Deadlines for Bree?

I can agree to that to a point, and if you have a benevolent leader, or someone who is helpful who takes this person under their wing, then they are good no matter what position they play. If someone is explaining to you the intricacies of assassination, how you develope assassins, how the command works, what you need to defend yourself, etc...then you can play the CL as a newbie. In many games, this may happen. However, generally a team sticks to a team. It is in that teams best interest to get you to side with their team, when you are a neutral. I find that when I did play neutral, the interaction with the sides was sorta like a resume and an interview...they told you wonderful, useful stuff...that sorta led you in a direction towards joining their team. And they generally do not expound upon the strengths of the opposing team. As for the other neutrals, situationally, its still not as good. On a team you have 9 teammates, as a neutral, there are 4 other neutrals. A fellow (hmmm...) neutral may already have leanings, and again, if he is going DS, then he will want you to go DS with him. Again, I am not trying to say MEPBM players are bad, nor were my first experiences being a neutral nation discouraging (well, they were, but that was because I had 5 army commanders leading in excess of 4000 troops assassinated, despite being guarded by a 50+ agent, but thats another story) Both sides did offer rules help, when I asked questions, and were generally nice people, but they have a lean, and they want you to share that lean. You can get so wrapped up in what allegiance to join that you can be distracted from the nation developement and learning the rules.

If you join a side, there is no question...you are a DS, or you are a FP. You have those 9 allies, and it is in their best interest to have you make the best decisions possible. You cant be tempted by the other side...well, lets hope you cant be tempted by the other side (seen a game like that...ouch). Assistance of all sorts should be readily available, unlike a neutral, where you must beg borrow steal or deal to get it. Ultimately, your best possible friends (the other neutrals) will need to choose a side, and it may, or may not, be the one you choose. If I am the Corsairs, and I am leaning FP, I am not going to send 30000 gold to a Dun player who is leaning DS, that is not a sound plan (unless there are other factors in the deal...). That there are good players out there who will help a newbie, even as a neutral, I do not doubt...I have met some of them, and I would like to think that I am one of them. But neutrals have alot to think about, and newbies should be learning the nuances of the game, because its those nuances that can be the difference between having a good game, or looking at your turnsheet on turn 10 having 2 characters and a MT left, and wondering what possessed you to spend 80 bucks to make it to this point...

Again, IMHO. For newbies, K.I.S.S.

-Ken

···

From: "saitodosan" <kurgan@olp.net>
Reply-To: mepbmlist@yahoogroups.com
To: mepbmlist@yahoogroups.com
Subject: [mepbmlist] Re: Deadlines for Bree?
Date: Tue, 05 Nov 2002 16:28:28 -0000

--- In mepbmlist@y..., "Kenneth Weed" <watakshi@h...> wrote:
> Its always difficult starting as a new player, but I would question
whether
> or not it is wise to start a newbie as a neutral. They do not know
the
> game, unless they are sure of themselves, they can be easily
manipulated,
> they have no support structure, except for 2 teams which want the
neutral to
> side with them, not do well on his own or make the best decision
for his own
> nation...there are a few positions that I could suggest, and you
mention
> some of them, but having played my first 2950 game and second game
as a
> neutral, lack of understanding coupled with lack of a support
structure and
> everyone trying to coerce you is a recipe for frustration. IMHO.

I don't see it that way. As neutral you have 5-10 turns of being
left alone to learn and try and build your nation. You also have 24
other people, instead of 9, to try and get tips from. I feel there
is a good chance that one of the other neutrals will "take you under
their wing, or that the DS, or FP will give you pointers and tips to
try and make you more likely to join them. There is the chance that
one side will go "Newbie.. lets get him", but I find that other
neurals tend to Unite against such type of actions.

