From: olounela@klaava.Helsinki.FI (Olli Lounela)
Newsgroups: rec.games.go
Subject: Re: etiquette of time on IGS
Date: 8 Oct 92 15:12:26 GMT
Organization: University of Helsinki

In article <JULIANR.92Oct7171147@tay.aisb.ed.ac.uk> julianr@aisb.ed.ac.uk (Julian Richardson) writes:
>In article <1992Oct7.071149.27432@klaava.Helsinki.FI> tolvanen@klaava.Helsinki.FI (Martti Tolvanen) writes:
>>    Just my $0.02 worth: I think adding time is justified when there are
>>    network problems that steal time, but otherwise one should stick to the
>>    time limit given at the start of the game.  If you can't play fast
>>    enough, you lose, and maybe that'll motivate you to play faster or
>>    choose a more appropriate time limit next time. 
>> 
>I think this is rather severe. In an informal game, the point of the time limit
>is to encourage the players to play quickly enough.  Personally, if I am
>playing a (real live) friendly game and my flag drops, I usually continue with
>the game, even though I may already have lost in some sense. I would be
>inclined to adopt the same policy on the IGS.

I would tend to support Martti in this.  Once the time limit is agreed
upon, I think it should stand.  If you can't play fast, then make the
limits longer. 

The point here is a different one.  A lightning game is something that
(IMHO) bears little resemblance to 'real' game, friendly or otherwise. 
If one is willing to sacrifice thinking for speed, so be it, and if not,
then don't play lightning.

The same applies to slower games.  If I agree that I play within, say,
half an hour, I must play the game in that time.  If I don't, I'm bound
to suffer the byo-yomi (overtime), and if I don't survive that, I lose. 
I really think that the byo-yomi is enough of a safety device; one
should remember that all the other games are played under sudden death
(except for those of mr. Fischer's :-). 

The only exception I heartily approve are the delays caused by other
things than the player.  Net delays, line speeds, computer crashes and
all such; I for one cannot guarantee that I can play in 10 mins plus
byo-yomi, for any time the netlag may hit and cause a freeze of up to 10
mins (the Trans-Atlantic line seems far from optimal at times).  For the
same reason I'm generally forced to avoid byo-yomi altogether. 

And one more thing: I think that the friendliness of a game has nothing
to do with stretching the rules and/or terms of play.  I really
disapprove of several practises in the IGS, most notably that of asking
one's opponent to undo moves that actually aren't typos.  One should
think *BEFORE* playing, and visualize the result in one's head.  The
same applies to normal games: I never allow my opponent to take back a
move, except in some special cases (eg. teaching an absolute beginner). 
The friendliness of a game becomes not from these things but from the
attitude towards the game and the opponent.  I can be friendly without
breaking the rules.  Likewise, I don't consider a game friendly after
the opponent tries for that; I think it rude, and rudeness implies
little friendliness.  Furthermore, this is absolutely forbidden in
tournament games.  I would rather school myself for tournaments... 

Sorry to ramble, I know that most the players in IGS behave in proper
way, especially the strongest. 

-- 

	Olli, 3 dan
--
E-mail: olounela@cc.helsinki.fi           ! .sig still under construction.
Organization: Carnegie Mellon, Pittsburgh, PA