I agree with you very strongly. I'd suggest some reasons why we see
so much incongruous poor team spirit in a game, which I personally
hold supreme among PBMs simply _because_ of the strength of the
team aspect.
It's a brilliant game, but it's not perfect. The shortcomings, which
encourage the individualists are:
1) The VP system. Stupid, and irrational, rewarding inaction rather than
participation.
2) The individual VC system. Random, and detrimental to the basic
story plot of the game.
Now almost everyone is agreed on the truth of 1 and 2, and all the
chaps whose company I enjoy most, simply disregard them. But, new
players and players who have never had experience of a really good
team do not know that. There's no prospect of a second edition, but if
there was, switching off the VCs and VPs is the first thing I'd like it to
do.
Nations joining an alliance only because they see it as a way of
furthering their own ends, may be appropriate for war games based on
a Renaissance to C20th world, but it is the wrong mood for Tolkien.
His pseudo-mediaeval, magical milieu is that of the epic-heroic. It's not
about nations who are morally no better or no worse than one another,
it's about good versus evil. Dwarves and Elves certainly have old
hatchets to bury, but when the war starts, they work together, because
the only other option is to let the world become overwhelmed by evil.
I'm sure the scholars will find specific exceptions, but by and large, they
do not attempt to score off one another, with regard to who's going to
come out better at the end. It's an epic war about the survival or
destruction of the free, and nothing unites as solidly as that.
3) The lack of a good player rating system - which would of course
replace 1 and 2. We discussed this at some length last year, on this list,
and the majority favoured some kind of voting system, players vote for
the best on each team, or have 10 pts to distribute etc. Other options
include points for a team win etc. I would favour some complex
composite, and do have specific ideas, but this is not the time. The
value of such a system would be that team-minded players could find
others more easily. There is, for example, a particular player in some of
my games who has driven everyone out of their skulls with his failure to
communicate. A detailed player rating system might show him as having
some "wins" but it would not show any votes for team play. Sure, he
pays his money, and takes his choice, but those of us who think ME
should be a team game, can be warned against him in future. OK, and
root and branch individualists, who don't like communicating, can even
have their own games - good luck to 'em! Alternatively, it might
encourage him to improve his communication, and become a team
player.
4) Bad experience reinforcing bad practice. I've been in a couple of
games recently where the communication is staggeringly poor - that is,
"staggeringly poor" in _my_ perception and based on _my_ (better)
experience in other games. I usually sign up as part of a team of old
muckers, the team building is already mostly done. In these 2 games I
signed up as a neutral, declared after a few turns, and got big surprises.
I seemed to be the most experienced, by quite a long way. There were
plenty of newbies, but also a few individualists. These guys simply
didn't see that they were doing anything "wrong" by my definition.
They'd been in games with newbies and isolationists before, played the
same, and of course with similar disjointed play from their oppositions,
they'd done OK - had the VPs to prove it!
I don't really know what the solution to 4 is, resolving 1, 2 and 3 would
help. Detailed turn reports, mapping, artefact and character lists, and
tightly co-ordinated assaults are all things I take for granted in my other
games, but it's very hard to persuade 10 people that they are a good
idea, when you are a lone voice, and they think themselves to be getting
along perfectly well without much effort!
Regards,
Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/
···
BBrunet <ditletang@canada.com> wrote
there is absolutely no excuse for reclusive MEPBM play.