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Social Game Themes Question

So, the game that I'm planning to run next has, as part of its theme, a bad guy character who's a bomber trying to track down and assassinate a leader figure. Due to all of the actions and deaths that have happened this week with the Boston Bombers, I've realized that this might be a touchy issue to have represented in a theme so soon.

I am guessing based on the players we have here that there is a good sense of maturity and capacity to know the difference between the real thing and a theme designed just to move a game along, and the theme isn't presented in any sort of light or desire to glorify these actions. Even so, I thought it would be prudent to go ahead and state this, so if anyone would be majorly offended by having that as a game theme, they could state it here, and I could come up with an interim theme instead.
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As much as the current situation hits me especially close to home, I don't think the particular events of the past week should change how anyone feels about bombings anymore than a school spree shooting should change how anyone feels about gun control. Anyone with three brain cells to rub together knows this stuff is evil the same way they know American policy towards gun control is complete farce.

Ultimately, you're posting on a board where the largest percentage of posters were brought here by a love of the Civilization series where we routinely send the Cavalry over a border against a nation you spent the first 5000 years cultivating as a close friend. I guess if any group of players can compartmentalize between fantasy and reality, this is probably it.

That said, I can't imagine it would be that hard to change the method of assassination if you wanted to avoid any connections to current events.
I've got some dirt on my shoulder, can you brush it off for me?
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(April 19th, 2013, 17:59)Gaspar Wrote: That said, I can't imagine it would be that hard to change the method of assassination if you wanted to avoid any connections to current events.

I've seen the intro for this game and its actually much better thematically with the bomb.

Also I'm really looking forward to this game.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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(April 19th, 2013, 17:59)Gaspar Wrote: As much as the current situation hits me especially close to home, I don't think the particular events of the past week should change how anyone feels about bombings anymore than a school spree shooting should change how anyone feels about gun control. Anyone with three brain cells to rub together knows this stuff is evil the same way they know American policy towards gun control is complete farce.

Ultimately, you're posting on a board where the largest percentage of posters were brought here by a love of the Civilization series where we routinely send the Cavalry over a border against a nation you spent the first 5000 years cultivating as a close friend. I guess if any group of players can compartmentalize between fantasy and reality, this is probably it.

That said, I can't imagine it would be that hard to change the method of assassination if you wanted to avoid any connections to current events.

As another Bostonian, I agree.
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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(April 19th, 2013, 17:59)Gaspar Wrote: As much as the current situation hits me especially close to home, I don't think the particular events of the past week should change how anyone feels about bombings anymore than a school spree shooting should change how anyone feels about gun control.

(April 19th, 2013, 21:08)Merovech Wrote: As another Bostonian, I agree.

Well, that's reassuring to hear then. Especially because

(April 19th, 2013, 21:04)Lewwyn Wrote:
(April 19th, 2013, 17:59)Gaspar Wrote: That said, I can't imagine it would be that hard to change the method of assassination if you wanted to avoid any connections to current events.

I've seen the intro for this game and its actually much better thematically with the bomb.

is true in my eyes as well, I think a slap & dash re-theming would hurt the feel of it unless I got a really good setup. But, if the two people in the Boston area are okay with it, then I think we'll be fine with the theme, people know I don't advocate bombing and such.

And since thestick's game just ended, I'll finish up last minute tweaks and post the intro/signup thread soon.
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(April 19th, 2013, 21:04)Lewwyn Wrote:
(April 19th, 2013, 17:59)Gaspar Wrote: That said, I can't imagine it would be that hard to change the method of assassination if you wanted to avoid any connections to current events.

I've seen the intro for this game and its actually much better thematically with the bomb.

Also I'm really looking forward to this game.

signing up


gogoogogogoggoogoggogogogogogo
Please don't go. The drones need you. They look up to you.
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On a less serious note, the way you capitalized 'Boston Bombers' makes them sound like a sport team.
More people have been to Berlin than I have.
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(April 19th, 2013, 22:56)thestick Wrote: On a less serious note, the way you capitalized 'Boston Bombers' makes them sound like a sport team.

Completely unrelated reaction that I just had:

Woah! I am loving the new signature quote. It doesn't have a link, however. Where is the original post?
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.
Reply

(April 20th, 2013, 00:20)Merovech Wrote:
(April 19th, 2013, 22:56)thestick Wrote: On a less serious note, the way you capitalized 'Boston Bombers' makes them sound like a sport team.

Completely unrelated reaction that I just had:

Woah! I am loving the new signature quote. It doesn't have a link, however. Where is the original post?

I was curious too so I searched by poster and thread for identical and the only thread that came up was the PB8 spoiler thread. So I'm assuming there.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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(April 20th, 2013, 00:51)Lewwyn Wrote:
(April 20th, 2013, 00:20)Merovech Wrote:
(April 19th, 2013, 22:56)thestick Wrote: On a less serious note, the way you capitalized 'Boston Bombers' makes them sound like a sport team.

Completely unrelated reaction that I just had:

Woah! I am loving the new signature quote. It doesn't have a link, however. Where is the original post?

I was curious too so I searched by poster and thread for identical and the only thread that came up was the PB8 spoiler thread. So I'm assuming there.

Darn it.
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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