_________________________________________________________________
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--- In mepbmlist@y..., "Kenneth Weed" <watakshi@h...> wrote:

I can agree to that to a point, and if you have a benevolent

leader, or

someone who is helpful who takes this person under their wing, then

they are

good no matter what position they play. If someone is explaining

to you the

intricacies of assassination, how you develope assassins, how the

command

works, what you need to defend yourself, etc...then you can play

the CL as a

newbie. In many games, this may happen. However, generally a team

sticks

to a team. It is in that teams best interest to get you to side

with their

team, when you are a neutral. I find that when I did play neutral,

the

interaction with the sides was sorta like a resume and an

interview...they

told you wonderful, useful stuff...that sorta led you in a

direction towards

joining their team. And they generally do not expound upon the

strengths of

the opposing team. As for the other neutrals, situationally, its

still not

as good. On a team you have 9 teammates, as a neutral, there are 4

other

neutrals. A fellow (hmmm...) neutral may already have leanings,

and again,

if he is going DS, then he will want you to go DS with him. Again,

I am not

trying to say MEPBM players are bad, nor were my first experiences

being a

neutral nation discouraging (well, they were, but that was because

I had 5

army commanders leading in excess of 4000 troops assassinated,

despite being

guarded by a 50+ agent, but thats another story)

you need a guard with aprox. the same rank or higher than the agent
trying the Assassination order.. at least thats been my exp.

Both sides did offer rules

help, when I asked questions, and were generally nice people, but

they have

a lean, and they want you to share that lean. You can get so

wrapped up in

what allegiance to join that you can be distracted from the nation
developement and learning the rules.

If you join a side, there is no question...you are a DS, or you are

a FP.

You have those 9 allies, and it is in their best interest to have

you make

the best decisions possible. You cant be tempted by the other

side...well,

lets hope you cant be tempted by the other side (seen a game like
that...ouch). Assistance of all sorts should be readily available,

unlike a

neutral, where you must beg borrow steal or deal to get it.

Ultimately,

your best possible friends (the other neutrals) will need to choose

a side,

and it may, or may not, be the one you choose. If I am the

Corsairs, and I

am leaning FP, I am not going to send 30000 gold to a Dun player

who is

leaning DS, that is not a sound plan (unless there are other

factors in the

deal...).

If you are the Duns and haven't decided on your allegiance what would
you need 30,000 gold then you are doing something you shouldn't.

That there are good players out there who will help a newbie,

even as a neutral, I do not doubt...I have met some of them, and I

would

like to think that I am one of them. But neutrals have alot to

think about,

and newbies should be learning the nuances of the game, because its

those

nuances that can be the difference between having a good game, or

looking at

your turnsheet on turn 10 having 2 characters and a MT left, and

wondering

what possessed you to spend 80 bucks to make it to this point...

The only problems I have seen in dealing with a new player is if I
don't know they are new then I don't like to suggest things to
someone and have them, usually rudely, inform me that they already
know that

I'd have to argue that in most cases new players do not communicate
very much so it doesn't matter what kind of leader, benevolent or
helpful. I know that I didn't communicate very well when I started
playing...then again, e-mail wasn't around then. Generally
speaking, no matter how helpful experienced players are in a solo
game, it just doesn't make a big difference. The new player,
generally speaking, will flounder around the early turns and then
will either drop or start asking for help(checking out ME websites
can be very helpful too). I've found that new players that start
asking for help, don't, on the most part, start playing well
immediately. Normally, it's like a gradual enlightenment. If they
have been playing Cloud Lord or Noldo the entire game, the rest of
their team is dead by now.

Of course, every once in awhile a new player will come along and
will kick butt along with the rest of em.

Generally speaking,
in most cases,
on the most part,
normally,

-Joel

--- In mepbmlist@y..., "Kenneth Weed" <watakshi@h...> wrote:

I can agree to that to a point, and if you have a benevolent

leader, or

someone who is helpful who takes this person under their wing,

then they are

good no matter what position they play. If someone is explaining

to you the

intricacies of assassination, how you develope assassins, how the

command

works, what you need to defend yourself, etc...then you can play

the CL as a

newbie. In many games, this may happen. However, generally a

team sticks

to a team. It is in that teams best interest to get you to side

with their

team, when you are a neutral. I find that when I did play

neutral, the

interaction with the sides was sorta like a resume and an

interview...they

told you wonderful, useful stuff...that sorta led you in a

direction towards

joining their team. And they generally do not expound upon the

strengths of

the opposing team. As for the other neutrals, situationally, its

still not

as good. On a team you have 9 teammates, as a neutral, there are

4 other

neutrals. A fellow (hmmm...) neutral may already have leanings,

and again,

if he is going DS, then he will want you to go DS with him.

