Well, I voted for chain of command.
...Now we're 3/3/3...
...
- How we all met.
- Why we are going to fly a ship together.
- How we got the ship. (My Name is Immaterial had an idea about that.)
- Where we are starting out. (Most charsheets seem to assume that we're somewhere in Human territory.)
- Where we are going.
- What our (primary/initial) mission is.
- Whether we'll have a full chain of command, just a captain, or an enlightened anarchy. (I'm thinking of tactical situations here. Strategic decisions will be made more or less democratically, I presume.)
Anyway, my ideas.
1. We shipped together. No prior contact unless established in backstory-clean slates, eh?
2. I think it's more-we're stuck together.
3. Agree with Captain 'died', we 'inherited' it.
4. Yeah, Scatter sounds good.
5. Figure that out IC.
6. ^
7. I honestly think we need a chain of command to keep things flowing-free form games need strong direction. If we spend every turn waiting for everyone to vote on a destination, we're going to make everything run slow as sludge-one guy can hold us up for weeks, and if the discussion peters out no one might be willing to go ahead. I know, because I've tried this. It doesn't work. When we are on planet, people have latitude to do what they want-but overall decisions about the ship need to be left to just a few, active people. IMO. A Captain and a second in command, and not much more.
...
I have pretty strong feelings about this.
http://www.bay12forums.com/smf/index.php?topic=154786.75 <--take a look at what happened to my game where just less than half a dozen people had to decide on
three or four ways forward. A spirited discussion, then it just ends and no one picks it up, because no one wants to make a choice. LOL. I should have killed them all by now...as gig will probably blow our ship up if we spend too much time floating in space waiting for Tiruin to post.
Srry Tiru. :IThis game is going to have an infinite amount of ways forward. We NEED a Captain to chart our course-it'll be up to that persons personal IRL and OOC charisma, however, to ensure everyone is happy with these choices.
Otherwise mutiny.I'm not against OOC or IC discussion about strategy, either. But in the end we need to draft some unlucky person to actually make that final decision-to go ahead and move us forward, and allow Gig to advance the game.