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New FFH pbem

fair enough ...

picked

I prefer playing GMT 16.00-22.00
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Similar to Sian, just a little later

1700-2300 GMT
"We are open to all opinions as long as they are the same as ours."
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Generally my playing window is pretty similar to Ellimist's- probably just put me before him.
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"Merovech has reached their private message quota so your message could not be sent". I don't think that it matters much whether other people see my picks or not, so my picks are

1. Varn of the Malakim.
2. Dain of the Amurites.
3. Hannah of the Lanun.

1200-1500 GMT would be best for me.
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I suggest you at least spoiler tag those picks so that people have a choice.

Merovech's gmail is rbmerovech[@]

Is this roster correct?
Ellimist
Bobchillingworth
Greywolf
Dantski
Sian
Active in:
FFH-20: Jonas Endain of the Clan of Embers
EITB Pitboss 1: Clan/Elohim/Calabim with Mardoc and Thoth



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Correct roster prehaps, but certainly not lined up in the playorder (Me and Dantski should be swapped and, depending, so might you and Bob)
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Hey, sorry about the quota. Feel free to email me your picks. I'll clean it out in a few hours, but on phone now. I will most likely get the map to the lurkers by tomorrow.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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Bob, Sian, and Danstki all successfully sent me their pick via PM before my inbox filled, so no new for them to email me.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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(December 7th, 2013, 04:03)Sian Wrote: Correct roster prehaps, but certainly not lined up in the playorder (Me and Dantski should be swapped and, depending, so might you and Bob)

Yeah, I was just checking on the roster because some of the reasons for people's decisions had changed.
Active in:
FFH-20: Jonas Endain of the Clan of Embers
EITB Pitboss 1: Clan/Elohim/Calabim with Mardoc and Thoth



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For a play order, how about Greywolf -> Sian -> Dantski -> Bob -> Ellimist?
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