Advice for a newbie

Here is a sheet of advice we plan to give newbies. The advice is intended to
be generic and SIMPLE. Obviously experienced players will do much more than
this. If you can think of any basic advice I've missed, please say.

If you wish to comment - PLEASE don't hit reply, or we'll have several large
emails bouncing about!

Sam

···

**********************************

Middle Earth Basic Advice

This is a list of simple things you can do on your first turns of your first
game of Middle Earth. Its not subtle, but it will work. By the time you
have run a few turns, you�ll have your own ideas about how to rule your
nation and can discard these suggestions.

General
� Look at your frontsheet. Contact your allies. Find an experienced player
who is willing to take you under his or her wing.
� Get your turn in a few days before the deadline. Contact us if you are
unsure about something and we�ll do what we can to help explain.

Commanders
� If you have a 50+ rank commander at your capital, Raise Taxes to 60%
(order 300, p67). If you don�t have a 50, try with a 40 rank commander.
� If you have a 30+ rank commander at your capital, Name Commander (order
728, p93).
� Commanders of rank 35+ at your capital should Downgrade Relations (order
185, p63) to nearby enemy nations.
� All army commanders should Recruit Heavy Infantry (order 408, p75) from
Cities, Major Towns or Towns. Don�t bother with weapons, armour or food. The
morale loss from unfed troops is not important.
� If you meet an enemy army with one of your armies, your army commander
should Attack Enemy (order 230, p64) and Refuse Challenges (order 215, p63)

Agents
� Agents are not important until they reach rank 55+
� Rank 10-45 Stay at your capital, Guard Location (order 605, p87) and
Natsell (order 325, p 68)
� If you have a 30+ rank agent at your capital, Name Agent (order 731, p94).
� Levels 45-55 Move Character (order 810, p99) to an allied camp and Steal
Gold (order 690, p 92).

Emmissaries
� Rank 10-35 Stay at your capital or Move Character (order 810, p99) to any
population centre with a loyalty of 20 or below, and Infyour (order 520,
p84)
� If you have a 30+ rank emmisary at your capital, Name Emmisary (order 734,
p94).
� Level 35+ Move Character (order 810, p99) to non-road plains hexes. Create
camp (order 555, p 86) The rules do not tell you that there is a fixed limit
on the number of population centres in the game, so you must hurry. Your
allies will explain when that limit is reached.

Mages
� Mages are not important until they reach rank 55+
� Do not name more Mages.
� Prentice Magery (order 710, p 93) at your capital and Natsell (order 325,
p68)

Economy
� Always have two characters at your capital who can Natsell (order 325,
p68). Sell whichever two products will make you the most money, every turn.
Agents and Mages in training are good for this.
� Keep an eye on your revenue. If you have a deficit of, say, 6000 gold,
then make sure you leave 6000 gold in your treasury.
� If you have a deficit of over 10000 gold, tell your teammates to send you
some. Do not take no for an answer - it is entirely normal for rich nations
to give money to the poor. Also stop recruiting.

Nation Advice
� Woodmen: Attack 2305 and 2715. Name agents. Ask for gold
� Northmen: Name Emmisaries. Expect Dark Servant agents. Talk to the
Easterlings.
� Eothraim: Attack 3231. Ask for gold.
� Arthedain: Attack 1804. Talk to Rhudaur.
� Cardolan: Recruit everywhere and attack 1804. Talk to the Dunlendings.
� North Gondor. Attack 3224. Expect to be stolen from.
� South Gondor. Attack 3224. Talk to Harad and the Corsairs.
� Dwarves. Join in attacks by neighbours.
� Sinda. Attack 2715, 3124.
� Noldo. Attack 2409 and the Witch King. Give gold. Locate Artefacts.

