Digest Number 1160

At the risk of a newbie disagreeing with the game’s deity (Clint J ) I think the Noldo and Cloud Lord are amongst the best options for new players to learn the game. As both sides have argued in the ratings debate, the idea is that this is predominately a team game. As such whatever position a new player takes they should be supported and advised by the more experienced players. Therefore I would suggest those two as start nations for two reasons.

   The lessor is that their importance gives a greater pressure for teams to perform as such and support new players with advice.
   More importantly, as nations distance from the front line, they are much more survivable that other nations. By definition newcomers, being unfamiliar with the system, are more likely to make mistakes, even with assistance from other players. In virtually any other nation such mistakes are far more likely to lead to immediate losses and quite possibly start a vicious circle of decline.

There is a weakness for the team as a whole in this but then that will apply with any other position. Which is worse for a team, a recoverable setback for the Noldo or CL or one that possibly knocks out a front line player.

In my own case, my preference and the information I read on the web, not just Bree 1, led to me selecting the Noldo for my 1st game. I have had the advantage of a team that, after some initial problems has worked well and closely together and hope I am a valued member of it. Have made a number of mistakes, most noticeably in military movement. (Not realising the importance of food on movement, overlooking terrain and the classic confusion of east and west). However, starting with a small economy and large character cost, the Noldo will inevitably be an auxiliary military power. As such being unable to reach a couple of sieges in time made less impression on the team that if say I had been playing a major military power and fouled up there. I have been able to gain experience of this, important, facet of the game without being under pressure of a single mistake proving disasterous for either the team or me.

On the character side I think I have done OK? (Responses from the team welcome here). Possibly more cautious than others might be given I am a beginner and don’t want to make mistakes with some of the more (Guessing here as a cautious player by nature but haven’t had any members of the team cursing my actions, at least to my knowledge!) Like to think I have provided useful support to the front line nations, although, since the game is still ongoing and tight I willn’t go into detail here.

In comparison the mate who introduced me to the game has recently finished his 1st game as Cloud Lord. He was a lot less lucky in teammates. (He gave me details of events while trying to interest me in the game in the process giving me valuable knowledge of playing it!) As such, although I had less attention for it once I started playing myself I and seen his pdfs and discussed events with him so know a good bit about it). There was markedly less interaction between the players and a number of serious errors by I presume fairly experienced gamers. He made one major mistake himself in misreading the rules and thinking that if a company leader refuses challenges then other company characters didn’t need to, which lost him three agents in one turn. However, since this occurred well into the game one could also argue that his colleagues should have noticed this as pdfs were exchanged. (I’m not understating his error but pointing out that this would have been picked up in the sort of team I’m playing in). However he did play a considerable role in assisting other members of the team, doing more than many to help players in difficulty.

He actually dropped, not because of the deteriorating DS position but because of the repulsive behaviour of one of the DS players. Having mentioned that he might drop, this player deceitfully informed both Harlequin and the rest of the team that he had dropped and manouvered to get the position for a friend of his. My mate only know about this when submitting his orders and after a few unpleasant exchanges decided it was not worth continuing under such conditions. (As he says he plays for fun and because of this the game had definitely ceased to be that!

I also agree with those who argue against newbies playing neutrals. Although they might have some time before they have to face combat this is little use unless they can use it constructively. Without a knowledge of the game mechanics and reliable advice they will have little chance to make the best use of their position, nor are they likely to get the feedback necessary to learn from any mistake they made. (In many cases, without such advice they may never realise when they make mistakes).

   Steve Pickering

···

----

Message: 11
Date: Fri, 08 Nov 2002 02:30:32 +0000
From: Middle Earth PBM Games
Subject: Re: Re: Nations for new players

>1650: FP - AR, CA, DW

Dwarves are a bit spread out, and need lots of
communication. Noldo? Sinda?

IMO Noldo are too important. Dwarves are safe and can't get attacked for a
long time - hence ideal for new players. I think Sindar are fine for new
players. Not essential to the FP win, but able to help out with a nice mix
of characters as well. Not the best choice for a new player.

> DS - BS, DkL, QA, FK

The Blind Sorceror takes immense economic juggling. It
starts with NO emmys, a huge deficit, few resources,
the biggest army in the game, NO commanders besides
the one heading the army (which needs to get moving
instantly) and lots of mages (which take a long time
to become satisfying).

