am impatient to see what happens in one of the group's I am in right now
I know that not everybody would like that but that is what I'd like. I think the time savings we'd get from not having to wait for GMs to click buttons and run turns would make up for the few turns some players miss in some games. Who knows, when players know about the autorunning some of them might actually be more motivated to send their orders in ASAP.
Someone might say:"What about diplomacy? Diplomacy can often take up most of the time between turn deadlines leaving little time to send orders in."
The solution is simple. If one predicts that upcoming turns will involve a lot of diplomacy the he or she can ask the GM in advance to make the in-between turn period longer (for a turn or two... or 3, or 4). That would still allow the GM to let the auto-GM run turns.
And 'yes'! I am impatient to see what happens in one of the group's I am in right now
trewqh
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trewqh, lay off the drink. You're too young...
The games *are* set up to run automatically. If a GM wants to stop that, he has to manually pause the game after every turn runs. (That or invoke the OOP bug anyway...)
In other news, games aren't finishing properly for some reason. They used to, but now they don't. I'll check it out when I get home.
Chris.
The games *are* set up to run automatically. If a GM wants to stop that, he has to manually pause the game after every turn runs. (That or invoke the OOP bug anyway...)
In other news, games aren't finishing properly for some reason. They used to, but now they don't. I'll check it out when I get home.
Chris.
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That's because TFF isn't in them, otherwise they would be finished already like this one will be......korexus wrote:In other news, games aren't finishing properly for some reason. They used to, but now they don't. I'll check it out when I get home.
Chris.
Oh no!!! I'm out of those important papers.......
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LOL...you wish.Allister Fiend wrote:So, what's your point....That's your 'ol lady's name is Dawn and that many men have awoke to the "Crack of Dawn"?Raw wrote:
That you're on crack and the turn isn't overdue.
It's worse for you...when your old man's name is Don and you wake up to the "Crack of Don".
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