Hey Clint!
Always happy to debate this particular issue. Note also that I do not necessarily say that GSI's way was better -- just that they DID run it differently.
According to the way GSI ran things, there was only one "winner" in terms of players winning -- i.e. the player who got 1st place. You could not "win" -- i.e. get 1st place -- unless your Allegiance was victorious. HOWEVER, GSI gave "winner's certificates" to the TOP THREE. The 1st place nation had to be from the victorious allegiance. HOWEVER, 2nd and 3rd place went to the TWO NATIONS WITH THE MOST VPS OTHER THAN THE 1ST PLACE NATION -- regardless of allegiance. THAT is what I mean when I say "win" -- to come in 1st, 2nd or 3rd. Under GSI, taking one of the top 3 spots in the game, either winning and getting 1st place or coming in 2nd or 3rd got you a winner's certificate good for a free game entry with free capital insurance and also extended your subscription to Whispers. I don't recall exactly what it was that 1st place got that was better than 2nd or 3rd -- maybe they got the larger extension to Whispers, or something -- but in any case, coming in 1st, 2nd or 3rd got you something REAL -- and you did NOT have to be on the "winning side" to get 2nd or 3rd. I know -- because in more than one game I was in, an enemy nation placed 2nd or 3rd in a game where I was on the winning side, and in some 1650 games, Neutrals that had not declared yet got 2nd or 3rd. Sometimes you would see the VPs listed something like 1500 points for 1st place, 1950 for 2nd and 1850 for 3rd -- that sort of thing -- because two nations on the "losing" side actually were the two most powerful nations in the game. Their side lost, so they could not "win", i.e. they could not take 1st place -- but they DID get rewarded for being powerful nations.
So you quote the rulebook as saying "All surviving members will have their Vps totaled ... and the highest combined total on the winning SIDE (GSI's emphasis again there) is the winning nation." And that is exactly what GSI meant -- the nation with the most VPs on the side that "won" is the winning nation, i.e. gets 1st place, and all the rewards that go with it. BUT that does NOT mean that 2nd and 3rd placeHAD to also be of that same Allegiance!!! I can dig up multiple final standings that show 2nd and 3rd place going to nations which were NOT on the winning side -- they nonetheless got certificates etc. I have lots of back issues of Whispers where they showed standings in the Hall of Heroes -- if you look through them you WILL see games that ended with nations of the other allegiance getting 2nd or 3rd place.
But the way you at MEGames do things, you make sure that ALL the nations on the non-winning side are prevented from getting any standings at all. You "xx" out all the nations of the "losing" side for the final standings. I have sheets from GSI which show the final standings and on which nations of the losing side which were still active on the last turn -- even if they conceded victory on that last turn -- were NOT "xx" out of the standings. Usually they did not place or show -- but they were allowed to if their VPs were high enough.
Now, many players consider they THEY have won the game even if they do not place in the top 3 -- because their nations made a significant, perhaps even essential, contribution to the eventual victory of their side. The Eothraim are often in that position in many 1650 games -- they can have a huge impact on the early game yet also tend to get hammered hard by enemy armies and agents both, and may never fully recover. I have no problems with that feeling -- but it doesn't mean they get a medal for being 2nd or 3rd. Similarly, a player whose nation has a lot of points but whose side lost clearly cannot feel as much pride in that fact as if his side had actually won. However, GSI's game DID recognize that individual nation performance was a valid measure of a player's success as well -- they just didn't allow such a nation to "win" and take 1st place. A nation with 900 points can defeat a nation with 2400 points -- if 900 happens to be the best total on his side and his side wins.
Now, I have no problem with defining a "win" as exactly how it IS defined -- the SIDE wins, and the best nation on that side (as determined by VP total, not necessarily by play or contribution to the victory) wins, but that was only used to see who got 1st place. There can be only one winning NATION. Everyone on the winning side SHOULD feel proud of helping secure that victory -- but there is a second level of victory built into the game, and that is 2nd and 3rd place. Like a horse race, you have win, place, and show. GSI allowed ANY nation that was still active to "place" or "show". The rewards were less, but they were there -- and GSI did NOT reward 4th place.
In many games there is no real difference anyway between GSI's version of victory and your version, because the side that wins also happens to have the top three nations on it -- that being one of the reasons the side won, after all. But your method does NOT allow nations of other allegiances to place or show. GSI did! That is a documentable difference. I am not just speaking from memory -- I can dig up hard evidence if you insist! Games where the Noldo were the winner but the Cloud Lord or Long Rider were in 2nd place, that sort of thing.
Now, when you say "win", I think what you mean is "be a member of the winning allegiance". When I say "win" I mean "be in 1st place", exactly what MEGames meant by "winning nation". I think that being able to be in 2nd or 3rd as a membor of a different allegiance ADDS complexity to the game. And I think that being rewarded for having a strong nation when the game ends DOES encourage "nation first" thinking. As Ed might say, that is the difference between an alliance and a team. Is it better? Depends on the kind of game you want to play. I enjoy the game in a variety of ways, so it doesn't bother me as much as it might bother others, whichever way the game goes.