Teammates will differ on whether to use the army or
dump it (which relieves the BlS at the expense of the
team), and it's tough for a newbie to gauge the
options.

*** It teaches them a little about combat although I agree I have seen a
couple of new players blow up due to the strain of the BS army. Other than
that, no nation has Emis to start with, but the BS is simple to play and
reasonably safe. I think with the proviso that be wary of the use of the
army (get team advice) it's a sound nation.

The QA is tricky, too -- it's a diplomatic postion
before anything else, and some neutrals don't give
much credit to newbies.

*** I agree, but there with the list below that's only 3 nations that I can
offer (I don't agree about the CL - too important for the well being of the
DS).

Suggested DS list: LR, FK, DkL, CL.

Clint

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Wait till you're an Oldie, then see what it's like to start a game and discover that your team's Noldo or Cloud Lord rides a skateboard and wears a backwards base ball cap.

Think about it. If you were running the air force, would you put rookie pilots in your highest tech aircraft? The question posed by Clint I'm afraid, is ambiguous, because what's best for the newbie (a safe nation, more forgiving of errors) is very different to what's best for the team. "What's best for the newbie" from a team player's point of view is to have him somewhere where he can't do too much damage - some middle ground, between the vulnerable front line and the critical executive control of the primary weapon.

Laurence G. Tilley

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

···

At 21:05 08/11/2002, Stephen Pickering wrote:

At the risk of a newbie disagreeing with the game's deity (Clint J ) I think the Noldo and Cloud Lord are amongst the best options for new players to learn the game.

Think about it. If you were running the air force, would you put rookie
pilots in your highest tech aircraft? The question posed by Clint I'm
afraid, is ambiguous, because what's best for the newbie (a safe nation,
more forgiving of errors) is very different to what's best for the
team. "What's best for the newbie" from a team player's point of view is
to have him somewhere where he can't do too much damage - some middle
ground, between the vulnerable front line and the critical executive
control of the primary weapon.

What's best for a newbie is an enjoyable game where he feels that he has contributed to the game and learnt how to use a particular set of orders I would say. This experience would then enable them to play more effectively (one would hope) and enjoy other aspects (or the same) in later games. Playing an essential nation would limit the impact your team has on the outcome - as you undoubtedly (as a new player) would not play it as well. There are many examples (I gave one earlier about the Noldo casting 428 spells). Hence the team would play less well (or less effectively) and probably be more frustrated (I see this a lot), and enjoy the game less with the consequent effect of helping newbies less etc.

So what is best of the Newbie is often (not always) best for the team for that given player playing in the game. One where they do least damage, can contribute to the game and learn the ropes.

Clint

--- Stephen Pickering <steve_history@yahoo.co.uk> wrote: >

He actually dropped, not because of the deteriorating DS position but
because of the repulsive behaviour of one of the DS players. Having
mentioned that he might drop, this player deceitfully informed both
Harlequin and the rest of the team that he had dropped and manouvered
to get the position for a friend of his. My mate only know about this
when submitting his orders and after a few unpleasant exchanges
decided it was not worth continuing under such conditions. (As he
says he plays for fun and because of this the game had definitely
ceased to be that!

I don't understand, a little more clarification please: you mean
that there are people out there making the game "un-fun"? How
can this be, we don't have ratings yet! :wink:

Brad

···

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Very utopian. I've met one or two over the years for whom "what's best" might be the suggestion that they go away and play some other less advanced game. And one or two, whom when they have dropped have not been missed in the slightest by the team.

Your concerns are skewed by the commercial interest to engage and retain players for future games. Mine, as a player in a new game, is principally to win that game. Whilst it's true that we benefit as a community from an enlarging player base, and from "fresh blood", I rarely find it a consoling thought when I see a team having to "carry" a weak player. Whilst this sounds mean, I don't think you'll find many newish players who have found me anything other than supportive. BUT it is frustrating, most especially because in some games one can discover that MOST of one's allies are newbies/newish. Go into a situation like that, and find that the ClL/Noldo AND a good handful of the others are first or second timers, and you're in trouble.

This is a scenario which the ratings system should hopefully reduce, and your BOFA thing might hopefully serve as a "flight simulator" to soften the effect of mass newbie intakes.

