Things to think through:
- DM team; how many and who?
- how many players?
- geographic location (there are several good spots)
- geographic extent (from a local game with just a few realms to a really big RoE-type game)
- what types of domains will be available
- frequency of turns
- amount of interaction vs. focs on strategy
- number of turns to be played
- should agendas be used?
- rules?
1) As many as it takes? I would suggest one "Head DM" however.
2) I don't think it should be that many more than what we've been working with so far - if we could group people better together too, that should be sufficient. Seems to me it wasn't as much a lack of players as it was a lack of common areas of interaction between them that we ran into last time.
3) If we're playing paralel to present time, I've always wanted to look closer at Rjurik. There's quite a few scandinavians among us too, so digging into vikingy things could be interesting
Brechtur might work too, for a more political/hansatic league and less warmongering game. If time and space doesn't matter, I wouldn't mind having a go at Adurias, pre-exodus. Little is written so it could make a good opportunity to create ancient history. Or perhaps we could even play around the time of exodus - like a colonization game, with humans landing on Cerelia. Mass invasion of goblin/elven lands should give everybody common grounds for interaction. And it poses lots of possibility for both adventuring, backstabbing and politicking. Also gives the opportunity to meet a young(er) Ruobhe and pre-arachnid Spider as a big badguys. But really, as long as the story's there, I'm good.
4) I'd do what you guys initially did with RoE (only in English this time). Start small, and if needed, enlarge the scope.
5) Primarily landed, with temples/guilds in second line and wizards last.
6) A month, give or take. Any less, and I fear I'll be stressing to meet deadlines each turn.
7) I liked how things where in RoE. What's that? 60/40? 50/50?
As cool as it would be, to see children grow into men and women who in turn will wage their own wars, I'd start with something "manageable". 20 turns? And if we get that far, we could always decide whether we just push on as is, or take a small leap in time. That'd also be a natural point to switch realms.
9) Yes! Agendas was part of the awesomeness that is RoE. Ambition is the motor of this political beast!
10) I struggled with the micromanagement of realms in RoE from time to time, but loved the complexity of its warfare. I wouldn't mind simplifying things a bit, though.