My only comment is that the players should know when a neutral needs to make
a decision by. In the case of the fallow nation for 2 turns there should be
a message saying this kingdom has until xxx to make a decision.
···
-----Original Message-----
From: Edward A. Dimmick [mailto:dukefenton@earthlink.net]
Sent: Friday, January 19, 2001 8:44 AM
To: mepbmlist@egroups.com
Subject: Re: [mepbmlist] Dispute
"Grrrr!!!! Snr." wrote:
My teammates and me in a 4th age game are having a bit of a dispute with
Clint. I've agreed with Clint to put it to the list, so have a read and
then
relpy agreeing with me :).
The key to the dispute is that in 4th age there is a time limit on when a
neutral can change allegiance, i.e.turn 12.In our game a neutral position was dropped. When a position is dropped the
software does not count the passing of turns for that position, so when
the
position was taking up again, the software had it recorded as being on a
lower turn number than the rest of us.This position then changed allegiance on what for the rest of us and the
game as a whole, was turn 16.We think this is unfair and means that different positions in the game are
playing by different rules. Clint on the other hand thinks it is just a
quirk of the software and the change of allegiance should be allowed.What does anyone else think ?
Sorry but I have to back Clint on this one. Suppose someone plays to
turn 7 or so then drops, and it takes another 2 turns to find a
replacement. The new guy would then have very little time to choose a
side. Should the turns the nation lay fallow be counted against his
decision time, considering he wasn't there to communicate with others
and make any necessary preparations? That doesn't seem fair either.
Now, if it's just a case of some lazy sod missing a bunch of turns then
that's tough, he missed his chance. But a standby player should get
some accommodation, IMHO.
-ED \1/
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