Game 68 - All v All ends

Maybe we could trade places, John? :slight_smile:

You actually moved your army one turn toward Ostigurth before dropping. I may be crazy, but Iā€™m not so crazy as to take on 4 nations, including the mighty NG (very mighty indeed in this variant) all by myself! I can post onto this forum the appropriate email exchanges Iā€™ve saved if you want your memory jogged. <g>

Well the question is why do people commit treachery? Obviously to gain an advantage. Once the alliances were built, there was little sense in betraying your allies, unless you wanted more enemies.
And the thing is, people tend to remember when you backstab too much, you canā€™t win a game when no one is trusting you.
Thats why I am careful making promises, but when I do, I never ever break them - call me dumb, but I like being trustedā€¦ :smiley:

True story: Eothraim and LR were both in frequent communication with us Mordor dudes to the point where we ā€œfeltā€ we had to choose between them. One of the Mordor dudes copied the Eothraim on an email saying ā€œI prefer the Long Riderā€. That was it for the Eothraim communication, as well it should have been, while, as results have shown, nothing came of LR-Mordor diplomacy. Now, it wasnā€™t as if we were in any position to ā€œhelpā€ Eothraim perse, so itā€™s really a moot point, but just a glimpse at a part of the ongoing bits of discussions.

As it were, Noldo and Dwarves for all intents and purposes ā€œjoinedā€ the NG/Mordor group towards the end, but it was really more of a voyeuristic file share than any semblance of alliance. I personally was working towards securing the win for my leading ally for a number of turns towards the end, which really boiled down to sending what characters I had to ā€œattackā€ they who appeared to be in the lead in order to boost NGā€™s chances at final victory. while, like, sending gold (after having it sent to me by my allies all game) etc.

Iā€™ll take some responsibility for not laying any foundation for later ā€œall neutralā€ style play, as I stuck with those who stuck with me to the end. Meanwhile, I was always looking for ā€œsomeone elseā€ to play the mid-game backstab of an ā€œallyā€ as the game went on. Every turn I had to consider whether or not it was ā€œtimeā€ to attack my ā€œalliesā€ for no other reason than to promote the game as it was vaguely ā€œintendedā€ - ā€œAll for me, One for me, etcā€¦ā€ type game. As stated by EA - this is a community of players we expect to come across in various games over time, and ā€œtrustā€ is something that wasnā€™t worth tossing away in this one to the possible detriment of future games.

Having said all that, with a refill break, so whatever it was I said above, I will have to conclude by saying now (Come on Drew, this is good stuffā€¦) that this scenarios is likely best served in some form of Gunboat format. I wonā€™t support that statement, Iā€™d likely go on for too long, so Iā€™ll just leave it as my current opinion and let it stand on itā€™s own.

Cheers and Good Gaming All.

Brad for Ren the (un)Dead

I fully concur with Bradā€™s statement above. (yeah, yeah, I know 'tis shockingā€¦) I would take it a step further, though, and say that an all neutral game should be played anonymously, in other words, just like the old style ā€œregularā€ MEPBM games were. The Company didnā€™t publish your name to your allies nor anyone else; you had to send out 3x5 cards with your contact info if you wanted any interaction. Actually I think all non-team games of MEPBM ought to be this way, but that is a topic for another threadā€¦

Rather than a gunboat style of no communication, I would say this all neutral variant would be better served by unlimited, unbridled communicationā€¦only thing being, you have no idea who the real person is youā€™re dealing with. Iā€™d like a great big disclaimer on the front sheet (I think itā€™s called) to the effect that the game is intended to mirror the classic board game Diplomacy, so donā€™t get your feelings hurt if you are backstabbed; that way no one can complain later. Some of the most trustworthy and loyal gaming allies one could have in normal situations, all of a sudden becoming backstabbing megalomaniacs in Diplomacy, just because thatā€™s the way the game is supposed to be played.

Drew

PS Iā€™m only half way through my first cup of Joe this morning, so Iā€™m probably not as lucid as Brad. <g>

"1) remove the turn limit In this way, there isnā€™t a clear line when the game would end that leads to changes in play towards the end. To avoid grueling bug hunts, "

One way that would work would be when ā€œXā€ nations are removed from play (dropped or taken out) the turn after the game ends with SS turns for everyone? (Note we have to run turns the next turn - so it could be without the SS turns and players put in turns as normal on that one as that seems fairer).

Clint

Thoughts on the turn limit would be appreciated. I reckon that when 2/5ths of the players are knocked out that the game ends the next turn. That will mean itā€™s still competitive and will last a similar length of time. (Iā€™d also suggest a 15 turn minimum though just in case - so the quickest it could end is turn 16).

Last game had 9 out of 23 nations out of play on turn 20 (around 40%).

Iā€™ve got some interest in this format off forum so get in touch (preferably directly) if you are interested.

Note as this is a variant game we donā€™t do them very often or have many of them running so if you are interested then this is the game for the next year so if youā€™re planning to play it in the next yearā€¦ :wink:

Clint

This next go is only about 1/2 full by last emailā€¦Iā€™m posting to see if more people would like to give this a go.

Thanks for your interest,

Jason M. Roberts