� Witch King. Fight Arthedain and Cardolan. Ask for gold. Talk to Rhudaur.
� Dragon Lord. Ask for gold. Expect to lose 2715 soon. Talk to the
Dunlendings.
� Dog Lord. Fight Eothraim.
� Cloud Lord. Give Gold. Name agents.
� Blind Sorcerer. Give Gold. Locate Artefacts.
� Ice King. Delay Free armies. Ask for a �Back-up Pop centre�
� Quiet Avenger. Diplome with Hard and the Corsairs. Name emmisaries.
� Fire King. Recruit everywhere. Attack N Gondor.
� Long Rider. Make a super agent. Talk to the Easterlings. Attack Northmen.
� Dark Lieutenants. Support West Mordor.

� Neutrals. Talk to your neighbours. Change allegiance to the side which
gives you the best advice.

****************************************************************
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pbm@harlequingames.com me@middleearth.co.uk
www.harlequingames.com www.middleearth.co.uk

               340 North Road, Cardiff CF14 3BP
           Tel 029 2062 5665 12-6.30 Weekdays
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        Middle Earth - Legends - Serim Ral
            CTF 2187 - Starquest - Crack of Doom
                   Battle of the Planets - Exile

Name Emmisaries? I need more info. I'll look for those agents, and
Easterlings: we need to talk...

:~Northmen AKA Sauron's Bane

p.s; i'm getting a new computer soon and i'll get a new email address, so if
you don't get any replys, then wait!

···

� Northmen: Name Emmisaries. Expect Dark Servant agents. Talk to the
Easterlings

Order 725 to get a 30 rank Em and then build him up with 520s and 555 to
rank 40. As the NM you can name Ems at 40 (but you have to have a 40 rank+
Em to do it).

Clint

Name Emmisaries? I need more info. I'll look for those agents, and
Easterlings: we need to talk...

:~Northmen AKA Sauron's Bane

p.s; i'm getting a new computer soon and i'll get a new email address, so

if

···

you don't get any replys, then wait!

> � Northmen: Name Emmisaries. Expect Dark Servant agents. Talk to the
> Easterlings

Middle Earth PBM List - Harlequin Games
To Unsubscribe:www.onelist.com
http://dspace.dial.pipex.com/harlequin.games/list.htm

A couple of comments and points I disagree with in your sheet:

Here is a sheet of advice we plan to give newbies. The advice is intended to
be generic and SIMPLE.

UNDERSTOOD, but make sure that you tell THEM that this is simplified
advice, and STRESS the importance of getting a mentor.

If you wish to comment - PLEASE don't hit reply, or we'll have several large
emails bouncing about!

Well I'll reply and trim then. It will be harder for you to match my
comments to your original mail, but there you go.

Middle Earth Basic Advice
Commanders
· If you have a 30+ rank commander at your capital, Name Commander (order
728, p93).

DISAGREE This is not the best thing a C30 should do, and it's certainly
not ALWAYS the case for ANY nation. Some nations start with no E30s for
example. If that's the case then a NamChar C0 A0 E30 M0 is the first
command order most players will make.

· Commanders of rank 35+ at your capital should Downgrade Relations (order
185, p63) to nearby enemy nations.

DISAGREE Reword as "Try to keep a C35+ at you capital in order to
downgrade relations to enemy nations if you are sure that you are going
to fight them - this is not your most urgent priority, you can downgrade
at the start of the turn when you actually fight the battle."

EXPLANATION I have been dealing with a neutral recently whose 2500 hc +
godknowshowmany war machines just got assassinated. His excuse for not
having more backup commanders was that they were all in his capital
doing the essential work of upgrading to all his new friends and
downgrading to all his enemies.

· All army commanders should Recruit Heavy Infantry (order 408, p75) from
Cities, Major Towns or Towns. Don’t bother with weapons, armour or food. The
morale loss from unfed troops is not important.

ALTERATION Add: You may need to hire armies from scratch (order 770,
p96) order, but bear in mind the cost. If there is food in a population
centre when you hire an army, pick up at least 1 unit when you Hire Army
- your army will count as "fed" for one turn longer.

