If people have been wondering what the heck Flooby's up to for the past couple days, here's the low-down:
I've been locked up in my room avoiding human contact, and I've been mulling over To Lunds. As it stands right now, there's a lot of things I'd like to change about it. First are obviously sheet organization: it's gotten to the point where I almost can't figure out essential information. I basically told everyone to do whatever they wanted when it came to how they wanted their sheets/orders to look, and it's made finding necessary info a pain. Take, and because all the math is done by hand, I'll end up doing 20+ hours of work for To Lunds a week when people are only sending build orders, let alone when they're moving troops about.
It doesn't seem so confusing from the player's side, when all you see is your own information, but when you have to dig through pages of PMs to find a single bit of info that could potentially significantly alter the game, it can be a hair-puller.
There's also the more fundamental level of how things are done. What actions can players accomplish mid-season? As it stands, the players who keep in more frequent contact with the GM end up being able to get more done, which hardly seems fair to those players who don't have much time on their hands. There's also making serious classifications as to whether something is a diplomatic action, and thus able to be done mid-season, or whether one has to wait for an order to be accomplished. This sounds clear-cut, but suppose you're asking for a group of soldiers in a garrison to surrender, or manoeuvring battlefield positions. The line becomes a lot less clear then.
And of course, there's also the more intricate economy issues. Buildings take way too long to produce, and many aren't cost-effective without several workshops. When I expanded player kingdom sizes, I also neglected to factor in for increased spending power on the player's part. Currently, the player's money vastly outscales their manpower, making mercenaries a must. That's an interesting dynamic, and players should be able to build their nations in a way that allows them to specialize, but that situation shouldn't be status quo, especially if the money itself isn't very valuable once numerous buildings have been purchased.
Trade needs to be completely reworked. Not every town should be connected, and tariffs should provide better profits, without being game-breaking. A tiny town of 1,000 in the ass end of nowhere shouldn't be generating the same amount of tariff-money as a metropolis of 10,000, just because both have the same wealth level.
There also needs to be a lifestyle-cost: something that can factor in for all sorts of non-standard spending, with my needing to deliberate a price for every little item a player may want to buy.
Last of the problems are, of course, my involvement in the game. I want to get To Lunds to the point where the game won't suffer if I need to take an extended absence. As in, the rules and such are clear-cut enough that a co-gm could temporarily step in, and effectively GM the game until my return. Hell, making the game possible to be understood and GM'd by another person, even mid-game [ like with WiR ] would allow other GMs to run their own To Lunds.
I could go on, but what this boils down to is that I want to cancel this game. I love this, and it feels really sucky to abandon a game where almost all the original players are still on-board, but I feel that this version of To Lunds has too many issues right now for me to be able to continue GMing a game that's fun both to myself and the players.
To Lunds will return. After all, it's my semester project for my web design course; my little brain baby. I love it dearly, but right now it needs naptime.
Thank you everyone for their initial interest in the game. If I can kajigger it, and some of you still remember this game come January, when my course ends, perhaps we can begin again partially where we left off.
I feel like I'm letting you all down by cancelling this, but I hope you understand where I'm coming form. Once again, thank you, and perhaps you might still see me around on RPG. You've all been totally awesome to roleplay with, and your kingdoms have ignited my imagination like nothing else.
Valete for now, amicis. Valete.