Laurence G. Tilley

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

···

At 03:09 09/11/2002, Middle Earth PBM Games wrote:

What's best for a newbie is an enjoyable game where he feels that he has
contributed to the game and learnt how to use a particular set of orders I
would say. This experience would then enable them to play more effectively
(one would hope) and enjoy other aspects (or the same) in later
games.

Without knowing the full story, I have to say that I actually find it hard to have much sympathy for Stephen's mate. I can't see that Harlequin would treat a player as "dropped" if he submitted orders.

The common procedure for teams who think one player may have dropped, is to submit "contingency orders" for that nation. That is, some heroic soul does a set of orders, and asks Clint to use them "if Matey does not submit orders on time".

There's obviously more to the story here, and I would not be surprised to hear that this chap who "was talking of dropping" had already missed turns, or was at least communicating irregularly. Just how "repulsive" was the player who was keen to take over his nation? There are you know, few things more annoying than a player who says he "might drop". A team cannot plan around him. In my experience it's often used by players who are not getting their own way with the rest of the team.

Laurence G. Tilley

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

···

At 03:30 09/11/2002, Brad Brunet wrote:

--- Stephen Pickering <steve_history@yahoo.co.uk> wrote: >

> He actually dropped, not because of the deteriorating DS position but
> because of the repulsive behaviour of one of the DS players. Having
> mentioned that he might drop, this player deceitfully informed both
> Harlequin and the rest of the team that he had dropped and manouvered
> to get the position for a friend of his. My mate only know about this
> when submitting his orders and after a few unpleasant exchanges
> decided it was not worth continuing under such conditions. (As he
> says he plays for fun and because of this the game had definitely
> ceased to be that!

I don't understand, a little more clarification please

A brief input from a Newbie (horrible term) both to PBM and MEPBM.

I've played one and a bit games. The first was as the Rangers, the second on turn 7 as Northmen. In a game that obviously has huge benefits (too many?) for the experienced players, I am looking for a game in which I can contribute something, learn more about the game, feel I am participating and having fun. I don't want to be tucked into a totally inactive backwater and to learn I want to see several different aspects of the game. However, I don't want to mess things up for the whole team. Personally I think that has more to do with how much help one can get from more experienced team members than necessarily which nation you play. That said I'm sure it's difficult trying to give guidance without "telling" someone what to do. I've been grateful for the advice I've received in both my games, and for the recognition that the final decision is mine.

Paul

···

In message <5.1.0.14.0.20021109030512.029a2dd0@127.0.0.1>, Middle Earth PBM Games <me@MiddleEarthGames.com> writes

Think about it. If you were running the air force, would you put rookie
pilots in your highest tech aircraft? The question posed by Clint I'm
afraid, is ambiguous, because what's best for the newbie (a safe nation,
more forgiving of errors) is very different to what's best for the
team. "What's best for the newbie" from a team player's point of view is
to have him somewhere where he can't do too much damage - some middle
ground, between the vulnerable front line and the critical executive
control of the primary weapon.

What's best for a newbie is an enjoyable game where he feels that he has
contributed to the game and learnt how to use a particular set of orders I
would say. This experience would then enable them to play more effectively
(one would hope) and enjoy other aspects (or the same) in later
games. Playing an essential nation would limit the impact your team has on
the outcome - as you undoubtedly (as a new player) would not play it as
well. There are many examples (I gave one earlier about the Noldo casting
428 spells). Hence the team would play less well (or less effectively) and
probably be more frustrated (I see this a lot), and enjoy the game less
with the consequent effect of helping newbies less etc.

So what is best of the Newbie is often (not always) best for the team for
that given player playing in the game. One where they do least damage, can
contribute to the game and learn the ropes.

Clint

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--
Paul Brandon

Your concerns are skewed by the commercial interest to engage and retain
players for future games. Mine, as a player in a new game, is principally
to win that game

New players are the future of the game. We get experienced players jaded or annoyed leave the game as time goes on. DGE saw a 25% drop off in player base over the years. We've seen a small drop off in that period (relative). Without the new blood the chance of variant scenarios, as a prime example, is minimal. New players are happier to try different things.

