Balanced Games

There is no formula as such. I look for players of similar skill, team-play
and experience and split them. Then I let you guys decide the outcome.

···

----- Original Message ----

From: ME Games Ltd <me@MiddleEarthGames.com>

-------------------------------------------------

For the record, I've been on the victorious side for all of these games I'm "whining" about, so I'm not finger pointing at all the "noobs" on my team and taking no responsibility. Just food for thought - besides the "obvious patterns", if there's anything else that might be considered?

Really, I'm just finding these game unfortunate and some other customers are rather upset.

Cheers,

Brad

I attempt to split teams up - I know some of you guys have been on the receiving end of my emails like "got too many DS, need some FP" or "Fred says he's playing with you but John hasn't said anything - that makes a team of 6." So I try to work behind the scenes as well - it needs players to co-operate in those circumstances if you want me to balance games more.

Clint

From: ME Games Ltd <me@MiddleEarthGames.com>

There is no formula as such. I look for players of similar skill, team-play
and experience and split them. Then I let you guys decide the outcome.
-------------------------------------------------

For the record, I've been on the victorious side for all of these games I'm "whining" about, so I'm not finger pointing at all the "noobs" on my team and taking no responsibility. Just food for thought - besides the "obvious patterns", if there's anything else that might be considered?

Really, I'm just finding these game unfortunate and some other customers are rather upset.

Cheers,

Brad

------------------------------------

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     Middle Earth Games Ltd

Website: <http://www.middleearthgames.com>www.middleearthgames.com

Email: <mailto:me@middleearthgames.com>me@middleearthgames.com

Post: UK: 340 North Road, Cardiff CF14 3BP UK
US: ME Games Ltd, 73 Edgewood Terrace, South Bound Brook NJ 08880

Telephone: Phone Times: 10am-6:30pm UK Time (BST); 5am-1.30 (EST)
UK: 029 2091 3359 (029 2062 5665 can be used if main engaged)
(Dial 011 44 29 2091 3359 if in the US)
US Phone: (732) 642-8777 EST

Fax: 029 2062 5532 (24 hours)

···

At 23:22 27/06/08, you wrote:

----- Original Message ----

----------

Middle Earth Games Ltd

Website: <http://www.middleearthgames.com>www.middleearthgames.com

Email: <mailto:me@middleearthgames.com>me@middleearthgames.com

Post: UK: 340 North Road, Cardiff CF14 3BP UK
US: ME Games Ltd, 73 Edgewood Terrace, South Bound Brook NJ 08880

Telephone: Phone Times: 10am-6:30pm UK Time (BST); 5am-1.30 (EST)
UK: 029 2091 3359 (029 2062 5665 can be used if main engaged)
(Dial 011 44 29 2091 3359 if in the US)
US Phone: (732) 642-8777 EST

Fax: 029 2062 5532 (24 hours)

Well, this was my first normal game - I've played exclusively grudge games
so far. A great disappointment it was, ending on t5 for all practical
purposes.

There are obviously two factors in normal games here that threaten to mess
things up:
- The "indie" nature of the game - each side is not a team but a random
assortment of people, so it likely that the better players end up on one
side and the worse on the other, or than one side has better
teamwork/communication, the other not
- The neutrals - they are free to do what they want, and we all know that
some alignments can be quite unbalanced.

So, IMHO if you want more balanced games, take one of the factors out:
- Either pre-align the neutrals as per grudge games and then have randomized
teams
- Allow teams of people to join pickup games, announcing however to the rest
of the participants the fact (e.g. Marios' team of 5 has joined game 87, FP
side) so people may react accordingly.

Obviously the first solution is easier to implement.

···

On Sat, Jun 28, 2008 at 2:51 AM, ME Games Ltd <me@middleearthgames.com> wrote:

  I attempt to split teams up - I know some of you guys have been on the
receiving end of my emails like "got too many DS, need some FP" or "Fred
says he's playing with you but John hasn't said anything - that makes a
team of 6." So I try to work behind the scenes as well - it needs players
to co-operate in those circumstances if you want me to balance games more.

Clint

At 23:22 27/06/08, you wrote:
>----- Original Message ----
>
>From: ME Games Ltd <me@MiddleEarthGames.com <me%40MiddleEarthGames.com>>
>
>There is no formula as such. I look for players of similar skill,
team-play
>and experience and split them. Then I let you guys decide the outcome.
>-------------------------------------------------
>
>For the record, I've been on the victorious side for all of these games
>I'm "whining" about, so I'm not finger pointing at all the "noobs" on my
>team and taking no responsibility. Just food for thought - besides the
>"obvious patterns", if there's anything else that might be considered?
>
>Really, I'm just finding these game unfortunate and some other customers
>are rather upset.
>
>Cheers,
>
>Brad
>
>------------------------------------
>
>Middle Earth PBM - hit reply to send to everyone
>To Unsubscribe: http://www.yahoogroups.com
>Website: http://www.MiddleEarthGames.com
>Yahoo! Groups Links
>
>
>

Middle Earth Games Ltd

Website: <http://www.middleearthgames.com>www.middleearthgames.com

Email: <mailto:me@middleearthgames.com <me%40middleearthgames.com>>
me@middleearthgames.com <me%40middleearthgames.com>

Post: UK: 340 North Road, Cardiff CF14 3BP UK
US: ME Games Ltd, 73 Edgewood Terrace, South Bound Brook NJ 08880

Telephone: Phone Times: 10am-6:30pm UK Time (BST); 5am-1.30 (EST)
UK: 029 2091 3359 (029 2062 5665 can be used if main engaged)
(Dial 011 44 29 2091 3359 if in the US)
US Phone: (732) 642-8777 EST

Fax: 029 2062 5532 (24 hours)

----------

Middle Earth Games Ltd

Website: <http://www.middleearthgames.com>www.middleearthgames.com

Email: <mailto:me@middleearthgames.com <me%40middleearthgames.com>>
me@middleearthgames.com <me%40middleearthgames.com>

Post: UK: 340 North Road, Cardiff CF14 3BP UK
US: ME Games Ltd, 73 Edgewood Terrace, South Bound Brook NJ 08880

Telephone: Phone Times: 10am-6:30pm UK Time (BST); 5am-1.30 (EST)
UK: 029 2091 3359 (029 2062 5665 can be used if main engaged)
(Dial 011 44 29 2091 3359 if in the US)
US Phone: (732) 642-8777 EST

Fax: 029 2062 5532 (24 hours)

[Non-text portions of this message have been removed]

Players like playing neutrals though. I don't want to take away that element of the game.

Clint (GM)

Well, this was my first normal game - I've played exclusively grudge games
so far. A great disappointment it was, ending on t5 for all practical
purposes.

There are obviously two factors in normal games here that threaten to mess
things up:
- The "indie" nature of the game - each side is not a team but a random
assortment of people, so it likely that the better players end up on one
side and the worse on the other, or than one side has better
teamwork/communication, the other not
- The neutrals - they are free to do what they want, and we all know that
some alignments can be quite unbalanced.

So, IMHO if you want more balanced games, take one of the factors out:
- Either pre-align the neutrals as per grudge games and then have randomized
teams
- Allow teams of people to join pickup games, announcing however to the rest
of the participants the fact (e.g. Marios' team of 5 has joined game 87, FP
side) so people may react accordingly.

Obviously the first solution is easier to implement.