· If you meet an enemy army with one of your armies, your army commander
should Attack Enemy (order 230, p64) and Refuse Challenges (order 215, p63)

DISAGREE Delete last clause add sentence: Consider refusing challenge
(order 215, p63) or issuing challenge (order 210, p63) - factors
affecting your choice will include: your rank and the rank of the enemy
commander (table p111); whether or not you have a sub-commander (if
there ar no sub-commanders an army will disband when its commander
dies); the possible consequences for each nations of a lost challenge
(do either stand to lose their army, how big are the armies which could
be lost?).

Agents
· Agents are not important until they reach rank 55+

ADD: but once they reach rank 70+ they can be VERY important.

· Levels 45-55 Move Character (order 810, p99) to an allied camp and Steal
Gold (order 690, p 92).

ADD: it is usually best to get permission from your ally first. Gold
stolen from camps is negligible, but he may not appreciate it if he is
in financial difficulties.

Emmissaries
Your
allies will explain when that limit is reached.

IMPROVE - well they might all be newbies, or novices, so instead say:
If you fail to create a camp and do not get a message saying "continued
efforts may succeed" then the camp limit has been reached.

Mages
· Mages are not important until they reach rank 55+
· Do not name more Mages.

ADD Do not try to learn "hard" spells until you are rank 60+

· Prentice Magery (order 710, p 93) at your capital and Natsell (order 325,
p68)

DISAGREE If you tell the newbies to do this, then next time I am ClL I
shall make it a priority to make an early tour of the capitals to kill
all the mages.

Economy
· Always have two characters at your capital who can Natsell (order 325,
p68). Sell whichever two products will make you the most money, every turn.
Agents and Mages in training are good for this.

ALTER Say "low ranked characters are good for this - enemy assassins may
visit your capital, they know that they will usually find some
characters there."

Nation Advice

NAH You can't do it like this. Refer them to the strategy articles on
Bobbin's web site.

Regards,

Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/

···

Harlequin Games <pbm@harlequingames.com> wrote

Hey, your new one may have a shift key.

Regards,

Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/

···

nplindsell <nplindsell@classicfm.net> wrote

p.s; i'm getting a new computer soon and i'll get a new email address, so if
you don't get any replys, then wait!

Hello Laurence I think you have missed the point to a certain extent. This
is intended for the guys who has just picked up his rule book and hasn't got
an idea of what to do. We either get a turn whereby players do not really
know what is going on and quickly get beaten up, or worse still no turn at
all (good chance of that).

We find that 725 orders confuse new players so we left that one out. That's
for later turns. This is not intended for mid-experienced players. I
concur about the emphasisation of the get a mentor though and we'll ammend
that.

Did you mention if you thought it was a good thing overall?

Clint

Not in its current state. My point is that you have pitched it a little
too low. Admittedly, some of your new players are sub-literate, but at
the moment you've got too big a gap between the rulebook which is highly
complex and your guide which has over-simplified things to the extent of
actually giving wrong advice in a few places (where I commented). I was
merely trying to close that gap a little.

Regards,

Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/

···

Harlequin Games <pbm@harlequingames.com> wrote

Hello Laurence I think you have missed the point to a certain extent. This
is intended for the guys who has just picked up his rule book and hasn't got
an idea of what to do. We either get a turn whereby players do not really
know what is going on and quickly get beaten up, or worse still no turn at
all (good chance of that).
We find that 725 orders confuse new players so we left that one out. That's
for later turns. This is not intended for mid-experienced players. I
concur about the emphasisation of the get a mentor though and we'll ammend
that.
Did you mention if you thought it was a good thing overall?

>Mages
>� Mages are not important until they reach rank 55+
>� Do not name more Mages.

I disagree with the do not name more mages, I find after T20, good mages
are so important.

>� Prentice Magery (order 710, p 93) at your capital and Natsell (order 325,
>p68)
DISAGREE If you tell the newbies to do this, then next time I am ClL I
shall make it a priority to make an early tour of the capitals to kill
all the mages.
>

Why prentice at the capital when you can prentice at a pop ctr, though sometimes
when my mage is high enough and have lotsa wonderful toys, I purposely put him
in the capital so that when the CL comes visiting, I just love see a foolish CL
issue challenge or not refusing.

