This is where some major conflict arises. Many if not most of the players in PB games want a 'quick turnaround' and are happy when players like Jowy or Slaze play consecutive turns straight after, to 'keep the game flowing'.
It seems better to just say that those moves are outlawed and if that means that the timer runs down and its one turn a day, then c'est la vie. It is unlikely that the defending team will be able to pin-point what turn a DoW will occur. They can sense it coming, as slaze has done, but not the turn. If Whosit was to declare next turn, and slaze hadn't double moved that turn, then noone would have batted an eyelid.
The only way to stop this is to strictly enforce an end to the 'quick turn around' and make it a minimum 12 hour gap between turns. It must occur both in times of peace and war, as making it effective only when lurkers are aware that a conflict is imminent, it then tips off all teams that said conflict is going to happen and any surprise element for the attackers is lost.
I know that this would be highly unpopular (as I believe this was the rule for the Apolyton Demogame) as many love a quick turnaround. But it is a major cause of aggravation (as seen by Speaker's anger when Athlete/Jowy let the clock run during the dogpile) and actively encourages double moves.
We would all love a quick game where the turns go at two/three a day but I personally am sick and tired of these pointless and frequent double move disputes. I agree with novice that the rules are positively byzantine and are becoming so infested with loopholes. I think that it is imperative that we go 'back to basics' and introduce my proposal.
It seems better to just say that those moves are outlawed and if that means that the timer runs down and its one turn a day, then c'est la vie. It is unlikely that the defending team will be able to pin-point what turn a DoW will occur. They can sense it coming, as slaze has done, but not the turn. If Whosit was to declare next turn, and slaze hadn't double moved that turn, then noone would have batted an eyelid.
The only way to stop this is to strictly enforce an end to the 'quick turn around' and make it a minimum 12 hour gap between turns. It must occur both in times of peace and war, as making it effective only when lurkers are aware that a conflict is imminent, it then tips off all teams that said conflict is going to happen and any surprise element for the attackers is lost.
I know that this would be highly unpopular (as I believe this was the rule for the Apolyton Demogame) as many love a quick turnaround. But it is a major cause of aggravation (as seen by Speaker's anger when Athlete/Jowy let the clock run during the dogpile) and actively encourages double moves.
We would all love a quick game where the turns go at two/three a day but I personally am sick and tired of these pointless and frequent double move disputes. I agree with novice that the rules are positively byzantine and are becoming so infested with loopholes. I think that it is imperative that we go 'back to basics' and introduce my proposal.
"You want to take my city of Troll%ng? Go ahead and try."