> I attempt to split teams up - I know some of you guys have been on the
> receiving end of my emails like "got too many DS, need some FP" or "Fred
> says he's playing with you but John hasn't said anything - that makes a
> team of 6." So I try to work behind the scenes as well - it needs players
> to co-operate in those circumstances if you want me to balance games more.
>
> Clint
>
> >
> >From: ME Games Ltd <<mailto:me%40MiddleEarthGames.com>me@MiddleEarthGames.com <me%40MiddleEarthGames.com>>
> >
> >There is no formula as such. I look for players of similar skill,
> team-play
> >and experience and split them. Then I let you guys decide the outcome.
> >-------------------------------------------------
> >
> >For the record, I've been on the victorious side for all of these games
> >I'm "whining" about, so I'm not finger pointing at all the "noobs" on my
> >team and taking no responsibility. Just food for thought - besides the
> >"obvious patterns", if there's anything else that might be considered?
> >
> >Really, I'm just finding these game unfortunate and some other customers
> >are rather upset.
> >
> >Cheers,
> >
> >Brad
> >
> >------------------------------------
> >
> >Middle Earth PBM - hit reply to send to everyone
> >To Unsubscribe: <http://www.yahoogroups.com>http://www.yahoogroups.com
> >Website: <http://www.MiddleEarthGames.com>http://www.MiddleEarthGames.com
> >Yahoo! Groups Links
> >
>
> Middle Earth Games Ltd
>
> Website: <<http://www.middleearthgames.com>http://www.middleearthgames.com>www.middleearthgames.com
>
> Email: <mailto:me@middleearthgames.com <me%40middleearthgames.com>>
> <mailto:me%40middleearthgames.com>me@middleearthgames.com <me%40middleearthgames.com>
>
> Post: UK: 340 North Road, Cardiff CF14 3BP UK
> US: ME Games Ltd, 73 Edgewood Terrace, South Bound Brook NJ 08880
>
> Telephone: Phone Times: 10am-6:30pm UK Time (BST); 5am-1.30 (EST)
> UK: 029 2091 3359 (029 2062 5665 can be used if main engaged)
> (Dial 011 44 29 2091 3359 if in the US)
> US Phone: (732) 642-8777 EST
>
> Fax: 029 2062 5532 (24 hours)
>
> ----------
>
> Middle Earth Games Ltd
>
> Website: <<http://www.middleearthgames.com>http://www.middleearthgames.com>www.middleearthgames.com
>
> Email: <mailto:me@middleearthgames.com <me%40middleearthgames.com>>
> <mailto:me%40middleearthgames.com>me@middleearthgames.com <me%40middleearthgames.com>
>
> Post: UK: 340 North Road, Cardiff CF14 3BP UK
> US: ME Games Ltd, 73 Edgewood Terrace, South Bound Brook NJ 08880
>
> Telephone: Phone Times: 10am-6:30pm UK Time (BST); 5am-1.30 (EST)
> UK: 029 2091 3359 (029 2062 5665 can be used if main engaged)
> (Dial 011 44 29 2091 3359 if in the US)
> US Phone: (732) 642-8777 EST
>
> Fax: 029 2062 5532 (24 hours)
>

[Non-text portions of this message have been removed]

     Middle Earth Games Ltd

Website: <http://www.middleearthgames.com>www.middleearthgames.com

Email: <mailto:me@middleearthgames.com>me@middleearthgames.com

Post: UK: 340 North Road, Cardiff CF14 3BP UK
US: ME Games Ltd, 73 Edgewood Terrace, South Bound Brook NJ 08880

Telephone: Phone Times: 10am-6:30pm UK Time (BST); 5am-1.30 (EST)
UK: 029 2091 3359 (029 2062 5665 can be used if main engaged)
(Dial 011 44 29 2091 3359 if in the US)
US Phone: (732) 642-8777 EST

Fax: 029 2062 5532 (24 hours)

···

At 11:47 28/06/08, you wrote:

On Sat, Jun 28, 2008 at 2:51 AM, ME Games Ltd ><<mailto:me%40middleearthgames.com>me@middleearthgames.com> >wrote:
> At 23:22 27/06/08, you wrote:
> >----- Original Message ----

----------

Middle Earth Games Ltd

Website: <http://www.middleearthgames.com>www.middleearthgames.com

Email: <mailto:me@middleearthgames.com>me@middleearthgames.com

Post: UK: 340 North Road, Cardiff CF14 3BP UK
US: ME Games Ltd, 73 Edgewood Terrace, South Bound Brook NJ 08880

Telephone: Phone Times: 10am-6:30pm UK Time (BST); 5am-1.30 (EST)
UK: 029 2091 3359 (029 2062 5665 can be used if main engaged)
(Dial 011 44 29 2091 3359 if in the US)
US Phone: (732) 642-8777 EST

Fax: 029 2062 5532 (24 hours)

.and truth to be told, I enjoy trying to woo the neutrals and enjoy being
wooed BY the neutrals.

If you like the balance issue, try a Gunboat game with limited
communication. Those are fun.

Jeffery A. Dobberpuhl

2500 New Brighton Suite 201, Highway 88

St. Anthony, MN 55418

attorney@electricattorney.com

612 788-9699 (Voice)

612 788-9799 (Facsimile)

···

_____

From: mepbmlist@yahoogroups.com [mailto:mepbmlist@yahoogroups.com] On Behalf
Of ME Games Ltd
Sent: Saturday, June 28, 2008 9:04 AM
To: mepbmlist@yahoogroups.com
Subject: Re: [mepbmlist] Balanced Games

Players like playing neutrals though. I don't want to take away that
element of the game.

Clint (GM)
At 11:47 28/06/08, you wrote:

Well, this was my first normal game - I've played exclusively grudge games
so far. A great disappointment it was, ending on t5 for all practical
purposes.

There are obviously two factors in normal games here that threaten to mess
things up:
- The "indie" nature of the game - each side is not a team but a random
assortment of people, so it likely that the better players end up on one
side and the worse on the other, or than one side has better
teamwork/communication, the other not
- The neutrals - they are free to do what they want, and we all know that
some alignments can be quite unbalanced.

So, IMHO if you want more balanced games, take one of the factors out:
- Either pre-align the neutrals as per grudge games and then have

randomized

teams
- Allow teams of people to join pickup games, announcing however to the

rest

of the participants the fact (e.g. Marios' team of 5 has joined game 87, FP
side) so people may react accordingly.

Obviously the first solution is easier to implement.

On Sat, Jun 28, 2008 at 2:51 AM, ME Games Ltd ><<mailto:me%40middleearthgames.com>me@middleearthgames <mailto:me%40middleearthgames.com> .com> >wrote:

> I attempt to split teams up - I know some of you guys have been on the
> receiving end of my emails like "got too many DS, need some FP" or "Fred
> says he's playing with you but John hasn't said anything - that makes a
> team of 6." So I try to work behind the scenes as well - it needs

players

> to co-operate in those circumstances if you want me to balance games

more.

>
> Clint
>
>
> At 23:22 27/06/08, you wrote:
> >----- Original Message ----
> >
> >From: ME Games Ltd
<<mailto:me%40MiddleEarthGames.com>me@MiddleEarthGames

<mailto:me%40MiddleEarthGames.com> .com

<me%40MiddleEarthGames.com>>
> >
> >There is no formula as such. I look for players of similar skill,
> team-play
> >and experience and split them. Then I let you guys decide the outcome.
> >-------------------------------------------------
> >
> >For the record, I've been on the victorious side for all of these games
> >I'm "whining" about, so I'm not finger pointing at all the "noobs" on

my

> >team and taking no responsibility. Just food for thought - besides the
> >"obvious patterns", if there's anything else that might be considered?
> >
> >Really, I'm just finding these game unfortunate and some other

customers

> >are rather upset.
> >
> >Cheers,
> >
> >Brad
> >
> >------------------------------------
> >
> >Middle Earth PBM - hit reply to send to everyone
> >To Unsubscribe: <http://www.yahoogroups.com>

ups.com>http://www.yahoogroups.com> ups.com

> >Website: <http://www.MiddleEarthGames.com>

rthGames.com>http://www.MiddleEarthGames.com>
rthGames.com

> >Yahoo! Groups Links
> >
> >
> >
>
> Middle Earth Games Ltd
>
> Website:
<<http://www.middleearthgames.com>

rthgames.com>http://www.middleearthgames.com>
rthgames.com>www.middleearthgames.com

>
> Email: <mailto:me@middleearthgames <mailto:me%40middleearthgames.com>

.com <me%40middleearthgames.com>>

> <mailto:me%40middleearthgames.com>me@middleearthgames

<mailto:me%40middleearthgames.com> .com

<me%40middleearthgames.com>
>
> Post: UK: 340 North Road, Cardiff CF14 3BP UK
> US: ME Games Ltd, 73 Edgewood Terrace, South Bound Brook NJ 08880
>
> Telephone: Phone Times: 10am-6:30pm UK Time (BST); 5am-1.30 (EST)
> UK: 029 2091 3359 (029 2062 5665 can be used if main engaged)
> (Dial 011 44 29 2091 3359 if in the US)
> US Phone: (732) 642-8777 EST
>
> Fax: 029 2062 5532 (24 hours)
>
> ----------
>
> Middle Earth Games Ltd
>
> Website:
<<http://www.middleearthgames.com>

rthgames.com>http://www.middleearthgames.com>
rthgames.com>www.middleearthgames.com