But Clint says we shouldn't go into the advance stuff yet.

>Economy
>� Always have two characters at your capital who can Natsell (order 325,
>p68). Sell whichever two products will make you the most money, every turn.
>Agents and Mages in training are good for this.
ALTER Say "low ranked characters are good for this - enemy assassins may
visit your capital, they know that they will usually find some
characters there."
>

Nah, the Advice should say, if you hate counting money, DON'T play me-pbm, :).

b.e.

>Did you mention if you thought it was a good thing overall?
Not in its current state. My point is that you have pitched it a little
too low.
Admittedly, some of your new players are sub-literate,

*** ...OUR new players.... :slight_smile: Your team-mates?! :slight_smile: As for sub-literate
would you not think that a tad insulting? We attempt to be as inclusive as
possible, and try not to be cater just to an "intellectual" elite. :slight_smile:

but at
the moment you've got too big a gap between the rulebook which is highly
complex and your guide which has over-simplified things to the extent of
actually giving wrong advice in a few places (where I commented). I was
merely trying to close that gap a little.

I think the rules are pretty simple - but if you have the psychological
disadvantage that I have, and I know some players exhibit, of hating to read
ANY form of rules, then you minimise what players need to learn at the
offset. Then they are able to play at a vaguely decent level, and then they
can learn from experience. As I mentioned earlier the 725 is a bit complex
but might be too essential to leave out. Keep 'em coming

···

Regards,

Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/

>Did you mention if you thought it was a good thing overall?
Not in its current state. My point is that you have pitched it a little
too low.
Admittedly, some of your new players are sub-literate,

*** ...OUR new players.... :slight_smile: Your team-mates?! :slight_smile: As for sub-literate
would you not think that a tad insulting? We attempt to be as inclusive as
possible, and try not to be cater just to an "intellectual" elite. :slight_smile:

but at
the moment you've got too big a gap between the rulebook which is highly
complex and your guide which has over-simplified things to the extent of
actually giving wrong advice in a few places (where I commented). I was
merely trying to close that gap a little.

I think the rules are pretty simple - but if you have the psychological
disadvantage that I have, and I know some players exhibit, of hating to read
ANY form of rules, then you minimise what players need to learn at the
offset. Then they are able to play at a vaguely decent level, and then they
can learn from experience. As I mentioned earlier the 725 is a bit complex
but might be too essential to leave out. Keep 'em coming

···

Regards,

Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/

>Did you mention if you thought it was a good thing overall?
Not in its current state. My point is that you have pitched it a little
too low.
Admittedly, some of your new players are sub-literate,

*** ...OUR new players.... :slight_smile: Your team-mates?! :slight_smile: As for sub-literate
would you not think that a tad insulting? We attempt to be as inclusive as
possible, and try not to be cater just to an "intellectual" elite. :slight_smile:

but at
the moment you've got too big a gap between the rulebook which is highly
complex and your guide which has over-simplified things to the extent of
actually giving wrong advice in a few places (where I commented). I was
merely trying to close that gap a little.

I think the rules are pretty simple - but if you have the psychological
disadvantage that I have, and I know some players exhibit, of hating to read
ANY form of rules, then you minimise what players need to learn at the
offset. Then they are able to play at a vaguely decent level, and then they
can learn from experience. As I mentioned earlier the 725 is a bit complex
but might be too essential to leave out. Keep 'em coming

···

Regards,

Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/

>Did you mention if you thought it was a good thing overall?
Not in its current state. My point is that you have pitched it a little
too low.
Admittedly, some of your new players are sub-literate,

*** ...OUR new players.... :slight_smile: Your team-mates?! :slight_smile: As for sub-literate
would you not think that a tad insulting? We attempt to be as inclusive as
possible, and try not to be cater just to an "intellectual" elite. :slight_smile:

but at
the moment you've got too big a gap between the rulebook which is highly
complex and your guide which has over-simplified things to the extent of
actually giving wrong advice in a few places (where I commented). I was
merely trying to close that gap a little.