. Whilst it's true that we benefit as a community from an
enlarging player base, and from "fresh blood", I rarely find it a consoling
thought when I see a team having to "carry" a weak player.

*** I balance each game I set-up with such "weak" players on both sides as best I can. Ie even playing field. If you are saying I want the best team possible that's something different but your implication here is that a new player on your team means that your team is at a disadvantage. Not the case. It is weaker but not at a disadvantage.

This is a scenario which the ratings system should hopefully reduce, and
your BOFA thing might hopefully serve as a "flight simulator" to soften the
effect of mass newbie intakes.

Yes Bofa is quite decent as a "flight simulator". Players get the broad spectrum of the game from start to finish and get a good feel for it and that I think will work for the normal game as well.

Clint

A brief input from a Newbie (horrible term) both to PBM and MEPBM.

Apprentice? Then Journeyman....

   I don't want to be tucked into

a totally inactive backwater and to learn I want to see several
different aspects of the game.

*** It's hard to judge what each new player is able to work with and learn. Or if they can stick at all. ANY nation can make a big impact on the game with the right luck, circumstances and skill.

  However, I don't want to mess things up
for the whole team.

**** That's why key nations have to be kept from new players I think. A new player won't understand what a key nation at game start, pretty much by definition.

  Personally I think that has more to do with how
much help one can get from more experienced team members than
necessarily which nation you play.

*** I try to get at least one communicative experienced player in a team where there are a lot of new players.

That said I'm sure it's difficult
trying to give guidance without "telling" someone what to do. I've been
grateful for the advice I've received in both my games, and for the
recognition that the final decision is mine.

*** Excellent - sounds spot on.

Clint

The open/independent games are a different beast than
grudges/team games. If you end up with a bottle-feeding
toddler running a key nation, odds are the opposition
has similar problems. Factor in the rash of SS and drops
that are bound to happen to both sides...aw heck, if it
means that much to you you're only playing team games
(and possibly have a different Opinion of what "fun" is
than someone else...)

Brad

···

--- Middle Earth PBM Games <me@MiddleEarthGames.com> wrote:

So what is best of the Newbie is often (not always)
best for the team

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At the risk of a newbie disagreeing with the game's deity (Clint
J ) I think the Noldo and Cloud Lord are amongst the best options
for new players to learn the game. As both sides have argued in the
ratings debate, the idea is that this is predominately a team game.
As such whatever position a new player takes they should be
supported and advised by the more experienced players. Therefore I
would suggest those two as start nations for two reasons.

These two positions can fair alright in the hand of a new player if
the new player communicates well. Communicating well means turn
reports and planning and maybe even PDFs. Planning is the most
important. If they don't tell their allies what they're are doing,
then their allies can never correct them if they're about to make a
major error. However I have found that new players most of the time
don't communicate well enough to learn the rules and plan and
coordinate with their allies all at the same time.

   The lessor is that their importance gives a greater pressure
for teams to perform as such and support new players with advice.
   More importantly, as nations distance from the front line, they
are much more survivable that other nations. By definition
newcomers, being unfamiliar with the system, are more likely to
make mistakes, even with assistance from other players. In
virtually any other nation such mistakes are far more likely to
lead to immediate losses and quite possibly start a vicious circle
of decline.

Judging from the poll I think most would agree front line nations
should NOT be given to a new player. I feel most strongly that
Eothraim should not be given to new players. It's the middle
nations like Dwarves, Arthedain, Cardolan that are good positions
for new players.

CL or Noldo on the other hand are so important that the way they are
played are a major factor for whether the game is won or lost. Most
newbies won't know which artifacts are important(RoW, RoC, Curse
artifacts) or how the agent game is played or how emmies should be
utilized(which is important for the Noldo). If they don't
communicate, this can really make for a bad game for the rest of
their 9 or so teammates. Again, my experience is that most new
players don't communicate well.

There is a weakness for the team as a whole in this but then that
will apply with any other position. Which is worse for a team, a
recoverable setback for the Noldo or CL or one that possibly knocks
out a front line player.

A setback for the Noldo can have the indirect effect of knocking out
a front line nations. These two nations need to support the front
line nations with gold and even back-up MTs. If the front line
nations don't get gold or help they can go bankrupt. In the case of
your friend, he had 75,000 gold in the bank and several of our
allies were about to go bankrupt.