>
> Email: <mailto:me@middleearthgames <mailto:me%40middleearthgames.com>

.com <me%40middleearthgames.com>>

> <mailto:me%40middleearthgames.com>me@middleearthgames

<mailto:me%40middleearthgames.com> .com

<me%40middleearthgames.com>
>
> Post: UK: 340 North Road, Cardiff CF14 3BP UK
> US: ME Games Ltd, 73 Edgewood Terrace, South Bound Brook NJ 08880
>
> Telephone: Phone Times: 10am-6:30pm UK Time (BST); 5am-1.30 (EST)
> UK: 029 2091 3359 (029 2062 5665 can be used if main engaged)
> (Dial 011 44 29 2091 3359 if in the US)
> US Phone: (732) 642-8777 EST
>
> Fax: 029 2062 5532 (24 hours)
>
>
>

[Non-text portions of this message have been removed]

Middle Earth Games Ltd

Website: <http://www.middleearthgames.com>
rthgames.com>www.middleearthgames.com

Email: <mailto:me@middleearthgames <mailto:me%40middleearthgames.com>
.com>me@middleearthgames <mailto:me%40middleearthgames.com> .com

Post: UK: 340 North Road, Cardiff CF14 3BP UK
US: ME Games Ltd, 73 Edgewood Terrace, South Bound Brook NJ 08880

Telephone: Phone Times: 10am-6:30pm UK Time (BST); 5am-1.30 (EST)
UK: 029 2091 3359 (029 2062 5665 can be used if main engaged)
(Dial 011 44 29 2091 3359 if in the US)
US Phone: (732) 642-8777 EST

Fax: 029 2062 5532 (24 hours)

----------

Middle Earth Games Ltd

Website: <http://www.middleearthgames.com>
rthgames.com>www.middleearthgames.com

Email: <mailto:me@middleearthgames <mailto:me%40middleearthgames.com>
.com>me@middleearthgames <mailto:me%40middleearthgames.com> .com

Post: UK: 340 North Road, Cardiff CF14 3BP UK
US: ME Games Ltd, 73 Edgewood Terrace, South Bound Brook NJ 08880

Telephone: Phone Times: 10am-6:30pm UK Time (BST); 5am-1.30 (EST)
UK: 029 2091 3359 (029 2062 5665 can be used if main engaged)
(Dial 011 44 29 2091 3359 if in the US)
US Phone: (732) 642-8777 EST

Fax: 029 2062 5532 (24 hours)

[Non-text portions of this message have been removed]

To balance or not to balance? It comes down to psychological factors that Clint would, usually, be unaware of. Which brings up the REAL issue---drops.

Drops, yes many people hate them and some folks feel resentment towards people who drop. But they have and continue to play an important role in this game. Let me explain.

In most forms of conflict there are three choices. Let us use Tolkien's good versus evil as an example. In the struggle against evil you can fight it (Gandalf's choice), join it (Saruman) or withdraw from it (Gladriel). A drop is Gladriel's choice. GSI rarely replaced drops. This was in keeping with Tolkien's fantasy universe. Gladriel's choice is as legitimate as Gandalf's or Saruman's. It also can be seen in the Real World. An example might be Spain's fairly recent withdrawal from the Global War on Terror. Or, Thailand's opting out of the "Greater East Asia Coprosperity Sphere"---when it becam obvious who was going to win the Pacific War.

Now the will to resist collapses before the means of resisitance. Even the Confederates and Imperial Japan surrendered when they still retained the means of resisitance. Since GSI seldom filled drops, my one-time regular strategy was to identify enemy newbies and 'weak sisters'. These would get pounded, usually discouraged and then drop. Then move on to the next. You do not fight Bain or Ji Indur, you fight the man behind them. You encourage them to takes Gladriel's road west. Pound out 2-4 in this manner and a cascade builds up. I might note that the SHORTEST game I ever played with GSI was 24 turns, when my EO was eliminated.

Clint once said the average length of a 1650 game was 15 - 20 turns. Clearly something has changed. Harley immediately fills drops. You would exchange a discouraged player for a fresh and energetic one. I'm sure this was posited to Harley as lengthening the game. But it has not. I suspect the reason for the 'not'. But before getting into the reason why Harley games are shorter than GSI games, I will await comments on the above.

Ed

···

_________________________________________________________________
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[Non-text portions of this message have been removed]

I was going to quit but saw the other 20 or so messages about fighting on.? We could win if this game still has a one ring victory.? Let me know what we need to do to win.

These are my order:

?

MePBM: 1650

GAME: 87,? PLAYER: 18

TURN: 6,? SECURITY: 8790

DUE DATE: 2 July 2008

CHRISTOPHER SCHERREY, 110518

AM Revision 2006.a1

Capital Hex: 3224

?

Arwen (arwen) @ 2922 (E40)

555? CreCmp? Gurgoth

810? MovChar? 2215

?

Luthien (luthi) @ 3226 (C10, E42)

555? CreCmp? Lag-ekes

810? MovChar? 3328

?

Mirwen (mirwe) @ 3224 (E30)

734? NamEmis? Urwen? f

325? NatSell? st? 100

?

Nazog (nazog) @ 3224 (A46)

731? NamAgen? Nuruk? m

325? NatSell? br? 100

?

Ren the Unclean (ren t) @ 3224 (C33, E20, M50, St30)

408? HvInfan? 400? wo? no

330? CstCjSp? 512? 250

?

Rozilan (rozil) @ 3426 (E24, M42)

520? InfYour

710? PrenMgy

?

Shagrat (shagr) @ 3426 (C30)

770? HrArmy? 400? hi? wo? no? 1

860? ForcMar? nw? nw? w? no

?

Shogmog (shogm) @ 3124 (C30)

255? CptrPop? fl

850? MovArmy? w? no

?

Skargnakh (skarg) @ 3224 (C34, A10, M10)

728? NamComm? Azurk? m

605? GrdLoc

?

Ugluk (ugluk) @ 3124 (C30)

215? RfsPers

285? ReacEnc? Haughty

?

Uklurg (uklur) @ 3224 (C46(56))

435? ArmyMan

850? MovArmy? w? w? no

?

Uthmag (uthma) @ 3224 (M47)

710? PrenMgy

330? CstCjSp? 512? 250

** END OF ORDERS **

[Non-text portions of this message have been removed]

Your response (to Marios) re the Neutrals is valid. They are great fun,
and it is perfectly reasonable to play them with a game plan - always
interesting to play one first as an FP then play it again as a DS.
However, I've had some truly rotten games as a Neutral. Possibilities are:
- someone attacks you or makes movements which you cannot ignore in
defiance of the will of his team
- you sniff out both teams with the intention of declaring for the team
which communicates best then find before turn 5 that
  - NEITHER of them communicates or
  - you have to choose between one which will talk to you or the other
which is obviously doomed

Marios' other point about allowing group pickups is a bit off I think
because, players drop from the open games one at a time, often not even
announcing the drop. First that the team and GMs know is when the
orders don't go in. If you have a team of 5 Marios, what are they more
likely to want.. a pickup of a already damaged game or a new game such
as a 2 nations each 10x10?

For those who may not have been around for long enough for their beards
to reach their belts, let me just mention some historically proposed
solutions:

1) PRS. A Player Rating System (of a much simpler format than the one
we presently have) could be used to check the balance of players on each
team. Someone who's never won a game is a 0, somone who's won a game is
a 1, 5 games is a 3, 10 games is a 5. But it only works if it's kept
VERY SIMPLE.

2) Refund system. Players pay for 20 turns and get a differential
proportion back So if it ends before turn 10 you get more than that
number of turn's payment refunded. This kind of system has never been
tried. It's advantage is that it will keep fair-weather players out.
But it may have commercial disadvantage, and it would discourage brand
new players from entering the community.

3) Limits on Neutral declaration. e.g Any neutral not declared by t10
cannot declare; or once three neutrals have declared for one allegiance,
the other two must declare contrary. This proposal ONLY hopes to
correct the problem however IF you believe that the problem stems from
the Neutrals. (One of the best games I ever had as FP was where 1
neutral dropped and 4 declared against us. We won after a long game.
The 4 neutrals had rescued the game by making up for the woeful
inadequacy of the starting DS.) It also fails to work if neutrals drop,
or if neutrals declare and then immediately drop (another game ruiner
which I have seen happen). And finally it is liable to leave the last
two neutrals disgruntled - being forced to an allegiance IF both
allegainces have a chance /might/ be tolerable (though it is a
completely "unrealistic" breach of the game's storyline) but if such a
neutral gets forced to an allegiance which is just proving to be doomed,
the result is more likely to be another drop.