I think the rules are pretty simple - but if you have the psychological
disadvantage that I have, and I know some players exhibit, of hating to read
ANY form of rules, then you minimise what players need to learn at the
offset. Then they are able to play at a vaguely decent level, and then they
can learn from experience. As I mentioned earlier the 725 is a bit complex
but might be too essential to leave out. Keep 'em coming

···

Regards,

Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/

Yep but most new players that make it to turn 20 are no longer a newbie.
For example I have been watching my team-mate in ME46 get his Mage upto rank
70 ish and that character has done nothing constructive in the game - ie
they can then make the decisions that experience enable you to make. Mages
are harder to use, whereas the other characters are easier.

> >� Do not name more Mages.
>
I disagree with the do not name more mages, I find after T20, good mages
are so important.

> >� Prentice Magery (order 710, p 93) at your capital and Natsell (order

325,

> >p68)
> DISAGREE If you tell the newbies to do this, then next time I am ClL I
> shall make it a priority to make an early tour of the capitals to kill
> all the mages.
> >
Why prentice at the capital when you can prentice at a pop ctr, though

sometimes

when my mage is high enough and have lotsa wonderful toys, I purposely put

him

in the capital so that when the CL comes visiting, I just love see a

foolish CL

issue challenge or not refusing.

But Clint says we shouldn't go into the advance stuff yet.

Too advanced - don't forget that 25% of the players don't even get a first
turn in - we are trying to get people past this first stage. B.E. you might
want to check out the Legends guide that I am writing (strange swop of
responsibilities here!) for an example of the level we are pitching to...
:slight_smile:

> >Economy
> >� Always have two characters at your capital who can Natsell (order

325,

> >p68). Sell whichever two products will make you the most money, every

turn.

> >Agents and Mages in training are good for this.
> ALTER Say "low ranked characters are good for this - enemy assassins may
> visit your capital, they know that they will usually find some
> characters there."
> >

*** Yes sounds good.

Nah, the Advice should say, if you hate counting money, DON'T play me-pbm,

:).
Um - good point - we have got Ed playing a game and the only other MEPBM he
played he blew himself up so yes to a certain extent true... (as I can tell

Clint

···

from my own experience!) :slight_smile:

b.e.

Yep but most new players that make it to turn 20 are no longer a newbie.
For example I have been watching my team-mate in ME46 get his Mage upto rank
70 ish and that character has done nothing constructive in the game - ie
they can then make the decisions that experience enable you to make. Mages
are harder to use, whereas the other characters are easier.

> >� Do not name more Mages.
>
I disagree with the do not name more mages, I find after T20, good mages
are so important.

> >� Prentice Magery (order 710, p 93) at your capital and Natsell (order

325,

> >p68)
> DISAGREE If you tell the newbies to do this, then next time I am ClL I
> shall make it a priority to make an early tour of the capitals to kill
> all the mages.
> >
Why prentice at the capital when you can prentice at a pop ctr, though

sometimes

when my mage is high enough and have lotsa wonderful toys, I purposely put

him

in the capital so that when the CL comes visiting, I just love see a

foolish CL

issue challenge or not refusing.

But Clint says we shouldn't go into the advance stuff yet.

Too advanced - don't forget that 25% of the players don't even get a first
turn in - we are trying to get people past this first stage. B.E. you might
want to check out the Legends guide that I am writing (strange swop of
responsibilities here!) for an example of the level we are pitching to...
:slight_smile:

> >Economy
> >� Always have two characters at your capital who can Natsell (order

325,

> >p68). Sell whichever two products will make you the most money, every

turn.

> >Agents and Mages in training are good for this.
> ALTER Say "low ranked characters are good for this - enemy assassins may
> visit your capital, they know that they will usually find some
> characters there."
> >

*** Yes sounds good.

Nah, the Advice should say, if you hate counting money, DON'T play me-pbm,

:).
Um - good point - we have got Ed playing a game and the only other MEPBM he
played he blew himself up so yes to a certain extent true... (as I can tell

Clint

···

from my own experience!) :slight_smile:

b.e.