So, do I need to bring up specific games from GSI days, with national standings and VP totals as the "winners" -- meaning win, place and show nations, 1st, 2nd and 3rd place finishers -- that show members of different allegiances on the same scoreboard? I'll be happy to do so. Though I don't have access to an international fax. Let me know. It wouldn't really matter -- but you also have all these rating systems that are based in part on final standing. Some players might score better if their "losing but strong" nations were actually able to be in 2nd or 3rd place. Others might find that their scores were lower because their "4th in totals but 2nd on the winning side" final standings actually put them in 4th rather than 2nd place on the scoreboard because the last nations left on the other side were NOT prevented from taking their "rightful place" among the powerful nations of the world. Essentially, what you do at MEGames is redefine "all surviving members" -- you count as eliminated all members of the losing side or sides. GSI counted any nations that were active on the last turn of the game -- even if their activity was limited to conceding victory to the enemy -- as "surviving members". That is why they need to specify that the highest total on the winning side is the winning nation -- because there WERE surviving nations on other sides as well!
Now, on to the "replacement players" issue. That is a tough one -- because we should not expect MEGames to have to know which nations are working with other nations within every single game. And I have been on the good side of the MEGames policy at least as often as I have been on the bad side. MEGames definitely replaces players faster than GSI ever did -- under GSI the nation would have to go through 2 SS turns and 2 "no orders" turns before they would replace them (though players could hand nations off normally of course), and by the time 4 turns had gone by it was often not worth the effort to replace them. In general I like the "replace quickly" policy. But it might be worth looking at a nation's relations with other nations before automatically making it available. That might be a bit too much work, I don't know -- but in the case of that game where the FP was a traitor to the Free, one might have been surprised to notice several other FP having been downgraded to Disliked and several DS having been upgraded to Tolerated!
But as a matter of policy, even though it may not always be the best thing for a specific position in a specific game, I think MEGames "quick and easy replacement" policy IS good for the game as a whole. Many more games were "broken" by players dropping out unannounced and not getting replaced, than were ever broken by a quick replacement. The subject of replacing Neutrals in 4th Age games is a bit more complicated, because Neutrals CAN change sides.
But NOTE that even after turn 12, still being a Neutral does not mean one HAS to be trying for a Neutral victory! Just as ANY member of a winning side can feel like a winner -- whether or not he places in the top 3 -- so can ANY member of an alliance that achieves a victory by getting one of its members to 1st place at game end. Using the Eothraim in 1650 as an example -- the number of games where they place in the top 3 is smaller than average compared to other nations for most FP victories, and they certainly place 1st at a lower percentage than many other FP nations -- but if the FP win and the Eothraim are still alive, they can probably feel good about the game and their part in it. Do they call themselves a winner? They can if they like. Do they actually WIN the game? No -- their highest VP total ally does. So lets look at a Neutral who either doesn't choose an allegiance soon enough and then fails, or who simply decides not too (and turn 12 comes awefully fast for some Neutrals, especially those who don't have enough commanders or who are suffering a loss of commanders due to agent infestation). I have been a Neutral in a game where I declared fairly early on that I was effectively joining the FP even though I was not changing my icon. I happened to be playing a Kingdom and I wanted to take advantage of some of the "still Neutral" Kingdom special options. There was no question in any of the other players' minds that I was effectively an FP -- I was fighting the DS and helping the FP in a number of ways and places. I KNOW that I gave up my chance to "win" by doing so -- i.e. my Kingdom could not be in 1st place regardless of the number of VPs I might end up with. I also gave up other things -- despite working with the FP th ebest relations we could have with each other would be Tolerated, so I could not join their companies or get supplies at their pop centers and vice versa. Similarly I was denying myself the ability to use all those juicy Good artifacts -- including the ones I started with, which I handed off to a "true" FP nation so that they could be made use of. BUT I certainly felt that I had at least as much responsibility for the eventual FP victory as any of the original FP nations, even though I could not WIN. I considered myself as much a part of the FP team as the officially Good nations. IF the GSI rules were in effect, I could certainly be 2nd or 3rd. There were a couple other Neutrals also doing the same thing -- and we could potentially have gotten a "strategic victory" if we wanted to. Instead, when the DS were defeated, we called a world-wide truce. If it had been the only way to end the game, I and the other Neutrals would have simply "conceded" to our FP allies -- instead, MEGames changed the turn counter to turn 52 so that all the nations remaining would still be active. (BTW, that is an interesting way to generate the draw, though there is one thing built into the program that may not have been accounted for -- a Neutral Kingdom still alive at the "end" of the game gets an alternate scoring of VPs based on the number of turns in the game -- which at turn 52 is 1600 points before adding in individual VPs. That was a few points higher than I actually got through the regular scoring, but not much higher.)
