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Originally Posted by
temetem
Wait a minute, isn't that the point of rep? to be praised for something you did or for something that someone found insightful? and about not being repped, i didn't get repped. and i got no complaints about being unsportmanlike.
There are achievements in the game that the players can accomplish and that fellow players give rep for. The GM is not supposed to give rep for the players’ achievements. And a GM is definitely not supposed to judge other players and give rep for “true sportsmanship” which implies that other players do not have “true sportsmanship.”

Originally Posted by
temetem
it is only that Gen. Maximus and Theotian went beyond anyone else's perseverance in the struggle to survive, and perhaps perish, by their own creation. most everyone else bailed when their nation started to sink. totally understandable. the rep was for people who went beyond that and played, to sum it up, honorably.
Then Rogue General should have simply said he is giving rep to Theo. and Max. because he liked that they played to the end/hung on. He should not have used the words, “true sportsmanship.”

Originally Posted by
temetem
Speaking of theworldstage's earlier post, doesn't switching factions for power defeat the purpose of winning the game through self-creation? not much satisfaction in winning by reaping the rewards from a GM-controlled faction. i agree with theworldstage on his statement that WC is taking bad performance on his part in-game way too seriously. Losing isn't the worst thing in the world. I mean, Gen. Maximus, as far as i know him, loves history and is obsessed with playing as Rome. Once Rome was lost, he shouldered his pride and moved on without too much fuss.
I am not upset about losing. Why do people think that? I’m perfectly fine with losing if I have no other options. But I do have an option in this game: playing as a different faction which has a better chance at going somewhere. People seem to be having an issue with me self-destructing my faction, which is perfectly acceptable in EW, but not in RotR due to the current nature of the GM-controlled faction rules which are faulty.

Originally Posted by
temetem
WC, ROTR is unlike the EW series. the EW series is a race to the finish. ROTR is on a smaller map, more factions, more turns, and a complexity that is solved by one simple motive...war. in a fast-paced rtd, there will be losers, for there to be any winners. look at how many factions are destroyed... not abandoned, destroyed. this game takes diplomacy and its counterpart, treachery (which is totally welcome, as you've seen) to a higher level. in EW, diplomacy is background status. You've been playing the big, bad, iranian bully thus far, don't you think that the Aegeans, dispersed as they are, felt defeat to a worse degree than you have? the idea is to play, and to either win or lose.
What’s funny is that Rogue General said that his game is based off of EW, but it has become apparent that it is not. This is due to his handling/rules of GM-controlled factions. I have made a proposal to basically eliminate GM-controlled factions because a faction won’t be controlled/active until a player takes it. THAT will solve a majority of problems in this game.

Originally Posted by
temetem
People blame you for taking this game too seriously. However, i will encourage you to taking the game, as a game, seriously. the difference is i don't want you taking winning/losing too seriously.
I do not take a game seriously. I take what people say seriously (which is a mistake sometimes). I do not take winning or losing too seriously. They just happen; they just are, and you go through them at various times.
In conclusion, you’re making assumptions about me, temetem. Please stop. Thanks.
@Ivan: see, I was right. I knew what the counter-argument would be. But I totally disagree with it because it causes more problems than it solves them. Yeah, I know RotR rules are different. That’s why I want to change them.
I want them to be like EW because those work.

Originally Posted by
Ivan Braginski
My proposal is that GM factions can grow, but they can always only do one attack a turn, no matter how large they may become
OR
They can only take regions every 5/10 turns, though if they become larger they can still eventually take 2-3 regions a turn
Basic rule proposal
If this already hasn't been mentioned, I suggest that GM controlled factions cannot be taken over by current players. They whole purpose of GM controlled factions is so new players have a decent faction to begin playing, not for current players who want to hop around the map.
You’re complicating things.
Now current players will say it isn’t fair to be stuck with their factions for the entirety of the game (and I’m one of them). If non-player-controlled factions are allowed to expand, player-controlled factions must interact with them. How much interaction should there be?
That is an essential question with no easy answer. The simplest solution is to not have them expand at all until a player comes to take them.
Cheers! Warrior