I think Bucky was right
I think we started playing this dynasty too fast when the ruleset wasn’t ready yet; I’m afraid this will turn into “Just go to a random dynasty, quickwin it because you’re the only Time Monk actually playing that dynasty, then jump to another dynasty, and so on” which would be kind of boring.
And, as Bucky pointed out, now that we all have Chronotohms and can spend them to change dynasties, it is likely that everyone will just try to win dynasties as fast as they can and not bother with creating good, interesting, fun rules any longer.
Can we slow down for a while and try to do something to have actual interaction between players? The way I see things, the whole “unitemporal” thing, which I thought would in practice give something like “I’m Driving an Airport Route, which gives me enough Cash to Influence the Pygmalion, so that I can use the Galatea to Smuggle Armaments, and all those Firearms will help me defend against the Spider when I go to the Surface”... has currently no effect at all, because it’s way easier to just go in a dynasty and stay alone in it until you have won it. And I fail to see how everyone playing his own dynasty alone can be any fun.
I think we need some mechanics to 1) encourage people to change dynasties a lot, so that we can actually use the unitemporal thing, and 2) encourage people to go in already occupied dynasties, so that we can play together.
I don’t know, maybe replacing the “if you pay less you’re more scattered at random” to “if you pay less you’re more attracted to others”.
Oh, and also, the dynasty is quite hard to follow because it goes so fast (seriously, ten new posts a day??)
scshunt:
I figure it will calm down a lot once the low-hanging fruit (scams inherent in the historical constructions of various rules) get eliminated. Eventually, people will have to move to the same dynasties in order to work together to accomplish things, or simply because there are few remaining dynasties.