Poll

Originally posted by Elrond
Side note-This game my capitol started at my 3rd choice. Around turn 5 or 6 I found that my first and second choice capitol locations were legitimate places to start…no where near any other starting player’s capitol location.

That’s interesting… I believe at least 1 of my first 2 choices in another game similarly were acceptable as I played out of my 3rd.

I would expect that FA games take such hands on mangling to get going that you (and me and others…) are bumped from our choices early in the set up process, and as other changes occur they turn up okay, only to not be revisited (make change, test: Works…okay, next item, no looking back…).

Brad B

As on the MePBM mailing list, this thread has gone on a bit too long, I think. At least as far as attempting to convince anyone of anything. So far it seems as if NO ONE’s mind has been changed, so there seems little point in rehashing the same old pro and con arguments.
The only important new information I can see is that some people may have voted in the ‘old’ poll, and not know it has changed. I would suggest attempting to let more people know and getting them to vote their mind, (not trying to change their minds), as 50% to 75% of early respondants to polls such as this are the die-hard ‘vocal’ types, (whether vocal minority or vocal majority).

Mike Mulka

Suggestion for elrond-- Play his game. You 12 guys get together drop all but one position,the strongest. Share the cost of the one position. So in a 2 week game each player pays for 2 turns ayear and your opponent pays for 26. Math off a small amount. I’ll bet his x-teammates won’t share his cost or they would not have dropped. Better yet just put the money in an account for that one game position and miss all your turns. Your opponent will be playing with - yes you guessed it - hinself. But don’t tell him just do it. Than just laugh,laugh,laugh.
nick

I just voted myself. I do beleive there should be an end point. There were Japanese marines being found for years on islands, well after WWII was over, and they thought they were still fighting too. The war was over.

Might I offer a suggestion to anyone in a bug hunt. Stop hunting. Control 3423, find the One Ring and end the game. You should have sufficient character superiority to end it.

Steve

Hey Joel,

yeah, the DS capitulated around turn 10 after we whupped em, which was the fastest FA decision I’ve ever seen. I’m not crummin on you for dropping

But in FA you can still have a viable neutral team to take out. In this game 3 neutrals refused to talk to anyone which really pissed me off. So I and 1 DS player stayed in just to batter these incommunicado neutrals to death. Neither of us felt it was fair to let them win the game after such crappy play. I mean, you don’t talk to anyone, you only attack your immediate neighbors, you make no large strategic moves or take any risks, and you get to win the game? I don’t think so!

So we’ve hung around an extra 15 turns just to kill these three guys and we’ve finally about wiped them out. I could have ended the game 5 turns ago with emmies, but it’s been fun to thrash these players for acting like chumps.

Adam

Well one reason you may not be getting many vote son this poll is that you have to be a member of some yahoo groups which is bit automatic. I would be happy to cast a vote but the system will not allow me to.

As to the guy who has the balls to hold off 12 other players solo… Who is he I want him on my grudge team! :slight_smile:

Brianh@khinfo.com

I’m in a Yahoo Group but it won’t let me vote. No big deal. Exit polls couldn’t predict the winner in Florida and they predicted that Dewey would beat Truman. There always seems to be an agenda behind polls.

I’m a member there too, I didn’t have any trouble making my vote. But I know the SG player from 81 had the same problem as you.

Bug Killer; what bug did you kill?
From Clints posting it seemed that Frank put a tragically flawed game to rest.

>Bug Killer; what bug did you kill?

I’ve killed many in the past and will likely kill many in the future. But maybe you are correct and I’m not the bug killer, but I am the bug killer’s son and will be doing all the killing until the bug killer comes.

>From Clints posting it seemed that Frank put a tragically flawed >game to rest.

Cut and paste:

The game in question was a grudge game where each team voted a captain. Their teams captain declared our team the victors and then every player except one from their team dropped the game. So in this case we feel Clint should end the game regardless of any bug rule.

Lastly, You should actually read the rules for the NKA game before saying it is a warped game as it is actually a very good game. I think most players that have a couple games under there belts dream of playing a game without agents killing off their best characters or offing that 2,000 HC army in ST/ST in one foul swoop. NKA gives them that opportunity. Unfortunately, there is a loophole as in 1650 and 2950 which allows one player to continue in a game which he knows he has lost and will lose and ruin the fun for the other players.