Yep but most new players that make it to turn 20 are no longer a newbie.
For example I have been watching my team-mate in ME46 get his Mage upto rank
70 ish and that character has done nothing constructive in the game - ie
they can then make the decisions that experience enable you to make. Mages
are harder to use, whereas the other characters are easier.

> >� Do not name more Mages.
>
I disagree with the do not name more mages, I find after T20, good mages
are so important.

> >� Prentice Magery (order 710, p 93) at your capital and Natsell (order

325,

> >p68)
> DISAGREE If you tell the newbies to do this, then next time I am ClL I
> shall make it a priority to make an early tour of the capitals to kill
> all the mages.
> >
Why prentice at the capital when you can prentice at a pop ctr, though

sometimes

when my mage is high enough and have lotsa wonderful toys, I purposely put

him

in the capital so that when the CL comes visiting, I just love see a

foolish CL

issue challenge or not refusing.

But Clint says we shouldn't go into the advance stuff yet.

Too advanced - don't forget that 25% of the players don't even get a first
turn in - we are trying to get people past this first stage. B.E. you might
want to check out the Legends guide that I am writing (strange swop of
responsibilities here!) for an example of the level we are pitching to...
:slight_smile:

> >Economy
> >� Always have two characters at your capital who can Natsell (order

325,

> >p68). Sell whichever two products will make you the most money, every

turn.

> >Agents and Mages in training are good for this.
> ALTER Say "low ranked characters are good for this - enemy assassins may
> visit your capital, they know that they will usually find some
> characters there."
> >

*** Yes sounds good.

Nah, the Advice should say, if you hate counting money, DON'T play me-pbm,

:).
Um - good point - we have got Ed playing a game and the only other MEPBM he
played he blew himself up so yes to a certain extent true... (as I can tell

Clint

···

from my own experience!) :slight_smile:

b.e.

Yep but most new players that make it to turn 20 are no longer a newbie.
For example I have been watching my team-mate in ME46 get his Mage upto rank
70 ish and that character has done nothing constructive in the game - ie
they can then make the decisions that experience enable you to make. Mages
are harder to use, whereas the other characters are easier.

> >� Do not name more Mages.
>
I disagree with the do not name more mages, I find after T20, good mages
are so important.

> >� Prentice Magery (order 710, p 93) at your capital and Natsell (order

325,

> >p68)
> DISAGREE If you tell the newbies to do this, then next time I am ClL I
> shall make it a priority to make an early tour of the capitals to kill
> all the mages.
> >
Why prentice at the capital when you can prentice at a pop ctr, though

sometimes

when my mage is high enough and have lotsa wonderful toys, I purposely put

him

in the capital so that when the CL comes visiting, I just love see a

foolish CL

issue challenge or not refusing.

But Clint says we shouldn't go into the advance stuff yet.

Too advanced - don't forget that 25% of the players don't even get a first
turn in - we are trying to get people past this first stage. B.E. you might
want to check out the Legends guide that I am writing (strange swop of
responsibilities here!) for an example of the level we are pitching to...
:slight_smile:

> >Economy
> >� Always have two characters at your capital who can Natsell (order

325,

> >p68). Sell whichever two products will make you the most money, every

turn.

> >Agents and Mages in training are good for this.
> ALTER Say "low ranked characters are good for this - enemy assassins may
> visit your capital, they know that they will usually find some
> characters there."
> >

*** Yes sounds good.

Nah, the Advice should say, if you hate counting money, DON'T play me-pbm,

:).
Um - good point - we have got Ed playing a game and the only other MEPBM he
played he blew himself up so yes to a certain extent true... (as I can tell

Clint

···

from my own experience!) :slight_smile:

b.e.

>Did you mention if you thought it was a good thing overall?
Not in its current state. My point is that you have pitched it a little
too low.
Admittedly, some of your new players are sub-literate,

*** ...OUR new players.... :slight_smile: Your team-mates?! :slight_smile:

Yes those are the ones. I blame you for attracting them.

