If you don't like running with neutrals free to declare either way, go
into games with predeclared neutrals. They work quite well and have
been the most challenging ones I've been involved in. Yup, games
where a bunch of neutrals go one way are quick and lopsided. So are
ones where the Noldo and Northern Gondor are run into the ground, or
where the Witch-King and Dragon Lord go bankrupt on turn 5.
cheers,
Marc
--- In mepbmlist@y..., "Middle Earth PBM Games" <me@M...> wrote:
Like it but... We could run a game with these rules in them if you
wanted.
?
Clint
From: Pontus Gustavsson <pontus@g...>
To: <mepbmlist@y...>
Sent: Monday, July 09, 2001 11:28 PM
Subject: RE: [mepbmlist] Neutrals all one way
> Aaruman's suggestion is good, but a bit harsh in my opinion,
because
> if a neutral misses his chance, he can never join the team he
> prefers.
>
> Why not simply limit the maximum number of nations one side can
have
> to 12, so that it is possible for a team that has lost three or
more
> of its nations early because of drop-outs, newbie mistakes, DrL
gang-
> up etc to recruit all five neutrals (if they have the diplomatic
> skills necessary and the neutrals wish to preserve the game
balance).
> That way, a full ten-nation-team will never be able to recruit
more
> than two neutrals, until they get a nation eliminated, which keeps
> the game more balanced. If both sides are equally decimated, the
> better diplomats deserve the neutrals.
>
> There will hopefully be a run in the early game for the best team,
> and when that one is full, the rest of the neutrals will have to
join
> the other side, or join the full team by waiting for a nation to
be
> eliminated.
>
> This would give a neutral player who accidentally misses his
chance
> to join the team he prefers another chance later, instead of
having
> him drop the game because he has to go solo without a chance to
win,
> or join a team that may have been rude to him. The drawback is
that
> it may keep the remaining neutrals from declaring if the other
side
> is totally hopeless, but I've never thought of that as a great
> concern. If the leading team doesn't want a neutral to cruise to
> victory late in the game by joining their team, they have all the
> chances in the world to put him out of the game before he does, or
> just take out a few of his pop centres to make clear he isn't
welcome
> in the team.
>
> I personally like the unpredictable nature of standard MEPBM, so
I'll
> probably stick to the good ol' type of games, but it could be a
> variant for those who want neutrals, but don't want them all to
join
> the same side in the beginning, and ruin the balance. Just a
thought.
>
> /Pontus Gustavsson
>
>
> > What if you limited the change allegiance order? Say that if
one
> > allegiance currently
> > has 3 more nations than the other, NO neutral could declare for
that
> > allegiance. (Call it an Allegiance Delta or AD.) That way, it
would
> > encourage those neutrals who like to fence sit entirely too long
to
> > declare earlier, or end up not getting the side they wanted
because
> > the AD went against their preferred allegiance.
> > As for someone who waits too long, (AD goes bad on them), and
> > absolutely doesn't want
> > to declare for an allegiance (maybe the undesirable allegiance
has
> > been rude), then that neutral could simply play out the game as
a
> > neutral, and still work against the offending allegiance. Of
course,
> > they may not win (unless in a 4th Age game), because the bad
> > allegiance may end up losing more and more nations, making the
AD even
> > worse and precluding ever joining the good allegiance. But that
would
> > be the price of waiting too long to declare.
> > This probably wouldn't affect too many games, as many of the
neutrals
> > I've played
> > with like to balance the game somewhat anyway. But it would
eliminate
> > those "all 5 neutrals declare DS/FP and end the game way soon"
games.
> >
> > Mike
> >
> > -From: Middle Earth PBM Games [mailto:me@M…]
> > -Sent: Sunday, July 08, 2001 3:37 PM
> > -To: mepbmlist@y…
> > -Subject: Re: [mepbmlist] Neutrals all one way
> > -
> > -
> > -Doesn't need a new edition to house rule this. Note we run
> > pre-aligned -games for players who are particularly worried
about an
> > uneven game. We can -even do them as standard non-grudge games
if
> > there was player interest. - -Clint - -> I do not know about the
rest
> > of the players of Middle Earth, but I -> have a problem when too
many,
> > mainly when all the neutrals go one way -> or the other. I find
that
> > it does not make for a balanced nor -> enjoyable game. Many
times I
> > also realize that it is somewhat -> predetermined as to which
way a
> > nation will change its allengiance -> to. In other words if let
us
> > say for instance the Rhudar go free, -> the Dunns for sake of
staying
> > in the game must also go free or -> otherwise face anhilation.
The
> > Southern block going the same way -> also makes for an unfun
game.
> > These two going dark spell doom for -> the free early on, these
two
> > going free mean the QA is out of the -> game. Is it me or does
> > something need to be possibly done about this -> when and IF, I
do
> > mean IF a new edition comes out.. I do not have -> any
suggestions
> > right now other than this small band aid of please -> all you
neutral
> > players out there think of game balance occasionally -> also,
beyond
> > your own predetermined views. -> -> B
> >
> >
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> >
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> >
> >
>
>
>
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···
----- Original Message -----
> On 8 Jul 2001, at 16:44, Aaruman wrote:
> > ------Original Message-----
>
>