billiv15 wrote:
Grand Moff Boris wrote:
We end up playing 3 rounds in an hour and the score is 18-10 in your favor. Did someone play slow? Which player?
Both. Give both a warning. 3 Rounds is not an acceptable play speed by either player, doesn't matter how many evades were made. But if the judge is trying to decide after the game is over, and has never talked to either player, there are other issues at stake, as you mention later. If done right, both players would likely get a friendly warning long before the conclusion of the game. But honestly, I would have no problem as the judge giving both of them one at the end either. And when I have judged, I did not require my players to call me over to issue one either. But I only had 26 players at that event, so it was one person watching 13 games.
I'm sorry. I just don't see it as a black and white issue, based on personal experiences. Some people simply don't have the mental prowess to play at the same speed as others, and these guidelines seem to, IMO, discriminate against people in that category. (I know it is not intentional, but nevertheless.)
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Grand Moff Boris wrote:
To me, based on my own experiences as a judge at GenCon, the problem lies with the players' ability or desire to alert a judge early in the game about a problem. Once time is called, that is not the time to raise a stink about it. But that is exactly what happens usually. Someone loses, and they feel they should have had more time. But reverse the situation where the player wins and it's no big deal.
Sure it does. And that problem stems from three things. 1) that players think slow play = cheating and stalling. Most people do not want to call anyone for doing something illegal unless they are absolutely sure. 2) Further, our community reaction to it has been negative. When people do call for a judge, the automatic response has been that the person calling them is a jerk. 3) That our judges have not been equipped through the DCI Floor Rules with how to deal with it properly. Guidelines give players an expectation of what they need to be doing, and judges a guide by which to make their decisions. Guidelines are not binding, and as always, the judge still has final say for enforcement.
As far as the insinuation that players only care when they lose, I find that to be untrue. What is going on, is that players tolerate it when they think they are going to win anyway, to avoid making a scene.
This is a more accurate way to describe it, thank you.
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But I think it's been well established that this community by and large does not want to play timed games. And further, judges have also been the cause of this trend as well, by only acting when the outcome of a game has been affected. Judges need to be issuing warnings earlier in games, and not holding out until the end to see if it matters. The idea of the guidelines is to give them the tools in the floor rules to do so.
I just think its going to have unintended consequences. For example:
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The players could have been reporting more slow play issues than they did, which I believe having guidelines will enduce...
These guidelines will have people coming out of the woodwork, looking to blame their bad games - losses - on the fact that they didn't play the recommended number of rounds. I don't really want to have another knock-down drag-out over this, but I just think you are opening a door that we may never be able to close, one that introduces a lot of unnecessary headache for judges.
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So unless you are prepared to say that the way Dean judges is unfair, or is not the most fair way that it can be done in dealing with slow play, then I fail to understand your concerns.
I thought Dean handled the Championship just fine, and at no point did I ever observe him asking people how many rounds they had played. I thought - as a player observing games going to time - that it was obvious without asking how many rounds were played who was playing slow.