No I am not interested in any NKA game I have many games under my belt, have played since the GSI days, through the Deft days and now. Agents are an important aspect of the game in my opinion. They cause you to be more dimensional in your approach. Commanders have throughout history been at risk. It makes you allocate national resources with competing priorities. If I just want a wargame with armies I can play Risk, having all weapons at your and your enemy’s disposal makes you have to plan for more contingencies than what the NKA appears to do. I still think you could accomplish your desire for a battle game of armies by playing BOFA and no it isn’t just a training wheels game. I guess I just don’t believe in mucking around with rules that have worked for 10 years now. I believe in seeing games to conclusion and don’t think the moderator should get involved in the internal workings of a game unless cheating is taking place and can be proven. We’re starting a grudge game soon and the game termination has been approved by both teams, but it is not some ratio it is when the team decides the game is lost, majority rules and the team decision is binding on all members. That to me is the solution rather than try to change the rule for everyone especially when it appears there are significant numbers who don’t feel a need for a change.

Brad

That two pts i think should be discussed…

one neutrals who do nothing and win games…drives me personally nuts…If there was one major aspect of the game I could change it is how the neutrals get to play…although it does seem more neutrals are actually playing their positions rather than just sitting around expanding… like they had in the GSI days…still the fact that some of them do it…is just annoying I would rather have them all jump me and at least do something rather than sit around building and win the game…

the other pt is agents…although I agree that agents are extremely necessary parts of the game…and by no means should be eliminated…(although in 4th age the boring part is sometimes you can have everyone choose the plus (something) to assination option…yuck, why I do not play 4th age)…agents do have one major flaw …the fact that the automatically escape from being held hostage…it does make it kind of hard for nations like NG to get rid of an agent problem if each time he actually captures them they escape the same exact turn…that to me is just a little off…

Serra

Vanya; that is why you simply execute captured agents (spies) like they do in real life.

Originally posted by Vanya

one neutrals who do nothing and win games…drives me personally nuts…If there was one major aspect of the game I could change it is how the neutrals get to play…although it does seem more neutrals are actually playing their positions rather than just sitting around expanding… like they had in the GSI days…still the fact that some of them do it…is just annoying I would rather have them all jump me and at least do something rather than sit around building and win the game…

I’ll bite on this one …

Allow me to offer a controversial opinion that yet again, the game mechanics do not need to be fundamentally altered or tinkered. The major flaw in this aspect would be with your - or your team’s and opponent’s - gameplay.

One side must negotiate with the neutral player, using all available tools at one’s disposal, to ascertain what the neutral play wants out of the game, what bargaining chips will entice the player to declare for a particular side and a projected entry into the ‘larger’ game. The major flaw may be the diplomatic and negotiating skills lacking on the Freep/DS side.

e.g. in my game #69, the Dunlending player has remarked that he has been disappointed with the lack of contact from both sides. It’s coming up to turn 11 and he hasn’t declared. The flaw has been our lack of diplomacy and powers of persuasion - especially given the situation for the DS as a whole in this game.

To play Devil’s Advocate, yes, I do agree, that either game circumstances or other mitigating factors may all weigh on a neutral player to hoist the Swiss flag and quietly expand their position. But once again, I posit that the game mechanics do not need to be altered because this is a variable that we as players have a large degree of input. If a neutral wins a game having not declared for a side, then one must conclude that it is not the neutral that hasn’t done anything to earn the victory but rather that the declared players have done nothing to prevent this from happening.

In a hypothetical example in the 1650 game at least, three neutral powers must declare given geographical constraints:

[list=1]
[li]Dunlendings
[/li][li]Easterlings
[/li][li]Rhudaur
[/li][/list=1]

At some stage of the game there will be a point where either the Freep or the DS have momentum and a geographical advantage of numbers in a particular region. Two of the above neutrals - Dunlendings and Rhudaur - are both situated in or near the unpredictable Eriador theatre. If one or both neutrals do not declare for the DS, then given competent play, the sheer numerical advantage should see the elimination of the Dragon Lord and Witch King from Eriador.

