Creation of the Game

Well, straight from the horses mouth... While avoiding work at all costs, I'm perusing the old GSI articles library now linked via MEGames Library/Links page, and came across the article written by Stassun and Field entitled: "The Creation of Middle Earth Play by Mail, circa 1650".

Something that initially appeared to provide support to the Team Firster's out there (I'm generally among them...) was this quote towards the beginning 1/3 of the article:

"We elected a novel format for the game - the idea of 'team play' - and divided the players into 2 distinct sides - The Free Peoples and The Dark Servants"

Before Ed has a fit, this Team aspect is explored more fully below:

"The tales of Tolkien dealt with more than just Good vs. Evil and so too, ME-PBM explores these other areas as well. Besides the primary issue of Good vs. Evil, the nations must deal with the treachery and conflict all too common even on their own side. The constant conflict between the Dwarves and Elves, the Civil War of Gondor, and the bickering between the various armies and leaders of darkness to name just a few. These aspects of Middle-earth were included by allowing for one side to end the game, but only the most powerful nation(s) on the winning side to claim victory. Furthermore, each nation has individual goals that help them toward becoming the most powerful nation on their respective side, and many of these individual goals must only be achieved at the expense of nations on their own side."

In regards to army/character movement:

"Even the movement rates for characters, navies and armies was exhaustively researched to restrict/allow only such movement as was possible for the period. For example, the famous 'Ride of the Rohirrim' was considered the benchmark for cavalry movement that all were measured by. We wanted to be sure that is was just possible to duplicate (under the right circumstances) that glorious ride"

In regards to the market:

"Another important element added to the design is the idea of the market. Each nation is permitted to buy and sell its resource production with the free market - caravans that trade with the nations. The key element is that prices are not fixed, but rather are controlled by the simple factors of supply and demand. This allows the players to attempt to flood the market in order to lower prices, or to corner the market in order to drive prices up. This affords some nations with real economic clout."

And further, for those who hate the market in MEPBM:

"This element of the game proved difficult to properly design since the whole mathematics involved in the study of such dynamic systems is still very much guess work. "

All in all, while mostly generalized, an interesting read. Check it, and other articles from the old GSI Hints section out.

Regards,

Brad Brunet

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

Interesting article. I hadn't read it before. I confess to reading it
looking for information on how they viewed agents (and mages). Looks
like things didn't turn out quite how they envisioned them :sunglasses:

Kevin

Well, straight from the horses mouth... While avoiding work at all

costs, I'm perusing the old GSI articles library now linked via
MEGames Library/Links page, and came across the article written by
Stassun and Field entitled: "The Creation of Middle Earth Play by
Mail, circa 1650".

Something that initially appeared to provide support to the Team

Firster's out there (I'm generally among them...) was this quote
towards the beginning 1/3 of the article:

"We elected a novel format for the game - the idea of 'team play' -

and divided the players into 2 distinct sides - The Free Peoples and
The Dark Servants"

Before Ed has a fit, this Team aspect is explored more fully below:

"The tales of Tolkien dealt with more than just Good vs. Evil and

so too, ME-PBM explores these other areas as well. Besides the
primary issue of Good vs. Evil, the nations must deal with the
treachery and conflict all too common even on their own side. The
constant conflict between the Dwarves and Elves, the Civil War of
Gondor, and the bickering between the various armies and leaders of
darkness to name just a few. These aspects of Middle-earth were
included by allowing for one side to end the game, but only the most
powerful nation(s) on the winning side to claim victory. Furthermore,
each nation has individual goals that help them toward becoming the
most powerful nation on their respective side, and many of these
individual goals must only be achieved at the expense of nations on
their own side."

In regards to army/character movement:

"Even the movement rates for characters, navies and armies was

exhaustively researched to restrict/allow only such movement as was
possible for the period. For example, the famous 'Ride of the
Rohirrim' was considered the benchmark for cavalry movement that all
were measured by. We wanted to be sure that is was just possible to
duplicate (under the right circumstances) that glorious ride"

In regards to the market:

"Another important element added to the design is the idea of the

market. Each nation is permitted to buy and sell its resource
production with the free market - caravans that trade with the
nations. The key element is that prices are not fixed, but rather are
controlled by the simple factors of supply and demand. This allows
the players to attempt to flood the market in order to lower prices,
or to corner the market in order to drive prices up. This affords
some nations with real economic clout."

And further, for those who hate the market in MEPBM:

"This element of the game proved difficult to properly design since

the whole mathematics involved in the study of such dynamic systems
is still very much guess work. "

All in all, while mostly generalized, an interesting read. Check

it, and other articles from the old GSI Hints section out.

···

--- In mepbmlist@yahoogroups.com, Brad Brunet <bbrunec296@r...> wrote:

Regards,

Brad Brunet

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

An interesting quotation. It does not however even begin to explain how
and why they came up with such an excellent team game but made such a pig's
ear of the mechanisms to replicate the single nation "bickering" - They
fouled this up to such an extreme extent that most experienced non-North
American players have completely ignored the VP and VC systems for a
decade*. Thinking about it, the VPs and VCs smell very much like a crude
"bolt on" designed by monkeys after the game itself was substantively
finished. Surprising nonetheless, that it was not brought down by play
testers, and that it proved resistant enough to survive the opportunity for
it to be scrapped or fully reworked when 2950 came out. I suspect that any
passion the designers had for the quality of the game had withered and died
by then.

