On Wed, 12 Jan 2000 Kmnellist_at_... wrote:
> I had thought that the multiplayer concept was to do with each player
> controlling a clan, which is quite different from each player controlling a
I would prefer one player per clan, myself. Much more work for A Sharp, of course. The following issues would need to be addressed:
Timing of consequences.
Timing of responses.
As I see it, a turn has the following structure:
Action
Consequence Demanding Response Consequence Permitting Response Consequence not Permitting Response
Likewise, there are Events, which can inturrupt an Action. They also fall into the three categories above, although most are either "Demand" or "not Permitting".
Adding multiple players means that one player's Action could become another's Event.
This can prove tricky.
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