In my own case, my preference and the information I read on the
web, not just Bree 1, led to me selecting the Noldo for my 1st game.

The non-Harly website information you read makes the Noldo look
really fun because they have the best characters, artifacts, and is
just a great position...doesn't mean it should be played by new
players. The article in Bree #1 is in serious error.

I have had the advantage of a team that, after some initial
problems has worked well and closely together and hope I am a
valued member of it. Have made a number of mistakes, most
noticeably in military movement. (Not realising the importance of
food on movement, overlooking terrain and the classic confusion of
east and west). However, starting with a small economy and large
character cost, the Noldo will inevitably be an auxiliary military
power.

This is exactly what I'm talking about. The Noldo should NOT be
used as a military power...and their economy isn't small. This is
why new players should not be playing these positions.

In comparison the mate who introduced me to the game has recently
finished his 1st game as Cloud Lord. He was a lot less lucky in
teammates. (He gave me details of events while trying to interest
me in the game in the process giving me valuable knowledge of
playing it!) As such, although I had less attention for it once I
started playing myself I and seen his pdfs and discussed events
with him so know a good bit about it). There was markedly less
interaction between the players and a number of serious errors by I
presume fairly experienced gamers.

I am curious of what errors he thinks these experienced players made.

He made one major mistake himself in misreading the rules and
thinking that if a company leader refuses challenges then other
company characters didn't need to, which lost him three agents in
one turn. However, since this occurred well into the game one could
also argue that his colleagues should have noticed this as pdfs
were exchanged. (I'm not understating his error but pointing out
that this would have been picked up in the sort of team I'm playing
in). However he did play a considerable role in assisting other
members of the team, doing more than many to help players in
difficulty.

Had he given his teammates any indication of what he was going to do
we would have helped him correct his errors.

He actually dropped, not because of the deteriorating DS position
but because of the repulsive behaviour of one of the DS players.
Having mentioned that he might drop, this player deceitfully
informed both Harlequin and the rest of the team that he had
dropped and manouvered to get the position for a friend of his. My
mate only know about this when submitting his orders and after a
few unpleasant exchanges decided it was not worth continuing under
such conditions. (As he says he plays for fun and because of this
the game had definitely ceased to be that!

I assume he was refering to me. I did not inform Harly or our other
teammates that he had dropped. The week he received his turn he
said he might drop but would let us know in the next week. He said
he might drop because he said he was playing incompetently(his own
words) and he had lost 3 agents because he didn't know he had to
refuse challenge. The next week there was no word from this
player. I then wrote this player several times to try and find out
if he was dropping but he didn't respond to any of my e-mail. I
then informed Harly of this situation and told them I would get a
replacement assuming this player had dropped.

So the replacement player goes through the pains of figuring out
what's going on in the game and comes up with very good orders...you
know sending allies gold and not naming new multiskilled characters
but actually using his SNA's and naming them at 40. When turns are
process we find that the old player processed his turn. Several
days afterwards I finally hear from this player and he is upset at
me for getting a new player. He informs me that he was on a
business trip the last week...the same week he was supposed to let
us know if he was dropping or not.

Your friend probably would have had more fun if he had chosen a
nation like Arthedain, Cardolan, or Dwarves.

I also agree with those who argue against newbies playing
neutrals. Although they might have some time before they have to
face combat this is little use unless they can use it
constructively. Without a knowledge of the game mechanics and
reliable advice they will have little chance to make the best use
of their position, nor are they likely to get the feedback
necessary to learn from any mistake they made. (In many cases, ?
without such advice they may never realise when they make mistakes).

Neutrals allow the new player to learn game mechanics and slowly
learn that communication is key in this game. It also lets them to
gradually increase communication instead of being drowned in a
hundred e-mails from teammates on turn 0. I would much rather have
a newbie as Corsairs or Harad rather than Noldo or Cloud Lord. If
they play incompetently it doesn't mess up the game for their other
9 or so teammates. I also think they will be less likely to drop if
they don't play such a hard position for a new player. Keeping new
players out of the Noldo and Cloud Lord is in the best interest of
not just the new player, but the team, and even business for Harly.