None of these systems have ever been properly tested, and each has
immediate and obvious problems (You really don't have to respond to each
of them chaps, I'm just telling you a brief history of ideas long dead.)

What I would suggest is some serious research into the problem by Clint
or someone he nominates. It would start with a detailed chat with each
of the players in a recently collapsed game, to find out what went
wrong. I don't know, for example, how many brand new players are
allowed into each game... how many players don't make e-mail contact at
all in each game... how many players don't make contact more than once
per turn... how many players share their turns... how many players share
draft orders etc. Collecting that kind of data from each team in a
recently collapsed game would help to start to put a finger on the
problem and perhaps lead to some suggestions for intelligent solutions.

···

On 28/06/2008 Jeffery A. Dobberpuhl wrote:

.and truth to be told, I enjoy trying to woo the neutrals and enjoy
being
wooed BY the neutrals.

--

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

http://www.buav.org

<http://www.buav.org/>

[Non-text portions of this message have been removed]

It will be interesting to comment on the game 75 when that game has finished as I'm using that as a test case. Personally I think the advent of the internet has sped up the games enormously, I chatted with other PBM firms about their experience here and on the whole that's an agreed "standard". Why is that? The sharing of information and so on has added to the manner in which a consensus opinion often is reached more quickly (won the game, game being lost without a real chance of a win etc) and added to that the scenario where the game has moved on and the attitude to gaming also moved on in the 20 or so years since PBeM has been around. Drop outs being replaced actually increases the length of a game, not decrease it I've found. GSI had lots of games with only a a few active players in them, and a constant problem was the "bug-hunt," the bug-bear of many games, often causing a lack of enjoyment and lack of re-playablility. Drop outs being replaced also, for most, adds to the enjoyment of the game as you're not left in the lurch.

Does faster games make worse games? The game was always intended to be created with minimum interaction between players. The internet, mapping programs etc have all sped that process of interaction and also made the exchange of information more accurate. Does that make a worse game?

Solutions. Well games are sometimes going to be short. Sometimes despite my best efforts there is no way to get a competitive game for players. Ideally I'd like to reduce the size of teams allowed down to 4 as if they are good they have a strong impact on the game, if they are weak then the team quickly caves. Possibly I'd like to reduce the impact of Neutrals somewhat in the game. (See my study on in Bree where I looked at Neutrals and the eventual winners of a game, they appear to be the defining factor in some games). Note some Grudge games are also very short... :slight_smile:

How to make players commit to the game? I can't do anything about that. We have no-drop formats and I've found that after Grudge games they are the most hotly contested and competitive games as players value a win in those formats more. So that's one solution for the more hard-core players. With a limited player pool, the GB format works well with 2 nations a player for some non-drop games. That's a potential way forward for the game. But note, not everyone wants that format of game so you have to be wary of making others conform here. PRS impacts on this for those that care, once again the more competitive players, but for those that don't then you're not going to change their opinions or style of play I suspect.

Smaller games? That's an option. Check out UW - it's a great little scenario and has a lot of favourable impact, and when we get KS out that should be an interesting development. It will no doubt add to the fog-of-war so that tactics are slower to impact, not impossible but will slow the game down somewhat. Having played 5 turns of it now, I can see that it has great scope for strategy and development in different manners so that's cool. So I think I have another solution there, just needs to be finished off.

Clint (GM)

As a player in many games I've seen the opposition not put up any real fight sometimes and the game quickly come to an end. The latest 2950 with excellent diplomacy on our part brought all 5 neutrals onto our side. Game was over by turn 5 , and the rest of the turns were just mop-up. As a player I see that ANY neutral on your side is one less enemy to fight and they sometimes even assist the team in a winning situation. So for around 20 minutes effort, some gold, the odd pc and so on you get to kill a potential enemy player... I never get why players are prepared to spend many hours looking over their turns, diploming with allies about moves and the like, yet are not prepared to interact with 5 new potential players to their teams.

In answer to my question above, I personally prefer a challenging game. One where I beat, or get beat, by the opposition and move on to another challenge. I find the greatest challenge in a Grudge format. I play some boardgames and find the challenging, yet quick, games to be more interesting than the slower, usually due to competency of the opposition, but non-challenging games. So that's my personal style that I enjoy. ME is great in that it allows for many different styles, tactics and attitudes though. I'm always wary of trying to make others conform to my own form of gaming.

Clint (player)

To balance or not to balance? It comes down to psychological factors that Clint would, usually, be unaware of. Which brings up the REAL issue---drops.

Drops, yes many people hate them and some folks feel resentment towards people who drop. But they have and continue to play an important role in this game. Let me explain.

In most forms of conflict there are three choices. Let us use Tolkien's good versus evil as an example. In the struggle against evil you can fight it (Gandalf's choice), join it (Saruman) or withdraw from it (Gladriel). A drop is Gladriel's choice. GSI rarely replaced drops. This was in keeping with Tolkien's fantasy universe. Gladriel's choice is as legitimate as Gandalf's or Saruman's. It also can be seen in the Real World. An example might be Spain's fairly recent withdrawal from the Global War on Terror. Or, Thailand's opting out of the "Greater East Asia Coprosperity Sphere"---when it becam obvious who was going to win the Pacific War.

Now the will to resist collapses before the means of resisitance. Even the Confederates and Imperial Japan surrendered when they still retained the means of resisitance. Since GSI seldom filled drops, my one-time regular strategy was to identify enemy newbies and 'weak sisters'. These would get pounded, usually discouraged and then drop. Then move on to the next. You do not fight Bain or Ji Indur, you fight the man behind them. You encourage them to takes Gladriel's road west. Pound out 2-4 in this manner and a cascade builds up. I might note that the SHORTEST game I ever played with GSI was 24 turns, when my EO was eliminated.

Clint once said the average length of a 1650 game was 15 - 20 turns. Clearly something has changed. Harley immediately fills drops. You would exchange a discouraged player for a fresh and energetic one. I'm sure this was posited to Harley as lengthening the game. But it has not. I suspect the reason for the 'not'. But before getting into the reason why Harley games are shorter than GSI games, I will await comments on the above.

Ed

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···

At 15:53 28/06/08, you wrote:

----------

Middle Earth Games Ltd

Website: <http://www.middleearthgames.com>www.middleearthgames.com

Email: <mailto:me@middleearthgames.com>me@middleearthgames.com

Post: UK: 340 North Road, Cardiff CF14 3BP UK
US: ME Games Ltd, 73 Edgewood Terrace, South Bound Brook NJ 08880

Telephone: Phone Times: 10am-6:30pm UK Time (BST); 5am-1.30 (EST)
UK: 029 2091 3359 (029 2062 5665 can be used if main engaged)
(Dial 011 44 29 2091 3359 if in the US)
US Phone: (732) 642-8777 EST

Fax: 029 2062 5532 (24 hours)

Balanced Games.
Part II Mental Attitude

Firstly I have seen some comments on the PRS about this subject. Just a reminder, the PRS does not a warrior make. Most of us ate not warriors.

Played and enjoyed "team" games with both GSI and Harley . As Jeffery notes, this game was NOT designed to be a "team" game but as an "alliance" game of 25 individuals. For those interested in the difference between a "team" and "allaince" see my mini-article on this list entitled "Loss of Diplomacy". Read the GSI Rulebook from cover to cover and you will not see the word 'team' mentioned once.

Suppose you are in an independent game of 25 more-or-less random individuals. If you are under the misapprehesion this is a team game, then what happens if things don't gel, teamwise, like you hope? You think you have already lost---right? Instead of players getting discouraged in sequence they get discourage all at once and a mass, or near mass, drop ensues. Never mind what may be happening on the other side of the hill. No team equals defeat---right? Not necessarily.

Now if you have the 'correct' realization that this is an alliance game you understand, on some level, that Thailand will abandon Japan and Facist Italy will abandon Nazi Germany. You are mentally prepared for losses. You know you can win either 2nd or 3rd place even if the 'team' loses. I have seen that done and almost did it myslef, coming in 4th. With that win comes a certificate, nation pick in your next game and beaucoup free turns.

