Fw: Local Militia Stops Ally Agent

Here's GSI's take on it:

"Imagine a US CIA agent is instructed to assassinate an enemy agent.
The enemy agent is located in the UK. The local UK police identify a
'foreign' agent/character that is up to something suspicious... in
their country. They stop (possibly even detain) the foreign agent,
probably blowing his cover, and the enemy agent evades the mission.

That is the rationale. The bottom line is that even though the
nation's are alliess, the individual militia (police) do not know
that the foreign agent in allied - until they stop and thwart his
mission.

For the same reason, an allied foreign agent, 'training' in an allies
pop center, might get thwarted, captured, or killed. The individual
character/militia preventing the mission did not know that is was
only 'training'. Thus they were doing their assigned job.

Bill"

Hello Bill - here's a query we'd like to know the answer to.

Thanks

Clint

This is a case where the game mechanics are ok, but the message comes

out

fuzzy.

Basically, each pop center has a chance of thwarting an agent:

REGARDLESS

···

OF

ALLEGIENCE! Consider, for example, a helpful neighbor calling the police
because the see someone parked in a car out front of an apartment "and I
think he has a gun...".
Turns out its an undercover FBI guy on a stakeout. This is a relatively
uncommon event, but frustrating when it happens.
>
> I have seen this several times, and I cannot find a logical answer to
> this. Basically this should not be allowed to happen !
>
> Clint, if you read this: Why ?
>
> Ulrik
> > Folks,
> >
> > I just thought to throw out to the list a strange set of
> > circumstances to see if it is the norm or if someone has a decent
> > explaination.
> >
> > I had an ally agent attempt to assassinate an enemy character on my
> > capital. Myself and my ally each had tolerated relations to one
> > another, while we both had disliked relations to the enemy
> > character's nation.
> >
> > The agent fails with the message, "Failed because of tight security"
> > At the same time, I get a nation message stating the the "local
> > militia of my capital spotted my ally's agent and thwarted his
> > mission."
> >
> > So, my question is did the assass fail because my militia thwart
> his
> > mission ?
> > If so why did my militia stop him ?
> >
> > The target character was an enemy and the character was doing
> nothing
> > against my characters or pop center.
> >
> > I have thought of the agent being doubled but the question remains,
> > why did my local militia get involved ?
> >
> > Has anyone seen this or explain it ?
> >
> > Cheers
> > Brendan

--
_________________________________________________________________________

Game Systems, Inc. INT: gsi@gzinc.com |
PO Box 160129 AOL: GmSystmInc |
Miami, FL 33116-0129 WWW: http://www.gamesystems.com |
                                                                      >
305 251-5696 (fax) Middle-earth Play-By-Mail� |
                                       Award-winning Scenarios |
"Your key to fun and fantasy" - Third Age circa 1650 |
                                        - Third Age circa 2950 |
                                        - Fourth Age circa 1000 |

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

Thanks to evertone's help/response on this one. Much appreciated. It
certainly corrected my impression that militia's only protected the
pop center from steals/sabotage. Hope to use it to my advantage some
day.

G77:- Don't worry Clint. You won't be ecstatic for much longer :o)

Cheers
Brendan

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

Here's GSI's take on it:

"Imagine a US CIA agent is instructed to assassinate an enemy agent.
The enemy agent is located in the UK. The local UK police identify a
'foreign' agent/character that is up to something suspicious... in
their country. They stop (possibly even detain) the foreign agent,
probably blowing his cover, and the enemy agent evades the mission.

That is the rationale. The bottom line is that even though the
nation's are alliess, the individual militia (police) do not know
that the foreign agent in allied - until they stop and thwart his
mission.

For the same reason, an allied foreign agent, 'training' in an

allies

pop center, might get thwarted, captured, or killed. The individual
character/militia preventing the mission did not know that is was
only 'training'. Thus they were doing their assigned job.

Bill"

>Hello Bill - here's a query we'd like to know the answer to.
>
>Thanks
>
>Clint
>
>> This is a case where the game mechanics are ok, but the message

comes

out
>> fuzzy.
>>
>> Basically, each pop center has a chance of thwarting an agent:
REGARDLESS
>OF
>> ALLEGIENCE! Consider, for example, a helpful neighbor calling

the police

>> because the see someone parked in a car out front of an

apartment "and I

>> think he has a gun...".
>> Turns out its an undercover FBI guy on a stakeout. This is a

relatively

>> uncommon event, but frustrating when it happens.
>> >
>> > I have seen this several times, and I cannot find a logical

answer to

>> > this. Basically this should not be allowed to happen !
>> >
>> > Clint, if you read this: Why ?
>> >
>> > Ulrik
>> > > Folks,
>> > >
>> > > I just thought to throw out to the list a strange set of
>> > > circumstances to see if it is the norm or if someone has a

decent

>> > > explaination.
>> > >
>> > > I had an ally agent attempt to assassinate an enemy

character on my

>> > > capital. Myself and my ally each had tolerated relations to

one

>> > > another, while we both had disliked relations to the enemy
>> > > character's nation.
>> > >
>> > > The agent fails with the message, "Failed because of tight

security"

