Siberian HEAT
10 Aug 02, 16:45
Since we are getting ready to start another tournament, I feel this is a good time to relate some of the things I have learned from being a CO in the Sands tourney. I am sure Jamiam will have some additional ideas as well.
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1) Player drop-outs. We didn't have a clear-cut ruling for what happens when a player just disappears. In the first round our team was socked with an OD because Nuked disappeared half way through his game. In later rounds James and I worked it out so we could have replacements step in to avoid out and out forfeits.
2) Time frame. Just set it in stone and make exceptions only for games that start extemely late (or no exceptions). Too much time was wasted in Sands waiting for end of rounds.
3) Understand up front that in a team game, you are expected to remain in contact with your CO. We had several players on both sides who dropped out of contact for weeks at a time, and never answered email. Why play at all if you aren't going to be part of the team concept?
4) Short scenarios are better than longer ones. Say less than 15 turns in a round. I loved Tobruk, but the round went on forever. Actually this is contingent on keeping the time frame to a definite end-date. Tobruk would have been fine had it not dragged on past the original deadline. We had some players waiting for WEEKS after they finished their game, but were waiting for the round to end.
Any other thoughts from players?
***
1) Player drop-outs. We didn't have a clear-cut ruling for what happens when a player just disappears. In the first round our team was socked with an OD because Nuked disappeared half way through his game. In later rounds James and I worked it out so we could have replacements step in to avoid out and out forfeits.
2) Time frame. Just set it in stone and make exceptions only for games that start extemely late (or no exceptions). Too much time was wasted in Sands waiting for end of rounds.
3) Understand up front that in a team game, you are expected to remain in contact with your CO. We had several players on both sides who dropped out of contact for weeks at a time, and never answered email. Why play at all if you aren't going to be part of the team concept?
4) Short scenarios are better than longer ones. Say less than 15 turns in a round. I loved Tobruk, but the round went on forever. Actually this is contingent on keeping the time frame to a definite end-date. Tobruk would have been fine had it not dragged on past the original deadline. We had some players waiting for WEEKS after they finished their game, but were waiting for the round to end.
Any other thoughts from players?