Oh it's this again.
Well as previous GM, some tips for Org. ASCII-paint>Dfpaint, as the save function is very useful. Save each turn as a seperate layer and then just edit and screenshot as needed. My previous games used DFpaint which doesn't have a save function so i had to do time consuming layer for each movable object and stuffs in GIMP, then exporting as that. Also as you probably know, both of my previous games ended with me not having enough time or just getting fed up with the work.
Also for the reference, how things worked in the previous game, was 2fort style capture the flag at it's worst :p
http://www.bay12games.com/forum/index.php?topic=31390.0Org if you want I am willing to co-GM with you, but don't feel obliged to say yes. For example writing up the horrific fight scene messages.
Edit- Moar discussions:
Last game, most of the time was spent walking around with no action or camping. After a player gets so close and then dies having to restart at their spawn, they will tend to not bother. Spawn points maybe an idea? You also might want to include the alliance mechanic of the game where players can sign up with an official list to join an alliance. The advantages of such alliance? You are able to walk through players of that alliance making it easier to work as a team (or backstab your team members). As for entry, the alliance founder will have the say and can also make rules and direct players of the alliance. If you kill a fellow member you are automatically ejected from said alliance unless unless the founder says otherwise. PMs are free to send so mutiny is always another option.
I also like the idea of random events. Say when the unholy gem is picked up, players will generally be camping set areas in order to prevent the gem holder from escaping. Maybe instead we have the gem trigger a secret passageway open up or other passageway close. Trigger tiles can also be set up to change how the arena exists.
To answer Leo's questions I'm not speaking for Org and don't want to ruin the GM experience for him, but this is how it worked in the previous game:
-The crossbow shots missed if they missed,
-Hmm, i don't remember the mechanic gaining the mechanism but that would be a nice feature
- The mechanism is set under his feet
- All mechanisms were removed once the mechanic died, so this was never an issue.
- Well i can't remember what happened there.
- In my last game if a trap was used it was removed from the map.
To Org if you want me to fuck off and let you handle this, please tell me too. No offense would be taken as it is your game and you are OP.