Gobsmacked

I am sure some players do drop because of what they consider to be undue amounts of stress requiring information. I havent seen it yet, but I am sure it does happen. I have actually seen more people drop due to trying to get that communication going, only to be met with stifling silence. Planning team efforts, efforts that require the combined movements and actions of 2, 3, 4 or more nations, takes some effort, and a good bit of personal time. Try planning multiple nation movements with a team that seems interested, only to find out that noone listened to your plans. And then to be met with silence. I do not begrudge anyone their personal life, and if there are other things that I have going on, they usually come before middle earth. Middle earth is one of the things I use to fill the time when I don't have anything going on. So please, if you are getting married, having a kid, or going out with some friends, DO NOT put it off to plan middle earth turns. However, as a personal preference, I enjoy communication and team effort. Don't be upset if there is not talking, and I leave the game to go find one where there is.

But to be fair, both of the mentioned situations are likely uncommon. Communication, like experience, is one factor in creating a win. Better? Worse? Heck, that depends on more circumstances than I care to list, so I would just say the same, unless of course, people really want to indepth-analyze an MEPBM victory. All of those other factors you mention (having spare time, understanding the situation, etc) also figure in to victories, but those are also independant factors (cept having enough time, that sorta plays into all of them, but if you dont...why are you playing again? See above...)

You will notice in my discussions, I use usually, mostly, sometimes...that is because I believe there is no one factor that makes you win. Communication in and of itself will not make you win, nor experience, nor having additional time to plan turns, or any of it. The only possibility is luck, bless its soul, something which I seem to be in incredibly short supply of in this game, and will most likely be the eventual reason for me quitting, but it would have to be an extreme rash of incredible luck (like dragons dropping on an enemy army 4 turns in a row to destroy it before it reaches your capital...obscene things like that) to win a game all by itself. All of the factors blend into a potion that fits the circumstance, and you win. Or, adversely, your opponents mix their potion incorrectly and lose...but ultimately, its about the potion fitting the circumstance.

Do you move the Noldo fleet south to join SG? Hell no! Dont you realize that the RoW, RoC and Collohwesta are sitting off the northern coast!? What about this game? Those 2 warships could make the difference between the DS Corsair navy landing on an undefended S Gondorian coast. The answer is yes!....and no...

*steps down off the soapbox*

Mydwin,
Sage of the Castle of Havens,
Scribe to the Lord of Harad.

···

From: Middle Earth PBM Games <me@MiddleEarthGames.com>
Reply-To: mepbmlist@yahoogroups.com
To: mepbmlist@yahoogroups.com
Subject: Re: [mepbmlist] Re: Gobsmacked
Date: Fri, 15 Nov 2002 17:07:08 +0000

>I put forward the theory that the team that communicates often will
>have a greater incentive to submit their turn orders as a great deal
>of thought & effort went into their development. These people would
>also feel a greater commitment to their teammates and put the extra
>effort in to submit turns. Therefore it is not the act of getting
>orders in that wins the games, it is the act of feeling involved and
>committed enough as a result of communication which results in the
>turn orders being submitted regularly.

** I would agree that players who enjoy the game, communicate with
team-mates and enjoy that aspect of the game, are playing in a position
that is doing well, have spare time and the effort to implement that time,
understand what is going on etc all mean that you are more likely to put in
a turn. BUT I get a lot of players drop due to the pressures of
team-mates, quantity of information, clash of personalities, pressure to
conform to a plan or to be more individual etc - all based on communication
as well. There's give an take on the communication is the be-all and
end-all to winning the game. A team of competent players will mostly do
fine, with minimal communication. In Grudge games more team orientated
play is essential and that does mean more communication. So with that in
mind I would agree with yours and Laurence's statement.

>Your comment about the team that gets orders in the latest winning
>70% of the time could also go to support that communication is the
>root cause. These teams are likely in such in depth planning that
>the only thing the stops the current turn's debate is the due date.
>Hence, turn orders are submitted as late as possible.

*** I would agree with that... :slight_smile: It was somewhat tongue in cheek. Maybe
I need a PR consultant? :slight_smile:

Clint

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I am sure some players do drop because of what they consider to be undue
amounts of stress requiring information. I havent seen it yet, but I am
sure it does happen. I have actually seen more people drop due to trying to
get that communication going, only to be met with stifling silence.
Planning team efforts, efforts that require the combined movements and
actions of 2, 3, 4 or more nations, takes some effort, and a good bit of
personal time.

** It's maybe something to do with the way that players who communicate are more likely to comment that they drop because of X or Y. However, the players who don't communicate won't say why they have dropped.

  Try planning multiple nation movements with a team that
seems interested, only to find out that noone listened to your plans. And
then to be met with silence.

*** Keep the plan simple then is my advice. Work to the team's strengths and weaknesses.

  However, as a personal preference, I enjoy
communication and team effort. Don't be upset if there is not talking, and
I leave the game to go find one where there is.

*** Plenty of games that have loadsa communication.

Clint