Do I digress or what? The point is that even after turn 12, a Neutral may not be committed to a Neutral victory -- so if a Neutral drops, allowing an existing Neutral player to take over the position may changethe balance of power in the game. Of course, any dropped nation that is picked up may end up being played differently and result in a change of focus etc. And as long as the players know what the policy is, they can take it into account, even if they don't care for the possible consequences. What I do think is that, maybe, sometimes, allowing a player already in the game to take over a nation is not as good as getting in an independent player to take it over. Then at least the player taking over the position can evaluate it based on the situation the nation is in, rather than simply using the nation to support the situation as best for his other existing nation. I think this is much more likely to be a factor for Neutrals than for DS or FP -- it is pretty rare for an FP or DS to be a traitor, whereas a Neutral may simply be committed to a cause without having changed his icon. It happens -- sometimes it takes a few turns, and sometimes unexpected events stop the allegiance change -- like having your capital invaded by agenst on turn 9 and killing your commanders on turn 10 when you didn't see them coming...
Okay, enough babble for me... -- Ernie III
···
-----Original Message-----
From: ME Games Ltd <me@MiddleEarthGames.com>
To: mepbmlist@yahoogroups.com
Sent: Fri, 30 Sep 2005 03:41:03 +0100
Subject: [mepbmlist] Winning the game
I think one of the points that you may be missing is that with an Alliance
type assumption, not all of the "allies" needs to be of the same
"allegiance". In GSI-run 4th Age games, I was in some games where players
from different Allegiances worked together to win, as an alliance that
crossed Allegiance boundaries -- but do that under MEGames' stewardship
and as soon as other players realize what is happening they cry foul and
half of them drop in protest. Game 142 is a recent case in point.
Technically you can't win in 1000 if nations of a different allegiance are
still in the game (turn 52 being the end game exception for a different
result), you can ally together but you can't technically win. I'm happy if
you guys consider it a "win" but technically it ain't and that's the way
GSI designed it - not our design. So although you are allowed to do this
within the game you can't actually win that way.
As a player we played a 3 way game and took out one allegiance but then the
battle turned to the remaining 2 teams.
MEGames assumption -- that the FP nation that dropped should be picked
up by the FP remaining -- BROKE that game.
*** I'd be interested to know what players feel about this as it's our
policy. Generally nations that are of an allegiance will be allied - they
are working for similar goals - ie the victory of the team with them
jockeying for position within that game. That's how we interpret the
game. Otherwise it would be a free for all and then I don't see the point
of allegiances at all or worse still you could join as allied to the FP but
play a DS nation - who actually wants that in the game?!!! Ditto Neutrals
- they are NEUTRAL - no pre-game alliances etc. I think that this clear
definition helps everyone to know what the game is and what the goals
are. (Obviously you can also set your own goals but then that's a personal
goal within the game - eg ally with opposition and "split" the win - but
it's not a game winning condition as the program and the rules understand it."
Allegiances are there to encourage team-play but not necessarily at the
cost of the individual nation. (How you play the nation is upto you largely!)
I point out the victory conditions in the 1650 game as an example.
The game ends in the following ways:
A: Either the Fp or DS have all been eliminated.
B: One Ring is taken to Barad-dur and 990ed twice (thrown into Mount Doom)
- Victory is achieved by the SIDE (emphasis of GSI there) that possesses
the One Ring.
(In 1000 games B is replaced with a Strategic VC but it's still side based).
It doesn't end with two allegiances agreeing a victory, nor by Neutrals
taking out all the FP/DS (in 1000 Neutrals can win as a SIDE though). At
that point victory is allocated depending on game end 1 or 2). Although
you can have the strongest nation (individual VCs) the rules clearly state
"All surviving members will have their Vps totaled ... and the highest
combined total on the winning SIDE (GSI's emphasis again there) is the
winning nation." Seems quite clear to me.
Now you might say you want to play a different game to the one that is
stated above - but that's not Middle Earth as I see it. Personally I
prefer it when players play to get enjoyment out of the game in different
ways but you still have to be aware of what is considered "winning" and
"losing" by the majority of players ie that you are all playing the same game.
With the 1000 game that Ernie mentioned where some players dropped some
players were clearly of the impression that one set of rules was allowed
(SIDE victory), another that another set of rules was being implemented
(alliances set-up within the game but not side related). But see above and
the rulebook for what is actually winning the game (as per the rules) -
anything else, by implication, isn't.
Similarly, in a game where it is past turn 12, and some Neutrals were
working with the other Allegiances but just did not change their icons, a
Neutral nation working with one allegiance dropped -- the position was
offered to other Neutral players (under the assumption that since the
Neutrals could no longer change Allegiance that they must by definition be
trying to win as Neutrals) -- and a Neutral player working with the
opposite allegiance picked up the position. Again, essentially, a nation
switched sides not due to the original player's actions but due to the
GMs' replacement policy.
12 turns seems plenty of time IMO...
I feel that if a Neutral is allied
then it should change allegiance. GSI put the turn limit in the game for a
very specific reason and that was to encourage neutrals to actually show
their colours at one point and change to the team that they were
supporting. What other reason is it in the game for? If you are still
Neutral at that point then the only option within the game is a SIDE
victory (ie other Neutrals that have stayed Neutral).
We do run things differently and have a slightly different slant but so far
we've mostly got positive feedback on this.
Clint
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