zap Wrote:So far this is the list of advice I have for team games.
There are many choices of specifically designed teamgames in EF, WF, and to a degree RS.
Taking a theatre that everyone is interested in helps.
zap Wrote:1. Frequency of turns to keep up interest.
To me, this is the most important part of a teamgame. It helps with flow and cohesion of play. Teamgames break down when a team often fumble around with the turn, or one teammate fails to complete their portion in a timely manner. This delays the file return to the opponent team and begins to erode the "fun".
I was just in a 3 X 3 where turns were exchanged almost daily. :bow:
A while ago I was in a 3 X 3 where turns were exchanged quickly among my team but our opponents took days (and sometimes weeks) to return their turn. That was torture. :kill::censored:
zap Wrote:2. Organizational
a. Team Leader (each side) in charge of Giving Orders.
b. Team Leader (each side) keep track of the file and communicates with other team leader.
c. Use a file traking system with e-mail return reciepts
a. Not always the case. I rarely follow orders so I do not play with one who thinks he should "give orders". :rolleyes: I don't mind a team leader or coordinator who makes suggestions for where to go within the strategic framework.
b. Not needed if you play by a strict; Leader One goes first, followed by Two, and then Three (who will then close out the game turn and send it to the opponents.) Or, you use "call the ball" in which the first person to open the files sends a message to his team that he will be playing first, and then send the files for the next teammate to "call the ball". Obviously the last person to call the ball closes the file and sends it to their opponents.
c. I keep a record of the team file's status on a piece of note paper next to the computer monitor. I "tic off" who has played and the dates that the files were sent. Even if I am not team leader, it helps to keep a side record of events. :smoke:
zap Wrote:3. Best results if team members know each other.
It does make it easier to play the teamgame. But, I have benefitted from meeting others through team play.
zap Wrote:4. Have an alternate player(in case of a drop out)
Always have someone in mind who can take over for a drop out. But, do not wait for the replacement to play their turn. The remaining teammates should send the replacement the game file but, they should finish out the turn by playing the drop out's portion and sending the file to your opponents. The replacment can view the game turn and "practice" movement. But, can get into the flow of the game with the next file exchange. Always try to keep the turn around pace on track.
zap Wrote:5. Communicate to others if your going to be absent
This is key always! :smoke:
Communication is critical. Even without an absense, exchanging information about the game turn, upcoming game turns, and strategy should be a large part of the teamgame.
Separating the e-mails into "team comms" and "game file" is a must. Some guys like to mix up communications between game play by using the reply button off a previous game file exchange mailing.
If you keep a separate "comms" mail it will lessen the confusion that sometimes occurs during play? This often is where you hear words like "hey, did you do your turn?" or "did you send the file?" when you are simply discussing tactics and strategy.
You can say "watch out for those loaded trucks" when sending a game file. Just try not to discuss what you will be doing next turn in that mailing.
All that said, Teamgames are as complex as you wish to make them within the parameters of fun you wish to have?
They are truly an enhancement to the game.
RR