So, you are in an alliance independent game. You note your 'allies'. These contain three newbies, one incompetent and a 'weak sister'. You are aware upfront you will lose the doofus, weak sister and, probably, a newbie. But that is fine since the opposition is in the same boat. You have to identify the enemy's weak links. You do this by observing the flow of the game, reading the forums, reviewing the PRS, making inquiries, keeping up with player gossip and yes, espionage---which is specifically allowed in GSI rules. Players are now eliminated in sequence, just like the game designers intended.
Back to Harley immediately filling of drops. The 'Law of Unanticipated Consequences' is at work here. Never done this myself but I have seen it done. You have a newbie that is immune to 'guidance'? Then you insult him and drive him off. Then either you or your buddy gets the position. In the old GSI days you were forced to nurse the guy along, because the alternative was complete loss of his resources. Don't know how many long term customers Harley has lost because of this, but they have lost some. I'm glad that others have also noted the lack of civility in independent games.

Clint: You know you can not prove that immediate fills lengthen the games. Accept you were indoctrinated early on by gentlemen with an imperfect understanding of the game. As yourself now: "Which drop system is more true to Tolkien, more 'realstic' and better for the longterm health of the game"?

Ed

It will be interesting to comment on the game 75 when that game has finished as I'm using that as a test case. Personally I think the advent of the internet has sped up the games enormously, I chatted with other PBM firms about their experience here and on the whole that's an agreed "standard". Why is that? The sharing of information and so on has added to the manner in which a consensus opinion often is reached more quickly (won the game, game being lost without a real chance of a win etc) and added to that the scenario where the game has moved on and the attitude to gaming also moved on in the 20 or so years since PBeM has been around. Drop outs being replaced actually increases the length of a game, not decrease it I've found. GSI had lots of games with only a a few active players in them, and a constant problem was the "bug-hunt," the bug-bear of many games, often causing a lack of enjoyment and lack of re-playablility. Drop outs being replaced also, for most, adds to the enjoyment of the game as you're not left in the lurch.Does faster games make worse games? The game was always intended to be created with minimum interaction between players. The internet, mapping programs etc have all sped that process of interaction and also made the exchange of information more accurate. Does that make a worse game?Solutions. Well games are sometimes going to be short. Sometimes despite my best efforts there is no way to get a competitive game for players. Ideally I'd like to reduce the size of teams allowed down to 4 as if they are good they have a strong impact on the game, if they are weak then the team quickly caves. Possibly I'd like to reduce the impact of Neutrals somewhat in the game. (See my study on in Bree where I looked at Neutrals and the eventual winners of a game, they appear to be the defining factor in some games). Note some Grudge games are also very short... :-)How to make players commit to the game? I can't do anything about that. We have no-drop formats and I've found that after Grudge games they are the most hotly contested and competitive games as players value a win in those formats more. So that's one solution for the more hard-core players. With a limited player pool, the GB format works well with 2 nations a player for some non-drop games. That's a potential way forward for the game. But note, not everyone wants that format of game so you have to be wary of making others conform here. PRS impacts on this for those that care, once again the more competitive players, but for those that don't then you're not going to change their opinions or style of play I suspect.Smaller games? That's an option. Check out UW - it's a great little scenario and has a lot of favourable impact, and when we get KS out that should be an interesting development. It will no doubt add to the fog-of-war so that tactics are slower to impact, not impossible but will slow the game down somewhat. Having played 5 turns of it now, I can see that it has great scope for strategy and development in different manners so that's cool. So I think I have another solution there, just needs to be finished off.Clint (GM)As a player in many games I've seen the opposition not put up any real fight sometimes and the game quickly come to an end. The latest 2950 with excellent diplomacy on our part brought all 5 neutrals onto our side. Game was over by turn 5 , and the rest of the turns were just mop-up. As a player I see that ANY neutral on your side is one less enemy to fight and they sometimes even assist the team in a winning situation. So for around 20 minutes effort, some gold, the odd pc and so on you get to kill a potential enemy player... I never get why players are prepared to spend many hours looking over their turns, diploming with allies about moves and the like, yet are not prepared to interact with 5 new potential players to their teams.In answer to my question above, I personally prefer a challenging game. One where I beat, or get beat, by the opposition and move on to another challenge. I find the greatest challenge in a Grudge format. I play some boardgames and find the challenging, yet quick, games to be more interesting than the slower, usually due to competency of the opposition, but non-challenging games. So that's my personal style that I enjoy. ME is great in that it allows for many different styles, tactics and attitudes though. I'm always wary of trying to make others conform to my own form of gaming.Clint (player)At 15:53 28/06/08, you wrote:>>To balance or not to balance? It comes down to psychological factors that >Clint would, usually, be unaware of. Which brings up the REAL issue---drops.>>Drops, yes many people hate them and some folks feel resentment towards >people who drop. But they have and continue to play an important role in >this game. Let me explain.>>In most forms of conflict there are three choices. Let us use Tolkien's >good versus evil as an example. In the struggle against evil you can >fight it (Gandalf's choice), join it (Saruman) or withdraw from it >(Gladriel). A drop is Gladriel's choice. GSI rarely replaced >drops. This was in keeping with Tolkien's fantasy universe. Gladriel's >choice is as legitimate as Gandalf's or Saruman's. It also can be seen in >the Real World. An example might be Spain's fairly recent withdrawal from >the Global War on Terror. Or, Thailand's opting out of the "Greater East >Asia Coprosperity Sphere"---when it becam obvious who was going to win the >Pacific War.>>Now the will to resist collapses before the means of resisitance. Even >the Confederates and Imperial Japan surrendered when they still retained >the means of resisitance. Since GSI seldom filled drops, my one-time >regular strategy was to identify enemy newbies and 'weak sisters'. These >would get pounded, usually discouraged and then drop. Then move on to the >next. You do not fight Bain or Ji Indur, you fight the man behind >them. You encourage them to takes Gladriel's road west. Pound out 2-4 in >this manner and a cascade builds up. I might note that the SHORTEST game >I ever played with GSI was 24 turns, when my EO was eliminated.>>Clint once said the average length of a 1650 game was 15 - 20 >turns. Clearly something has changed. Harley immediately fills >drops. You would exchange a discouraged player for a fresh and energetic >one. I'm sure this was posited to Harley as lengthening the game. But it >has not. I suspect the reason for the 'not'. But before getting into the >reason why Harley games are shorter than GSI games, I will await comments >on the above.>>Ed>>>>>>>>__________________________________________________________>Need to know now? Get instant answers with Windows Live Messenger.>http://www.windowslive.com/messenger/connect_your_way.html?ocid=TXT_TAGLM_WL_Refresh_messenger_062008>>[Non-text portions of this message have been removed]>>>------------------------------------>>Middle Earth PBM - hit reply to send to everyone>To Unsubscribe: http://www.yahoogroups.com>Website: http://www.MiddleEarthGames.com>Yahoo! Groups Links>>>Middle Earth Games LtdWebsite: <http://www.middleearthgames.com>www.middleearthgames.comEmail: <mailto:me@middleearthgames.com>me@middleearthgames.comPost: UK: 340 North Road, Cardiff CF14 3BP UKUS: ME Games Ltd, 73 Edgewood Terrace, South Bound Brook NJ 08880Telephone: Phone Times: 10am-6:30pm UK Time (BST); 5am-1.30 (EST)UK: 029 2091 3359 (029 2062 5665 can be used if main engaged)(Dial 011 44 29 2091 3359 if in the US)US Phone: (732) 642-8777 ESTFax: 029 2062 5532 (24 hours)----------Middle Earth Games LtdWebsite: <http://www.middleearthgames.com>www.middleearthgames.comEmail: <mailto:me@middleearthgames.com>me@middleearthgames.comPost: UK: 340 North Road, Cardiff CF14 3BP UKUS: ME Games Ltd, 73 Edgewood Terrace, South Bound Brook NJ 08880Telephone: Phone Times: 10am-6:30pm UK Time (BST); 5am-1.30 (EST)UK: 029 2091 3359 (029 2062 5665 can be used if main engaged)(Dial 011 44 29 2091 3359 if in the US)US Phone: (732) 642-8777 ESTFax: 029 2062 5532 (24 hours)

···

To: mepbmlist@yahoogroups.comFrom: me@MiddleEarthGames.comDate: Sat, 28 Jun 2008 23:53:25 +0100Subject: Re: [mepbmlist] Balanced Games

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[Non-text portions of this message have been removed]

Back to Harley immediately filling of drops. The 'Law of Unanticipated Consequences' is at work here. Never done this myself but I have seen it done. You have a newbie that is immune to 'guidance'? Then you insult him and drive him off. Then either you or your buddy gets the position. In the old GSI days you were forced to nurse the guy along, because the alternative was complete loss of his resources. Don't know how many long term customers Harley has lost because of this, but they have lost some.