As for sub-literate
would you not think that a tad insulting?

Yes.

We attempt to be as inclusive as
possible,

Yes but you get paid to put up with them and be tolerant and virtuous, I
don't.

Joking aside, there have been one or two times when I've encountered
"players" who still seem to be in short trousers. One "contributes"
regularly to this group and whilst he provides me with regular amusement
here, I wouldn't want to get lumbered with him (or him and half a dozen
little pals) in a team. The very thought is a cold nightmare! Which
brings me back to the "Player rating system"... Now if only I could
summon up the energy...

Regards,

Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/

···

Harlequin Games <pbm@harlequingames.com> wrote

>Did you mention if you thought it was a good thing overall?
Not in its current state. My point is that you have pitched it a little
too low.
Admittedly, some of your new players are sub-literate,

*** ...OUR new players.... :slight_smile: Your team-mates?! :slight_smile: As for sub-literate
would you not think that a tad insulting? We attempt to be as inclusive as
possible, and try not to be cater just to an "intellectual" elite. :slight_smile:

but at
the moment you've got too big a gap between the rulebook which is highly
complex and your guide which has over-simplified things to the extent of
actually giving wrong advice in a few places (where I commented). I was
merely trying to close that gap a little.

I think the rules are pretty simple - but if you have the psychological
disadvantage that I have, and I know some players exhibit, of hating to read
ANY form of rules, then you minimise what players need to learn at the
offset. Then they are able to play at a vaguely decent level, and then they
can learn from experience. As I mentioned earlier the 725 is a bit complex
but might be too essential to leave out. Keep 'em coming

···

Regards,

Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/

Yep but most new players that make it to turn 20 are no longer a newbie.
For example I have been watching my team-mate in ME46 get his Mage upto rank
70 ish and that character has done nothing constructive in the game - ie
they can then make the decisions that experience enable you to make. Mages
are harder to use, whereas the other characters are easier.

> >� Do not name more Mages.
>
I disagree with the do not name more mages, I find after T20, good mages
are so important.

> >� Prentice Magery (order 710, p 93) at your capital and Natsell (order

325,

> >p68)
> DISAGREE If you tell the newbies to do this, then next time I am ClL I
> shall make it a priority to make an early tour of the capitals to kill
> all the mages.
> >
Why prentice at the capital when you can prentice at a pop ctr, though

sometimes

when my mage is high enough and have lotsa wonderful toys, I purposely put

him

in the capital so that when the CL comes visiting, I just love see a

foolish CL

issue challenge or not refusing.

But Clint says we shouldn't go into the advance stuff yet.

Too advanced - don't forget that 25% of the players don't even get a first
turn in - we are trying to get people past this first stage. B.E. you might
want to check out the Legends guide that I am writing (strange swop of
responsibilities here!) for an example of the level we are pitching to...
:slight_smile:

> >Economy
> >� Always have two characters at your capital who can Natsell (order

325,

> >p68). Sell whichever two products will make you the most money, every

turn.

> >Agents and Mages in training are good for this.
> ALTER Say "low ranked characters are good for this - enemy assassins may
> visit your capital, they know that they will usually find some
> characters there."
> >

*** Yes sounds good.

Nah, the Advice should say, if you hate counting money, DON'T play me-pbm,

:).
Um - good point - we have got Ed playing a game and the only other MEPBM he
played he blew himself up so yes to a certain extent true... (as I can tell

Clint

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from my own experience!) :slight_smile:

b.e.

Harlequin Games wrote:

Yep but most new players that make it to turn 20 are no longer a newbie.
For example I have been watching my team-mate in ME46 get his Mage upto rank
70 ish and that character has done nothing constructive in the game - ie
they can then make the decisions that experience enable you to make. Mages
are harder to use, whereas the other characters are easier.

etc etc et bloody cetera

Anyone know why there were five or six copies of this post?

Gavin