*I understand that the GSI Game Winner Certificate system allowing high
scorers choice of nation in their next game will have artificially
perpetuated adherence to the VCs and VPs in the USA & Canada.

314a53f.jpg
     Laurence G.Tilley

http://www.lgtilley.freeserve.co.uk

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

···

At 12:58 PM 22/12/2004, Brad Brunet wrote:

Well, straight from the horses mouth... While avoiding work at all costs,
I'm perusing the old GSI articles library now linked via MEGames
Library/Links page, and came across the article written by Stassun and
Field entitled: "The Creation of Middle Earth Play by Mail, circa 1650".

"The tales of Tolkien dealt with more than just Good vs. Evil and so too,
ME-PBM explores these other areas as well. Besides the primary issue of
Good vs. Evil, the nations must deal with the treachery and conflict all
too common even on their own side. The constant conflict between the
Dwarves and Elves, the Civil War of Gondor, and the bickering between the
various armies and leaders of darkness to name just a few. These aspects
of Middle-earth were included by allowing for one side to end the game,
but only the most powerful nation(s) on the winning side to claim victory.
Furthermore, each nation has individual goals that help them toward
becoming the most powerful nation on their respective side, and many of
these individual goals must only be achieved at the expense of nations on
their own side."

Yes there is much about this game which is misunderstood. That it can incorporate such wide viewpoints speaks well for the genius of the creators. Let me say that the constriction of this Real Politik into an English "spirit of the game' tunnel is one of my objections to to Harley handling of the game. Narrow horitzons versus broad horizons, as it were.
Ed

···

From: "Laurence G. Tilley" <lgtilley@morespeed.net>
Reply-To: mepbmlist@yahoogroups.com
To: mepbmlist@yahoogroups.com
Subject: Re: [mepbmlist] Creation of the Game
Date: Thu, 23 Dec 2004 14:44:57 +0000

At 12:58 PM 22/12/2004, Brad Brunet wrote:
>Well, straight from the horses mouth... While avoiding work at all costs,
>I'm perusing the old GSI articles library now linked via MEGames
>Library/Links page, and came across the article written by Stassun and
>Field entitled: "The Creation of Middle Earth Play by Mail, circa 1650".
>
>"The tales of Tolkien dealt with more than just Good vs. Evil and so too,
>ME-PBM explores these other areas as well. Besides the primary issue of
>Good vs. Evil, the nations must deal with the treachery and conflict all
>too common even on their own side. The constant conflict between the
>Dwarves and Elves, the Civil War of Gondor, and the bickering between the
>various armies and leaders of darkness to name just a few. These aspects
>of Middle-earth were included by allowing for one side to end the game,
>but only the most powerful nation(s) on the winning side to claim victory.
>Furthermore, each nation has individual goals that help them toward
>becoming the most powerful nation on their respective side, and many of
>these individual goals must only be achieved at the expense of nations on
>their own side."

An interesting quotation. It does not however even begin to explain how
and why they came up with such an excellent team game but made such a pig's
ear of the mechanisms to replicate the single nation "bickering" - They
fouled this up to such an extreme extent that most experienced non-North
American players have completely ignored the VP and VC systems for a
decade*. Thinking about it, the VPs and VCs smell very much like a crude
"bolt on" designed by monkeys after the game itself was substantively
finished. Surprising nonetheless, that it was not brought down by play
testers, and that it proved resistant enough to survive the opportunity for
it to be scrapped or fully reworked when 2950 came out. I suspect that any
passion the designers had for the quality of the game had withered and died
by then.

*I understand that the GSI Game Winner Certificate system allowing high
scorers choice of nation in their next game will have artificially
perpetuated adherence to the VCs and VPs in the USA & Canada.

314a53f.jpg
     Laurence G.Tilley

http://www.lgtilley.freeserve.co.uk

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

Just a quick Merry Christmas from all of us here in the office (except Rob
who doesn't want to panda to the season - though what black and white bears
have to do with it I don't know)
Edward :slight_smile:

···

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Just a quick Merry Christmas from all of us here in the office (except Rob
who doesn't want to panda to the season - though what black and white

bears

have to do with it I don't know)
Edward :slight_smile:

RD: I too would like to wish a Merry Christmas to everybody on this list.
If you're Christian, celebrate the birth of Jesus. If not, you've got a
holiday, so celebrate anyway. Who, Christian or nor, can argue with 'Peace
on earth, goodwill to all men?' So, Merry Christmas to you all!

Richard.

···

----- Original Message -----
From: "ME Games Ltd" <me@MiddleEarthGames.com>
To: <mepbmlist@yahoogroups.com>
Sent: Friday, December 24, 2004 12:57 PM
Subject: [mepbmlist] Season

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Checked by AVG anti-virus system (http://www.grisoft.com).
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