GSI lost more from my understanding. I looked at the books when we bought out the game and their drop rates (and lack of returning players) was atrocious. No doubt that was one element of them passing on the game (when GSI passed the game onto DGE we were steadily gaining players from the US run games due to these and other elements). Players dropped from apathy, lack of time and all the usual factors, (the list is really quite long for why players don't play on) and with a no-replace policy that leaves to a bad-game.

We tested it with GB games and they quickly became un-competitive and followed by mass drops so unless you have hard evidence to counter my own experience and investigations here I'm going to remain to be unconvinced that your policy is one that is best for the game. Replacement of players is something that we had a long time convincing new players, as the game had a bad reputation for drops not being replaced btw, that we had changed that policy and players seem, on the whole, to prefer this policy, including new players to the game.

I'm glad that others have also noted the lack of civility in independent games.

Um, that's not my experience either. I've seen that in general things have improved enormously. We're stronger on removing cheats from the games, implementing policy on naming characters that are insulting to others etc. :slight_smile: Sometimes players to blow-up, that's the nature of competitive games I've found and passionate players will occasionally explode in this manner. I generally, if I'm feeling annoyed, try to avoid writing emails, and find that when my 2nd (or 3rd+) email is written it's calmer. I know that as a player, I'm not perfect either, but I find that in the large majority of cases players are fine and civil to each other.

Clint: You know you can not prove that immediate fills lengthen the games. Accept you were indoctrinated early on by gentlemen with an imperfect understanding of the game.

Each player has his own style of playing the game I've found. I don't try to force others to play my style when playing (although I am passionate), but as a GM I do have to try to give a global understanding of what players want and cater to that desire. Players like competitive games. The best games are where players are enjoying a challenge, and the best challenge is to have maximum players in that game. Noldo or North Gondor dropping on turn 1 due to lack of time or something, with no-pick-ups allowed, would cripple the FP in many ways. How would you suggest that is dealt with? Have 2 nations drop and not replaced and any team is going to suffer so badly that I don't feel they are going to be competitive, have a good game. Have that happen twice.

Note GSI did replace some drops, and even if they didn't it's not pertinent. I've learnt what I can from them and their style of GMing, (don't forget GSI = Stu for most of the time, and he's fed back on what he felt GSI did wrong and right and we've implemented that. One thing he agrees with is that GSI's policy on drops was bad, and that our policy was better). Same for other licencees, I've seen good elements and bad and tried to implement the best policies from each company both within the game and outside the game.

Anyone else feel that we should not replace drops? If so why?

  As yourself now: "Which drop system is more true to Tolkien, more 'realstic' and better for the longterm health of the game"?

I don't really mind which is more realistic. Curse squads are not realistic, economy building a camp to a City in under a year in a "medieval environment" where there's little or no mention of such creation in Tolkien's works here about this etc all imply the game is not a clone of Tolkien's world. Therefore my take is that we work with the BEST game that we can create, and keep as many elements of Tolkien in it that we can. But to answer, you don't have nations "drop" in the world of Lotr - they get wiped out but all of them fight on until that moment, hence I think our policy of replacing them is the best system, AND more realistic. I'm on my second re-reading of LoTr this year so got a decent grasp of what happened in the world of Tolkien so can defend that argument.

But back to the discussion, any other thoughts on what we can do guys to make your gaming experience as fruitful as possible?

Clint

To: mepbmlist@yahoogroups.comFrom: me@MiddleEarthGames.comDate: Sat, 28 Jun 2008 23:53:25 +0100Subject: Re: [mepbmlist] Balanced Games

It will be interesting to comment on the game 75 when that game has finished as I'm using that as a test case. Personally I think the advent of the internet has sped up the games enormously, I chatted with other PBM firms about their experience here and on the whole that's an agreed "standard". Why is that? The sharing of information and so on has added to the manner in which a consensus opinion often is reached more quickly (won the game, game being lost without a real chance of a win etc) and added to that the scenario where the game has moved on and the attitude to gaming also moved on in the 20 or so years since PBeM has been around. Drop outs being replaced actually increases the length of a game, not decrease it I've found. GSI had lots of games with only a a few active players in them, and a constant problem was the "bug-hunt," the bug-bear of many games, often causing a lack of enjoyment and lack of re-playablility. Drop outs being replaced also, for most, adds to the
  enjoyment of the game as you're not left in the lurch.Does faster games make worse games? The game was always intended to be created with minimum interaction between players. The internet, mapping programs etc have all sped that process of interaction and also made the exchange of information more accurate. Does that make a worse game?Solutions. Well games are sometimes going to be short. Sometimes despite my best efforts there is no way to get a competitive game for players. Ideally I'd like to reduce the size of teams allowed down to 4 as if they are good they have a strong impact on the game, if they are weak then the team quickly caves. Possibly I'd like to reduce the impact of Neutrals somewhat in the game. (See my study on in Bree where I looked at Neutrals and the eventual winners of a game, they appear to be the defining factor in some games). Note some Grudge games are also very short... :-)How to make players commit to the game? I can't do anything about that. We
have no-drop formats and I've found that after Grudge games they are the most hotly contested and competitive games as players value a win in those formats more. So that's one solution for the more hard-core players. With a limited player pool, the GB format works well with 2 nations a player for some non-drop games. That's a potential way forward for the game. But note, not everyone wants that format of game so you have to be wary of making others conform here. PRS impacts on this for those that care, once again the more competitive players, but for those that don't then you're not going to change their opinions or style of play I suspect.Smaller games? That's an option. Check out UW - it's a great little scenario and has a lot of favourable impact, and when we get KS out that should be an interesting development. It will no doubt add to the fog-of-war so that tactics are slower to impact, not impossible but will slow the game down somewhat. Having played 5 turns of it now,
  I can see that it has great scope for strategy and development in different manners so that's cool. So I think I have another solution there, just needs to be finished off.Clint (GM)As a player in many games I've seen the opposition not put up any real fight sometimes and the game quickly come to an end. The latest 2950 with excellent diplomacy on our part brought all 5 neutrals onto our side. Game was over by turn 5 , and the rest of the turns were just mop-up. As a player I see that ANY neutral on your side is one less enemy to fight and they sometimes even assist the team in a winning situation. So for around 20 minutes effort, some gold, the odd pc and so on you get to kill a potential enemy player... I never get why players are prepared to spend many hours looking over their turns, diploming with allies about moves and the like, yet are not prepared to interact with 5 new potential players to their teams.In answer to my question above, I personally prefer a challenging
  game. One where I beat, or get beat, by the opposition and move on to another challenge. I find the greatest challenge in a Grudge format. I play some boardgames and find the challenging, yet quick, games to be more interesting than the slower, usually due to competency of the opposition, but non-challenging games. So that's my personal style that I enjoy. ME is great in that it allows for many different styles, tactics and attitudes though. I'm always wary of trying to make others conform to my own form of gaming.Clint (player)At 15:53 28/06/08, you wrote:>>To balance or not to balance? It comes down to psychological factors that >Clint would, usually, be unaware of. Which brings up the REAL issue---drops.>>Drops, yes many people hate them and some folks feel resentment towards >people who drop. But they have and continue to play an important role in >this game. Let me explain.>>In most forms of conflict there are three choices. Let us use Tolkien's >good versus evil as an
  example. In the struggle against evil you can >fight it (Gandalf's choice), join it (Saruman) or withdraw from it >(Gladriel). A drop is Gladriel's choice. GSI rarely replaced >drops. This was in keeping with Tolkien's fantasy universe. Gladriel's >choice is as legitimate as Gandalf's or Saruman's. It also can be seen in >the Real World. An example might be Spain's fairly recent withdrawal from >the Global War on Terror. Or, Thailand's opting out of the "Greater East >Asia Coprosperity Sphere"---when it becam obvious who was going to win the >Pacific War.>>Now the will to resist collapses before the means of resisitance. Even >the Confederates and Imperial Japan surrendered when they still retained >the means of resisitance. Since GSI seldom filled drops, my one-time >regular strategy was to identify enemy newbies and 'weak sisters'. These >would get pounded, usually discouraged and then drop. Then move on to the >next. You do not fight Bain or Ji Indur, you fight the man b
ehind >them. You encourage them to takes Gladriel's road west. Pound out 2-4 in >this manner and a cascade builds up. I might note that the SHORTEST game >I ever played with GSI was 24 turns, when my EO was eliminated.>>Clint once said the average length of a 1650 game was 15 - 20 >turns. Clearly something has changed. Harley immediately fills >drops. You would exchange a discouraged player for a fresh and energetic >one. I'm sure this was posited to Harley as lengthening the game. But it >has not. I suspect the reason for the 'not'. But before getting into the >reason why Harley games are shorter than GSI games, I will await comments >on the above.>>Ed>>>>>>>>__________________________________________________________>Need to know now? Get instant answers with Windows Live Messenger.>http://www.windowslive.com/messenger/connect_your_way.html?ocid=TXT_TAGLM_WL_Refresh_messenger_062008>>[Non-text portions of this message have been removed]>>>-----------------------------------
->>Middle Earth PBM - hit reply to send to everyone>To Unsubscribe: http://www.yahoogroups.com>Website: http://www.MiddleEarthGames.com>Yahoo! Groups Links>>>Middle Earth Games LtdWebsite: <http://www.middleearthgames.com>www.middleearthgames.comEmail: <mailto:me@middleearthgames.com>me@middleearthgames.comPost: UK: 340 North Road, Cardiff CF14 3BP UKUS: ME Games Ltd, 73 Edgewood Terrace, South Bound Brook NJ 08880Telephone: Phone Times: 10am-6:30pm UK Time (BST); 5am-1.30 (EST)UK: 029 2091 3359 (029 2062 5665 can be used if main engaged)(Dial 011 44 29 2091 3359 if in the US)US Phone: (732) 642-8777 ESTFax: 029 2062 5532 (24 hours)----------Middle Earth Games LtdWebsite: <http://www.middleearthgames.com>www.middleearthgames.comEmail: <mailto:me@middleearthgames.com>me@middleearthgames.comPost: UK: 340 North Road, Cardiff CF14 3BP UKUS: ME Games Ltd, 73 Edgewood Terrace, South Bound Brook NJ 08880Telephone: Phone Times: 10am-6:30pm UK Time (BST); 5am-1.30 (EST)UK: 029 2091 3
359 (029 2062 5665 can be used if main engaged)(Dial 011 44 29 2091 3359 if in the US)US Phone: (732) 642-8777 ESTFax: 029 2062 5532 (24 hours)