-Joel Mason

--- In mepbmlist@y..., Brad Brunet <pbmnoot@y...> wrote:

--- Middle Earth PBM Games <me@M...> wrote:
>
> So what is best of the Newbie is often (not always)
> best for the team

The open/independent games are a different beast than
grudges/team games. If you end up with a bottle-feeding
toddler running a key nation, odds are the opposition
has similar problems. Factor in the rash of SS and drops
that are bound to happen to both sides...aw heck, if it
means that much to you you're only playing team games
(and possibly have a different Opinion of what "fun" is
than someone else...)

Brad

True, but I think if Harly recommends that new players not play key
positions, then it will end up being a more enjoyable experience for
everyone.

Not in my recent experience sadly. That's the thing about newbies, nobody knows what they're like. If Clint puts 5 newbies on each side, the other 5 will be like the chap posting here who want's to "see what he can contribute", "learn" and "not be a burden", and I'll get 5 Bart Simpsons.

The number of newbies and newishbies in each game, seems to be an issue, but I don't know the actual data.

Laurence G. Tilley

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

···

At 16:47 09/11/2002, Brad Brunet wrote:

If you end up with a bottle-feeding
toddler running a key nation, odds are the opposition
has similar problems.

These two positions can fair alright in the hand of a new player if
the new player communicates well.

But you say so much in that one sentence.

  I feel most strongly that
Eothraim should not be given to new players.

Guess what my first ever position was? Yup, Eothraim, nearly 10 years ago, but I had chaps telling me how to run it, though that was in the pre-email days, and they were sending from Norway! Only the chance in a 2 week turn to send them a letter, get one reply, and send my orders to GAD Games. But it was enough to give us a pretty good game.

I didn't vote in the poll, as I think that the discussion is much more interesting, though the question itself is unanswerable. It depends on the communication skills of the newbie, and the quality of the chaperones.

Laurence G. Tilley

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

···

At 18:55 09/11/2002, jmason86 wrote:

--- In mepbmlist@y..., "Laurence G. Tilley" <laurence@l...> wrote:

>If you end up with a bottle-feeding
>toddler running a key nation, odds are the opposition
>has similar problems.

Not in my recent experience sadly. That's the thing about newbies,

nobody

knows what they're like. If Clint puts 5 newbies on each side, the

other 5

will be like the chap posting here who want's to "see what he can
contribute", "learn" and "not be a burden", and I'll get 5 Bart

Simpsons.

The number of newbies and newishbies in each game, seems to be an

issue,

but I don't know the actual data.

Laurence G. Tilley

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

Laurence:

As I newbie, I have a suggestion. Put all the newbies together in
one game and all the elder gamers in another. Keeping with the
toddler analogy, kids stick with the kids and adults play with the
adults. Hmmm, that sounds a reasonable way for Clint and company to
keep new players interested and statisfing the more seasoned gamers.

Don't you think?

Chris

···

At 16:47 09/11/2002, Brad Brunet wrote:

Chris wrote:

As I newbie, I have a suggestion. Put all the newbies together in
one game and all the elder gamers in another. Keeping with the
toddler analogy, kids stick with the kids and adults play with the
adults. Hmmm, that sounds a reasonable way for Clint and company to
keep new players interested and statisfing the more seasoned gamers.

Don't you think?

Chris

RD: I don't think that's very fair on the newbies. New players would learn faster, and have more fun, and contribute more to the team, if advised by veterans. A year ago Clint asked for "mentors" for new players. I don't know what response he got, but it was a good idea.

Perhaps Clint could appoint one or two willing veterans as leaders to teams of new recruits. Or, slip one or two newbies into teams of veterans, depending on the numbers of each.

Perhaps the second option is better, as it appears that a lot of first-timers drop. Losing one or two players is not necessarily a disaster but losing half-a-dozen almost certainly is!

Mentors (or whatever you want to call advisers to new players) have a fine line to tread if they are to turn first-timers into regular players. The first game is crucial. A bad experience here will see the first-timer drop never to return, and he will probably badmouth the game to his mates into the bargain. Mentors should suggest and advise, but never use imperatives like "you MUST do so-and-so."

On the subject of which nations are suitable for newbies, in many respects, neutrals are ideal. The newby can build up slowly, experiment, ask advice from both sides, and make mistakes without disaster. If the teams know their business, they will send the newby neutral plenty of information about what's going on in the big picture, give him advice if he asks for it, and be friendly and welcoming so as to encourage the newby to join them.