The Easterling position is not as volatile as Eriador, but given the nervous disposition of the DS - an undeclared neutral sitting SE of Mordor - and the close proximity of Ji Indur and co, the Easterling player would have to be a damn good diplomat not to arouse the suspicions of the DS.

The three neutrals grouped above will eventually face a situation where one side has the upper hand in a particular region, and that side will then be in a numerical (as well as military) position to start playing a little hardball. Hard-nosed diplomacy is far from the ideal situation but realpolitik makes it viable in particular circumstances.

Then there are the two superpowers:

[list=1]
[li]Corsairs
[/li][li]Harad
[/li][/list=1]

Given their geographical position, their wealth, sheer number of population centers as well as their military muscle, both neutrals are in an enviable position to dictate terms to both sides. There may be occasions, where both the Freep and DS trip up over themselves to avoid angering either of these two giants, thus causing - hypothetically speaking - them to expand their positions, improve their characters and rack up the VP points. But yet again, both positions would win not from anything that they did or did not do, but precisely from something either the Freep or DS didn’t do i.e. persuade or threaten them to declare for a particular side.

I find it highly unlikely given the close proximity of both nations, that one or the other would not be slightly suspicious of the others intentions, and this suspicion should provide fuel to either ignite an internecine war, or to play upon paranoid fears, welcoming them into the bosom of either the Freep or the DS.

While there may be occasions when a neutral wins a game from what is perceived to be inactivity, I would strongly oppose a rule change on the basis of what I perceive to be flawed play on either the Freep or DS side. What makes ME both an enjoyable and challenging experience is dealing with that variable known as other players (even team-mates!). Likewise, what would kill any pleasure that I derive from the game would be a situation where Clint & co laboriously drew up a rule for every given situation, in effect, removing the unpredictability from the game.

Just my two penneth.

Regards,
Christian
aka Rhudaur #69

Actually christian…you may be right that sometimes it is bc of of bad diplomacy…but there are times when a neutral just wants to be a neutral…and has decided that before the game even starts…those are the pople I am railing against…bc no matter what diplomacy you do they will not join a side or the conditions they make are so unreasonable…(eg I once had a neutral say that unless we gave him all 3 agent rings he would not join our side…insanity)…

btw…someone correct me or confirm is it ie or eg there always get that mixed up…smile

Serra

PS As for the agent thing my pt was that the agents always escape the same turn you get them…thus you don’t even get the chance to execute your hostage…(bc that is automatic for me whenever I recieve a possible agent)…

PPS Rule changes scare me too…they can not always be right…but not to explore and discuss the options I think is even worse…

Originally posted by Vanya
Actually christian…you may be right that sometimes it is bc of of bad diplomacy…but there are times when a neutral just wants to be a neutral…and has decided that before the game even starts…those are the pople I am railing against…

A neutral that doesn’t attack you is better for the game than an ally who doesn’t communicate and blows off his nation. Let the neutral switch and win at the last turn if he wants, why do so many people still care about these stupid Victory Point “Wins” for the individual? The players on the winning team have the accomplishment and they know, amongst themselves, who is deserving of this illusionary “respect” given the “winner”. Someone on this thread once posted on their game thread that it’s nice to see people who remember that “it’s just a game.”. Some consistency please.

Brad

Actually anyone who plays with me knows i care very little about the victory pt system since it says absolutely nothing about how well someone ‘played’ the game…my beef about neutrals is that basically in general they are annoying…(I know I am making a hundred enemies in one foul swoop), but the truth is I do feel the game would be better off without them, at the same time I also understand what the game designers were aiming for by including them…the diplomacy aspect of this game is vital and is needed both with the neutrals and your own side. I just guess i do not understand why anyone would want to play the game and sit on the sidelines…

Just bc people discuss ideas does not mean that they do not still think it is a game…that was not what I was referring to when I said that btw…to be quite honest I was bitter over something that is now long gone, …honestly bad ton of me to take that to the forum…and I do apologize…but I did like what you were saying and it was refreshing to see a carefree attitude…and I do not stand down on that opinon…

note: Forum- an assembly, place, etc. for the DISCUSSION of public matters or current questions.

interesting discussion. i liked two points.

