In light of recent, err, incidents, I think it might be worthwhile to develop an Apolyton Host's Guide to Etiquette (contributions from all welcomed). The guide would serve to let new hosts know what a host can do to improve the quality of the Civ experience. (And I'm sure I'll learn some new things from the comments too.) Having hosted some games, I'm familiar with the sorts of frustrations that The Capo has expressed, though I usually just bottle 'em up. In fact, that'll be rule number 1:
1) Take all that anger, frustration, and impatience, and just bottle 'em right up. Bad for the psyche, good for the game.
2) For games scheduled in advance, ICQ all players on the day of the game (or night before) to remind them to be on time. This can also bring up conflicts or misunderstandings that you didn't know about, so that you can adjust in advance.
3) When putting a game together that will not start for days or weeks, ICQ players frequently to keep them engaged and to make sure you'll have a full set of players when you begin!
4) When someone is having trouble connecting, or there is some other problem with getting the game started, ICQ all players to let them know exactly what's going on, so they don't have to wait and wonder.
5) Once in the game, take the lead in making sure everyone is there. Also, make banter from time to time to make sure everyone's feeling included and having fun.
6) If someone is having repeated problems showing up on time, or getting special instructions right, find a tactful way to tell him that you'll just get a substitute for the session. It may be harsh, but the needs of the many outweigh the needs of one (I don't endorse that as a general rule for policy, but it helps games along). And it's better than blowing up at the person.
7) Make sure the game is moving quickly - by publicly chastising laggards if necessary (but with humor). Often necessary when there are newbies in the game.
8) Be ready to make fair decisions about disputed game rules/events/mistakes/issues. If you as a player are involved in the dispute, call for a secret-ballot majority vote (but be willing to disclose who voted for what publicly afterwards, so that everyone can see you didn't manipulate the outcome).
9) During the fiercest disputes, maintain a cool head! Make players apologize to each other if necessary.
10) If someone gets dropped from the game, here's the accepted procedure: First, ask the player if he can rejoin. Keep letting him try until his turn comes up again. If he can't get in, save immediately and tell everyone to retire so that you can reload. No use belly-aching over it, the sooner done, the sooner it's over with. Realistically, retiring and loading should not take more than 60 seconds (if your game hangs while retiring, as it sometimes does when I'm host, just use ctrl-alt-delete).
Other suggestions?
------------------
Curumbor Elendil
http://pantheon.yale.edu/~jps35/
ICQ 56126989
1) Take all that anger, frustration, and impatience, and just bottle 'em right up. Bad for the psyche, good for the game.
2) For games scheduled in advance, ICQ all players on the day of the game (or night before) to remind them to be on time. This can also bring up conflicts or misunderstandings that you didn't know about, so that you can adjust in advance.
3) When putting a game together that will not start for days or weeks, ICQ players frequently to keep them engaged and to make sure you'll have a full set of players when you begin!
4) When someone is having trouble connecting, or there is some other problem with getting the game started, ICQ all players to let them know exactly what's going on, so they don't have to wait and wonder.
5) Once in the game, take the lead in making sure everyone is there. Also, make banter from time to time to make sure everyone's feeling included and having fun.
6) If someone is having repeated problems showing up on time, or getting special instructions right, find a tactful way to tell him that you'll just get a substitute for the session. It may be harsh, but the needs of the many outweigh the needs of one (I don't endorse that as a general rule for policy, but it helps games along). And it's better than blowing up at the person.
7) Make sure the game is moving quickly - by publicly chastising laggards if necessary (but with humor). Often necessary when there are newbies in the game.
8) Be ready to make fair decisions about disputed game rules/events/mistakes/issues. If you as a player are involved in the dispute, call for a secret-ballot majority vote (but be willing to disclose who voted for what publicly afterwards, so that everyone can see you didn't manipulate the outcome).
9) During the fiercest disputes, maintain a cool head! Make players apologize to each other if necessary.
10) If someone gets dropped from the game, here's the accepted procedure: First, ask the player if he can rejoin. Keep letting him try until his turn comes up again. If he can't get in, save immediately and tell everyone to retire so that you can reload. No use belly-aching over it, the sooner done, the sooner it's over with. Realistically, retiring and loading should not take more than 60 seconds (if your game hangs while retiring, as it sometimes does when I'm host, just use ctrl-alt-delete).
Other suggestions?
------------------
Curumbor Elendil
http://pantheon.yale.edu/~jps35/
ICQ 56126989
Comment