>>6067088>questUpdate on fixed intervals of time. People voted - good. They didn't - move on on what's posted. Depending on your own time and period of the year, update every 3-4 hours is fine, no point waiting
>builderHave catch-up rules, mercilessly keep a time-table. Nothing worse than a game that is irregular/slow/yes
>>6067125>I have been thinking about running a builder but I don't want it to fail.As noted by the other anon, the majority of those games are just sandbox exercises, going on as long as there are either active players or the OP keeps updating.
But if your goal is completion, then Underworld Builder is a good example of a "short and compact" (literally) builder: everyone starts with some pre-build on a very small map (say, 5x5 tiles with 10 players in it, 4x4 with 8, and I even saw a 3x3 map in a game with just 5 people in it), where you have three goals:
- survive, when everyone is against everyone and alliances are barred
- exterminate the competition, since this is the D&Desque Underworld
- expand and keep hold of your ground, because your production and military capability are almost entirely dependent on your size
This makes for an absolutely BRUTAL game, but it can be resolved entirely in less than 100 turns with a clear victory condition and a winner.
But if you never run a builder yourself, there is no more important rule than KISS. Don't overthink shit, don't create complex elements, and unless you absolutely know what you are doing and are 200% sure you can handle the related level of math and automate it, never steal from video games. Because your brain and a dice generator are NOT going to replace even something as basic as the original HoMM or Colonization, to say nothing about more complex and recent games.
>2/?