Again, I am not

trying to say MEPBM players are bad, nor were my first experiences

being a

neutral nation discouraging (well, they were, but that was because

I had 5

army commanders leading in excess of 4000 troops assassinated,

despite being

guarded by a 50+ agent, but thats another story) Both sides did

offer rules

help, when I asked questions, and were generally nice people, but

they have

a lean, and they want you to share that lean. You can get so

wrapped up in

what allegiance to join that you can be distracted from the nation
developement and learning the rules.

If you join a side, there is no question...you are a DS, or you

are a FP.

You have those 9 allies, and it is in their best interest to have

you make

the best decisions possible. You cant be tempted by the other

side...well,

lets hope you cant be tempted by the other side (seen a game like
that...ouch). Assistance of all sorts should be readily

available, unlike a

neutral, where you must beg borrow steal or deal to get it.

Ultimately,

your best possible friends (the other neutrals) will need to

choose a side,

and it may, or may not, be the one you choose. If I am the

Corsairs, and I

am leaning FP, I am not going to send 30000 gold to a Dun player

who is

leaning DS, that is not a sound plan (unless there are other

factors in the

deal...). That there are good players out there who will help a

newbie,

even as a neutral, I do not doubt...I have met some of them, and I

would

like to think that I am one of them. But neutrals have alot to

think about,

and newbies should be learning the nuances of the game, because

its those

nuances that can be the difference between having a good game, or

looking at

your turnsheet on turn 10 having 2 characters and a MT left, and

wondering

what possessed you to spend 80 bucks to make it to this point...

Again, IMHO. For newbies, K.I.S.S.

-Ken

>From: "saitodosan" <kurgan@o...>
>Reply-To: mepbmlist@y...
>To: mepbmlist@y...
>Subject: [mepbmlist] Re: Deadlines for Bree?
>Date: Tue, 05 Nov 2002 16:28:28 -0000
>
>--- In mepbmlist@y..., "Kenneth Weed" <watakshi@h...> wrote:
> > Its always difficult starting as a new player, but I would

question

>whether
> > or not it is wise to start a newbie as a neutral. They do not

know

>the
> > game, unless they are sure of themselves, they can be easily
>manipulated,
> > they have no support structure, except for 2 teams which want

the

>neutral to
> > side with them, not do well on his own or make the best

decision

>for his own
> > nation...there are a few positions that I could suggest, and

you

>mention
> > some of them, but having played my first 2950 game and second

game

>as a
> > neutral, lack of understanding coupled with lack of a support
>structure and
> > everyone trying to coerce you is a recipe for frustration.

IMHO.

>
>
>I don't see it that way. As neutral you have 5-10 turns of being
>left alone to learn and try and build your nation. You also have

24

>other people, instead of 9, to try and get tips from. I feel

there

>is a good chance that one of the other neutrals will "take you

under

>their wing, or that the DS, or FP will give you pointers and tips

to

>try and make you more likely to join them. There is the chance

that

···

>one side will go "Newbie.. lets get him", but I find that other
>neurals tend to Unite against such type of actions.
>

_________________________________________________________________
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http://resourcecenter.msn.com/access/plans/freeactivation.asp

--- jmason86 <jmason86@hotmail.com> wrote:

Generally speaking, no matter how helpful experienced
players are in a solo game, it just doesn't make a big
difference. The new player, generally speaking, will
flounder around the early turns and then will either drop
or start asking for help

Disjointed argument. Helpful experienced players tend to
steer the newbies more towards asking for help. Unhelpful
teammates steer newbies towards dropping.

Normally, it's like a gradual enlightenment

Of course. Until the individual clears their own learning
hurdles all the friendly help in the world is unintelligable.
But friendly help keeps the newbie working to get over the
hump. Unfriendly/Unhelp and the newbie gives up and leaves.

Brad for Big Brothers of Middle Earth

···

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