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Middle Earth PBM - hit reply to send to everyone
To Unsubscribe: http://www.yahoogroups.com
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     Middle Earth Games Ltd

Website: <http://www.middleearthgames.com>www.middleearthgames.com

Email: <mailto:me@middleearthgames.com>me@middleearthgames.com

Post: UK: 340 North Road, Cardiff CF14 3BP UK
US: ME Games Ltd, 73 Edgewood Terrace, South Bound Brook NJ 08880

Telephone: Phone Times: 10am-6:30pm UK Time (BST); 5am-1.30 (EST)
UK: 029 2091 3359 (029 2062 5665 can be used if main engaged)
(Dial 011 44 29 2091 3359 if in the US)
US Phone: (732) 642-8777 EST

Fax: 029 2062 5532 (24 hours)

···

----------

Middle Earth Games Ltd

Website: <http://www.middleearthgames.com>www.middleearthgames.com

Email: <mailto:me@middleearthgames.com>me@middleearthgames.com

Post: UK: 340 North Road, Cardiff CF14 3BP UK
US: ME Games Ltd, 73 Edgewood Terrace, South Bound Brook NJ 08880

Telephone: Phone Times: 10am-6:30pm UK Time (BST); 5am-1.30 (EST)
UK: 029 2091 3359 (029 2062 5665 can be used if main engaged)
(Dial 011 44 29 2091 3359 if in the US)
US Phone: (732) 642-8777 EST

Fax: 029 2062 5532 (24 hours)

Clint:
OK.
Ed

···

To: mepbmlist@yahoogroups.comFrom: me@MiddleEarthGames.comDate: Mon, 30 Jun 2008 16:27:28 +0100Subject: [mepbmlist] Dropped players - replace or not?