>> > > At the same time, I get a nation message stating the

the "local

>> > > militia of my capital spotted my ally's agent and thwarted

his

>> > > mission."
>> > >
>> > > So, my question is did the assass fail because my militia

thwart

>> > his
>> > > mission ?
>> > > If so why did my militia stop him ?
>> > >
>> > > The target character was an enemy and the character was

doing

>> > nothing
>> > > against my characters or pop center.
>> > >
>> > > I have thought of the agent being doubled but the question

remains,

···

>> > > why did my local militia get involved ?
>> > >
>> > > Has anyone seen this or explain it ?
>> > >
>> > > Cheers
>> > > Brendan
>>

--

______________________________________________________________________
___

> Game Systems, Inc. INT: gsi@g... |
> PO Box 160129 AOL:

GmSystmInc |

> Miami, FL 33116-0129 WWW:

http://www.gamesystems.com |

  >

> 305 251-5696 (fax) Middle-earth Play-By-

Mail |

> Award-winning

Scenarios |

>"Your key to fun and fantasy" - Third Age circa

1650 |

> - Third Age circa

2950 |

> - Fourth Age circa

1000 |

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

-----

RD: Thanks for the info but I for one still don't like it. You are using
20thC analogies, when the game takes place in the equivelant of the Dark
Ages. Things were much simpler then. Consider: Mahracred anticipates an
agent attack on his capital. He knows his agents (if he has any at all) are
crap, so he calls in the Sindar. Mahrcared summons the captain of his
militia and tells him, "These guys are Elves. They are the experts at agent
work. Give them every co-operation and keep your plods out of their way."

Come to think of it, isn't that how the intelligence services/local police
work in the 20thC (in TV/films anyway?).

For you guys on the far side of the pond, a plod is a (relatively) polite
term for a uniformed policeman.

Richard.

···

----- Original Message -----
From: "Middle Earth PBM Games" <me@MiddleEarthGames.com>
To: "mepbmlist" <mepbmlist@yahoogroups.com>
Sent: Friday, September 14, 2001 11:11 AM
Subject: [mepbmlist] Fw: Local Militia Stops Ally Agent

Here's GSI's take on it:

"Imagine a US CIA agent is instructed to assassinate an enemy agent.
The enemy agent is located in the UK. The local UK police identify a
'foreign' agent/character that is up to something suspicious... in
their country. They stop (possibly even detain) the foreign agent,
probably blowing his cover, and the enemy agent evades the mission.

That is the rationale. The bottom line is that even though the
nation's are alliess, the individual militia (police) do not know
that the foreign agent in allied - until they stop and thwart his
mission.

For the same reason, an allied foreign agent, 'training' in an allies
pop center, might get thwarted, captured, or killed. The individual
character/militia preventing the mission did not know that is was
only 'training'. Thus they were doing their assigned job.

Bill"

>Hello Bill - here's a query we'd like to know the answer to.
>
>Thanks
>
>Clint
>
>> This is a case where the game mechanics are ok, but the message comes
out
>> fuzzy.
>>
>> Basically, each pop center has a chance of thwarting an agent:
REGARDLESS
>OF
>> ALLEGIENCE! Consider, for example, a helpful neighbor calling the

police

>> because the see someone parked in a car out front of an apartment "and

I

>> think he has a gun...".
>> Turns out its an undercover FBI guy on a stakeout. This is a

relatively

>> uncommon event, but frustrating when it happens.
>> >
>> > I have seen this several times, and I cannot find a logical answer

to

>> > this. Basically this should not be allowed to happen !
>> >
>> > Clint, if you read this: Why ?
>> >
>> > Ulrik
>> > > Folks,
>> > >
>> > > I just thought to throw out to the list a strange set of
>> > > circumstances to see if it is the norm or if someone has a decent
>> > > explaination.
>> > >
>> > > I had an ally agent attempt to assassinate an enemy character on

my

>> > > capital. Myself and my ally each had tolerated relations to one
>> > > another, while we both had disliked relations to the enemy
>> > > character's nation.
>> > >
>> > > The agent fails with the message, "Failed because of tight

security"

>> > > At the same time, I get a nation message stating the the "local
>> > > militia of my capital spotted my ally's agent and thwarted his
>> > > mission."
>> > >
>> > > So, my question is did the assass fail because my militia thwart
>> > his
>> > > mission ?
>> > > If so why did my militia stop him ?
>> > >
>> > > The target character was an enemy and the character was doing
>> > nothing
>> > > against my characters or pop center.
>> > >
>> > > I have thought of the agent being doubled but the question

remains,

>> > > why did my local militia get involved ?
>> > >
>> > > Has anyone seen this or explain it ?
>> > >
>> > > Cheers
>> > > Brendan
>>

--
_________________________________________________________________________
> Game Systems, Inc. INT: gsi@gzinc.com |
> PO Box 160129 AOL: GmSystmInc |
> Miami, FL 33116-0129 WWW: http://www.gamesystems.com |
> >
> 305 251-5696 (fax) Middle-earth Play-By-Mail� |
> Award-winning Scenarios |
>"Your key to fun and fantasy" - Third Age circa 1650 |
> - Third Age circa 2950 |
> - Fourth Age circa 1000 |
-------------------------------------------------------------------------

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