As for you veterans who attack a neutral just because you've identified him as a newby, shame on you! You have just cost the hobby a player who might, if treated differently, become a regular.

Richard.

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As I newbie, I have a suggestion. Put all the newbies together in
one game and all the elder gamers in another. Keeping with the
toddler analogy, kids stick with the kids and adults play with the
adults. Hmmm, that sounds a reasonable way for Clint and company to
keep new players interested and statisfing the more seasoned gamers.

Don't you think?

We tried this - it caused more drops than ever! :slight_smile: In theory it sounds great, but the experienced players are very helpful bringing the new players upto to speed and helping them with their enthusiasm and invaluable advice.

Clint

Don't you think?

We tried this - it caused more drops than ever! :slight_smile: In theory it sounds
great, but the experienced players are very helpful bringing the new
players upto to speed and helping them with their enthusiasm and invaluable
advice.

Clint

I think a mix of 2-3 vets with a mostly new player team helps the new
players learn more.

With all the talk about this.. how many new players are there. I have
the impression that there aren't alot of new players joining meaning if
they were to do an all NEW player game it might take 6-18 months to
fill.

I was trying to be funny. Please note my sarcasm in my previous
post.

I think limiting newbies in any way is silly. No one nation is
crucial to a victory (e.g., neutrals). Again, again, and again I
hear the argument that this is a team game. If so, why limit anyone
in playing a particular nation?

No doubt about it, MEPBM is a complex game. Some newbies find that
complexity alluring. Some newbies might like the challenge of
playing a nation that is considered "critical" to the team. How
among you are going to tell them that sorry you cannot play that
position because you have only played x games, and are not
experienced enough? Or wait, will you simply do so behind the
scenes - sort of a star chamber of days ago?

As a consumer I believe the consumer should decide what positions
they should play. Not an ad hoc committee of veteran players,
company hacks (no offense Clint), and vocal minority.

Chris

--- In mepbmlist@y..., Middle Earth PBM Games <me@M...> wrote:

>As I newbie, I have a suggestion. Put all the newbies together in
>one game and all the elder gamers in another. Keeping with the
>toddler analogy, kids stick with the kids and adults play with the
>adults. Hmmm, that sounds a reasonable way for Clint and company

to

>keep new players interested and statisfing the more seasoned

gamers.

>
>Don't you think?

We tried this - it caused more drops than ever! :slight_smile: In theory it

sounds

great, but the experienced players are very helpful bringing the

new

players upto to speed and helping them with their enthusiasm and

invaluable

···

advice.

Clint

Christopher wrote:

I was trying to be funny. Please note my sarcasm in my previous
post.

I think limiting newbies in any way is silly. No one nation is
crucial to a victory (e.g., neutrals). Again, again, and again I
hear the argument that this is a team game. If so, why limit anyone
in playing a particular nation?

No doubt about it, MEPBM is a complex game. Some newbies find that
complexity alluring. Some newbies might like the challenge of
playing a nation that is considered "critical" to the team. How
among you are going to tell them that sorry you cannot play that
position because you have only played x games, and are not
experienced enough? Or wait, will you simply do so behind the
scenes - sort of a star chamber of days ago?

As a consumer I believe the consumer should decide what positions
they should play. Not an ad hoc committee of veteran players,
company hacks (no offense Clint), and vocal minority.

Chris

    I agree that new players shouldn't be limited on the position they
play. I think some positions are better for a new player to play. The
Discussion started because someone dissagreed with the suggestions in a
Bree article. People are suggesting positions that are better for a new
player to start with.
    I think the Dog Lord is the best newplayer postion. It is capable
of being self sufficent, has Great army potential, Agent ability, Good
Mages.

    There is only one position I have ever thought a new player should
NEVER play, and that is the Eothraim. In a grudge game I watched 2
characters eliminate the position. The same thing could be easily done
in a nongrudge game. The Eo Start with a 24-30k deficit. It is very
difficult to deal with the character war the DS can throw at the
position and the positions deficit.

    I guarentee Clint doesn't ever say or act upon "New player hmm don't
give him X position." I have played at least 2 games with the WK and
DrgL as new players.

David