Back to Harley immediately filling of drops. The 'Law of Unanticipated >Consequences' is at work here. Never done this myself but I have seen it >done. You have a newbie that is immune to 'guidance'? Then you insult >him and drive him off. Then either you or your buddy gets the >position. In the old GSI days you were forced to nurse the guy along, >because the alternative was complete loss of his resources. Don't know >how many long term customers Harley has lost because of this, but they >have lost some.GSI lost more from my understanding. I looked at the books when we bought out the game and their drop rates (and lack of returning players) was atrocious. No doubt that was one element of them passing on the game (when GSI passed the game onto DGE we were steadily gaining players from the US run games due to these and other elements). Players dropped from apathy, lack of time and all the usual factors, (the list is really quite long for why players don't play on) and with a no-replace policy that leaves to a bad-game.We tested it with GB games and they quickly became un-competitive and followed by mass drops so unless you have hard evidence to counter my own experience and investigations here I'm going to remain to be unconvinced that your policy is one that is best for the game. Replacement of players is something that we had a long time convincing new players, as the game had a bad reputation for drops not being replaced btw, that we had changed that policy and players seem, on the whole, to prefer this policy, including new players to the game.>I'm glad that others have also noted the lack of civility in independent >games.Um, that's not my experience either. I've seen that in general things have improved enormously. We're stronger on removing cheats from the games, implementing policy on naming characters that are insulting to others etc. :slight_smile: Sometimes players to blow-up, that's the nature of competitive games I've found and passionate players will occasionally explode in this manner. I generally, if I'm feeling annoyed, try to avoid writing emails, and find that when my 2nd (or 3rd+) email is written it's calmer. I know that as a player, I'm not perfect either, but I find that in the large majority of cases players are fine and civil to each other.>Clint: You know you can not prove that immediate fills lengthen the >games. Accept you were indoctrinated early on by gentlemen with an >imperfect understanding of the game.Each player has his own style of playing the game I've found. I don't try to force others to play my style when playing (although I am passionate), but as a GM I do have to try to give a global understanding of what players want and cater to that desire. Players like competitive games. The best games are where players are enjoying a challenge, and the best challenge is to have maximum players in that game. Noldo or North Gondor dropping on turn 1 due to lack of time or something, with no-pick-ups allowed, would cripple the FP in many ways. How would you suggest that is dealt with? Have 2 nations drop and not replaced and any team is going to suffer so badly that I don't feel they are going to be competitive, have a good game. Have that happen twice.Note GSI did replace some drops, and even if they didn't it's not pertinent. I've learnt what I can from them and their style of GMing, (don't forget GSI = Stu for most of the time, and he's fed back on what he felt GSI did wrong and right and we've implemented that. One thing he agrees with is that GSI's policy on drops was bad, and that our policy was better). Same for other licencees, I've seen good elements and bad and tried to implement the best policies from each company both within the game and outside the game.Anyone else feel that we should not replace drops? If so why?> As yourself now: "Which drop system is more true to Tolkien, more > 'realstic' and better for the longterm health of the game"?I don't really mind which is more realistic. Curse squads are not realistic, economy building a camp to a City in under a year in a "medieval environment" where there's little or no mention of such creation in Tolkien's works here about this etc all imply the game is not a clone of Tolkien's world. Therefore my take is that we work with the BEST game that we can create, and keep as many elements of Tolkien in it that we can. But to answer, you don't have nations "drop" in the world of Lotr - they get wiped out but all of them fight on until that moment, hence I think our policy of replacing them is the best system, AND more realistic. I'm on my second re-reading of LoTr this year so got a decent grasp of what happened in the world of Tolkien so can defend that argument.But back to the discussion, any other thoughts on what we can do guys to make your gaming experience as fruitful as possible?Clint>To: mepbmlist@yahoogroups.comFrom: me@MiddleEarthGames.comDate: Sat, 28 >Jun 2008 23:53:25 +0100Subject: Re: [mepbmlist] Balanced Games>>>>>It will be interesting to comment on the game 75 when that game has >finished as I'm using that as a test case. Personally I think the advent >of the internet has sped up the games enormously, I chatted with other PBM >firms about their experience here and on the whole that's an agreed >"standard". Why is that? The sharing of information and so on has added to >the manner in which a consensus opinion often is reached more quickly (won >the game, game being lost without a real chance of a win etc) and added to >that the scenario where the game has moved on and the attitude to gaming >also moved on in the 20 or so years since PBeM has been around. Drop outs >being replaced actually increases the length of a game, not decrease it >I've found. GSI had lots of games with only a a few active players in >them, and a constant problem was the "bug-hunt," the bug-bear of many >games, often causing a lack of enjoyment and lack of re-playablility. Drop >outs being replaced also, for most, adds to the> enjoyment of the game as you're not left in the lurch.Does faster games > make worse games? The game was always intended to be created with minimum > interaction between players. The internet, mapping programs etc have all > sped that process of interaction and also made the exchange of > information more accurate. Does that make a worse game?Solutions. Well > games are sometimes going to be short. Sometimes despite my best efforts > there is no way to get a competitive game for players. Ideally I'd like > to reduce the size of teams allowed down to 4 as if they are good they > have a strong impact on the game, if they are weak then the team quickly > caves. Possibly I'd like to reduce the impact of Neutrals somewhat in the > game. (See my study on in Bree where I looked at Neutrals and the > eventual winners of a game, they appear to be the defining factor in some > games). Note some Grudge games are also very short... :-)How to make > players commit to the game? I can't do anything about that. We> have no-drop formats and I've found that after Grudge games they are the > most hotly contested and competitive games as players value a win in > those formats more. So that's one solution for the more hard-core > players. With a limited player pool, the GB format works well with 2 > nations a player for some non-drop games. That's a potential way forward > for the game. But note, not everyone wants that format of game so you > have to be wary of making others conform here. PRS impacts on this for > those that care, once again the more competitive players, but for those > that don't then you're not going to change their opinions or style of > play I suspect.Smaller games? That's an option. Check out UW - it's a > great little scenario and has a lot of favourable impact, and when we get > KS out that should be an interesting development. It will no doubt add to > the fog-of-war so that tactics are slower to impact, not impossible but > will slow the game down somewhat. Having played 5 turns of it now,> I can see that it has great scope for strategy and development in > different manners so that's cool. So I think I have another solution > there, just needs to be finished off.Clint (GM)As a player in many games > I've seen the opposition not put up any real fight sometimes and the game > quickly come to an end. The latest 2950 with excellent diplomacy on our > part brought all 5 neutrals onto our side. Game was over by turn 5 , and > the rest of the turns were just mop-up. As a player I see that ANY > neutral on your side is one less enemy to fight and they sometimes even > assist the team in a winning situation. So for around 20 minutes effort, > some gold, the odd pc and so on you get to kill a potential enemy > player... I never get why players are prepared to spend many hours > looking over their turns, diploming with allies about moves and the like, > yet are not prepared to interact with 5 new potential players to their > teams.In answer to my question above, I personally prefer a challenging> game. One where I beat, or get beat, by the opposition and move on to > another challenge. I find the greatest challenge in a Grudge format. I > play some boardgames and find the challenging, yet quick, games to be > more interesting than the slower, usually due to competency of the > opposition, but non-challenging games. So that's my personal style that I > enjoy. ME is great in that it allows for many different styles, tactics > and attitudes though. I'm always wary of trying to make others conform to > my own form of gaming.Clint (player)At 15:53 28/06/08, you wrote:>>To > balance or not to balance? It comes down to psychological factors > that >Clint would, usually, be unaware of. Which brings up the REAL > issue---drops.>>Drops, yes many people hate them and some folks feel > resentment towards >people who drop. But they have and continue to play > an important role in >this game. Let me explain.>>In most forms of > conflict there are three choices. Let us use Tolkien's >good versus evil as an> example. In the struggle against evil you can >fight it (Gandalf's > choice), join it (Saruman) or withdraw from it >(Gladriel). A drop is > Gladriel's choice. GSI rarely replaced >drops. This was in keeping with > Tolkien's fantasy universe. Gladriel's >choice is as legitimate as > Gandalf's or Saruman's. It also can be seen in >the Real World. An > example might be Spain's fairly recent withdrawal from >the Global War on > Terror. Or, Thailand's opting out of the "Greater East >Asia Coprosperity > Sphere"---when it becam obvious who was going to win the >Pacific > War.>>Now the will to resist collapses before the means of resisitance. > Even >the Confederates and Imperial Japan surrendered when they still > retained >the means of resisitance. Since GSI seldom filled drops, my > one-time >regular strategy was to identify enemy newbies and 'weak > sisters'. These >would get pounded, usually discouraged and then drop. > Then move on to the >next. You do not fight Bain or Ji Indur, you fight > the man b> ehind >them. You encourage them to takes Gladriel's road west. Pound out > 2-4 in >this manner and a cascade builds up. I might note that the > SHORTEST game >I ever played with GSI was 24 turns, when my EO was > eliminated.>>Clint once said the average length of a 1650 game was 15 - > 20 >turns. Clearly something has changed. Harley immediately > fills >drops. You would exchange a discouraged player for a fresh and > energetic >one. I'm sure this was posited to Harley as lengthening the > game. But it >has not. I suspect the reason for the 'not'. But before > getting into the >reason why Harley games are shorter than GSI games, I > will await comments >on the > above.>>Ed>>>>>>>>__________________________________________________________>Need > to know now? Get instant answers with Windows Live > Messenger.>http://www.windowslive.com/messenger/connect_your_way.html?ocid=TXT_TAGLM_WL_Refresh_messenger_062008>>[Non-text > portions of this message have been > removed]>>>-----------------------------------> ->>Middle Earth PBM - hit reply to send to everyone>To Unsubscribe: > http://www.yahoogroups.com>Website: > http://www.MiddleEarthGames.com>Yahoo! Groups Links>>>Middle Earth Games > LtdWebsite: > <http://www.middleearthgames.com>www.middleearthgames.comEmail: > <mailto:me@middleearthgames.com>me@middleearthgames.comPost: UK: 340 > North Road, Cardiff CF14 3BP UKUS: ME Games Ltd, 73 Edgewood Terrace, > South Bound Brook NJ 08880Telephone: Phone Times: 10am-6:30pm UK Time > (BST); 5am-1.30 (EST)UK: 029 2091 3359 (029 2062 5665 can be used if main > engaged)(Dial 011 44 29 2091 3359 if in the US)US Phone: (732) 642-8777 > ESTFax: 029 2062 5532 (24 hours)----------Middle Earth Games LtdWebsite: > <http://www.middleearthgames.com>www.middleearthgames.comEmail: > <mailto:me@middleearthgames.com>me@middleearthgames.comPost: UK: 340 > North Road, Cardiff CF14 3BP UKUS: ME Games Ltd, 73 Edgewood Terrace, > South Bound Brook NJ 08880Telephone: Phone Times: 10am-6:30pm UK Time > (BST); 5am-1.30 (EST)UK: 029 2091 3> 359 (029 2062 5665 can be used if main engaged)(Dial 011 44 29 2091 3359 > if in the US)US Phone: (732) 642-8777 ESTFax: 029 2062 5532 (24 hours)>>>>>>>__________________________________________________________>Introducing Live Search cashback . It's search that pays you back!>http://search.live.com/cashback/?&pkw=form=MIJAAF/publ=HMTGL/crea=introsrchcashback>>[Non-text portions of this message have been removed]>>>------------------------------------>>Middle Earth PBM - hit reply to send to everyone>To Unsubscribe: http://www.yahoogroups.com>Website: http://www.MiddleEarthGames.com>Yahoo! Groups Links>>>Middle Earth Games LtdWebsite: <http://www.middleearthgames.com>www.middleearthgames.comEmail: <mailto:me@middleearthgames.com>me@middleearthgames.comPost: UK: 340 North Road, Cardiff CF14 3BP UKUS: ME Games Ltd, 73 Edgewood Terrace, South Bound Brook NJ 08880Telephone: Phone Times: 10am-6:30pm UK Time (BST); 5am-1.30 (EST)UK: 029 2091 3359 (029 2062 5665 can be used if main engaged)(Dial 011 44 29 2091 3359 if in the US)US Phone: (732) 642-8777 ESTFax: 029 2062 5532 (24 hours)----------Middle Earth Games LtdWebsite: <http://www.middleearthgames.com>www.middleearthgames.comEmail: <mailto:me@middleearthgames.com>me@middleearthgames.comPost: UK: 340 North Road, Cardiff CF14 3BP UKUS: ME Games Ltd, 73 Edgewood Terrace, South Bound Brook NJ 08880Telephone: Phone Times: 10am-6:30pm UK Time (BST); 5am-1.30 (EST)UK: 029 2091 3359 (029 2062 5665 can be used if main engaged)(Dial 011 44 29 2091 3359 if in the US)US Phone: (732) 642-8777 ESTFax: 029 2062 5532 (24 hours)

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Definitely replace dropped players. That was my no.1 reason for moving
from playing 1650 to 1000 as the more experienced players tended to
play FA.

Gavin

But back to the discussion, any other thoughts on what we can do guys

to

···

make your gaming experience as fruitful as possible?

Clint