  1. despite all the discussion, it appears nobody has changed there mind.
  2. the importance of the vic point system.

i have been a bug hunter, once. you want me to chase you around with a game no longer in doubt. bad news, not on my dime. most of the guys i run with feel the same way. so at the end of day, if your one or two guys outlast my 9 or 10, and you want to claim victory, knock yourself out. dance around and comment how great you are, how tough you are to kill. your right, your the shiftest cockroach in my kitchen, lucky you, the strongest cockroach( lotsa contempt here) i’ll be in another game, looking for opposition that won’t lose 10 of its nations by turn 15. i’m in this for fun, and if my yardstick for fun or victory doesn’t correspond to yours, vive la difference! if your that good a bug, you need to work on mastering the other 2/3’s of the game, the early and middle rounds.
as for neutrals, you want to sit in a corner and build your nation up, knock yourself out. theres a word for playing with yourself, and it doesn’t cost $6.50a turn. if nobody talks to you, talk to them. i dont recall a divine law stating the allegiances have to bow to your whim, or even pick up a middle earth phone. " i dropped cause nobody talked to me. why no, i didnt talk to them, they should talk to me." think about the stupidity of that viewpoint. you got a nation you wanted, and dropped it.
my favorite neutral act is the harad / corsair alliance. theres twin profiles in courage. the game is mighty entertaining until they choose a side. then it usually ends. nothing more glorious then building up your killer harad and corsair nations, declaring, and then 1 side dropping cause they dont want to be a punching bag. “look ma, they invaded the gondors with 20,000 hc in double steel.” now go slap defenseless babies, you two heros.
in the end, you have the right to control your involvement. if you don’t like the game, pick up your marbles, and walk away. most of us have never / will never met each other. in the event you do, its not gonna have a big effect on your personal life that the noldo player from a game 2 years ago doesn’t like you. but if you do it enough, you’ll make so many enemies, you have a hard time getting a fun game. ah, the balances of life.
sm
scuttle roach, scuttle.

Originally posted by smuller
[b]interesting discussion. i liked two points.

  1. despite all the discussion, it appears nobody has changed there mind.

my favorite neutral act is the harad / corsair alliance. theres twin profiles in courage. the game is mighty entertaining until they choose a side. then it usually ends. nothing more glorious then building up your killer harad and corsair nations, declaring, and then 1 side dropping cause they dont want to be a punching bag. “look ma, they invaded the gondors with 20,000 hc in double steel.” now go slap defenseless babies, you two heros.[/b]

Great stuff as usual. sm rocks. I expect the bug hunt you were referring to was the Dwarves of game 310 to your Easterlings?

One thing about the Harad/Corsairs. If anyone remembers game 131 (I believe…) the DS had been invaded BOTH gates, the Fire King player was also the Dark L and he’d so pissed off the Ice King and Dragon Lord that Gaurhir was attempting to assassinate FK com’s while the Dragon Lord stole all the DarkL’s artifacts and dropped them in Mirkwood while going bankrupt on purpose. This was just a little before the WK/LR 2 nation player, in his first game, had a nervous breakdown and dropped after Daeron killed Murazor in a challenge. This is a true story…Dan might show up and substantiate it sometime… The Corsairs and Harad were the DS’ only hope. Yes, Pelargir fell to 250,000 Harad HC st/st with 4 mages while the Corsairs took on the back of SG and prepared MT’s south of Duns maps for the Eriador invasion. It took almost 35 hard fought turns before the South and 15 consequetive pick-ups/drops/pickups/drops…etc… finally enticed the FP to pack it in. It’s not always about baby-tossing…

And, why would ANYONE ever want to play the Corsairs/Harad if they absolutely have to declare against each other? What a waste of money. A continual war of attrition far from the rest of the world the matters little to none to anyone else except Adunaphel…who matters little to none to anyone else except Adunaphel… Neutral against neutral is a waste of both nations in the South and Eriador.

bb