The best games I’ve been in were standard games. All the grudge games I’ve been in ended up with the other side quitting around turn 13 - 20… odds are that one grudge team is more organized than the other than thus one side throws in the towel en masse. A standard game tends to actually be a little more balanced in terms of organization, and inevitably when someone quits, others are far more ready to pick up a position and continue the fight.
I’ve heard that many games end around turn 20; if so, I find that somewhat depressing since the best games I’ve been in were long games that my side was “losing” and did, in fact, lose. There were numerous reversals during the course of those games with one side or the other gaining the upper hand, then falling, etc.
Agents are nice, but they’re not everything. There are enough ways of dealing with them (especially getting your own) that I’ve never found them to be overwhelming… even when the other side has singled you out for special attention. (This assumes that your allies will help). I’ve seen opposing nations reduced to three characters and rebuild a few times, I’ve seen others flattened economically then “reappear” a dozen turns later with a few armies. It simply isn’t that hard to go hide, lick your wounds, and return.
As for emissaries… I’ve fought that sort of war as well, flipping population centers constantly. Why should that be “wasting everyone’s time” as opposed to marching in with an army or sending agents in? It keeps the enemy busy while I build up my armies and/or agents for another attack.
The point of the game is to have a good time and take the hated enemy with you when you’re losing. (I agree with Brad Jenson’s comments completely). Not say “oh, I can’t ‘win’ so I’ll just go play another game.” Hasn’t anyone ever had fun playing Poland in a WWII game? Or France? Why do people take Rhudaur and go dark? Or play the Dragon Lord at all? You KNOW you’re going to get flattened, yet many people take those positions anyway because they’re fun.
I am presently in a game where any number of players on the other side are throwing in the towel because “too many neutrals joined the darks”. It’s turn 6. Good grief, an evil Rhudaur has been flattened, the Dragon Lord flattened, and the Witch King is next on the chopping block alongside the northern half of the Easterlings. The game is technichally 14 to 11, but it’s more like 12 to 11. The Gondors have their hordes marching on Mordor while on the Free side, the Eothraim and Northmen have been lightly damaged. I think the Dragon Lord burned a Sinda city before being thrown out. The woodmen lost a town to the Witch King. The Free have the Ring of Curfin, the Ring of Wind, and (should) have Tinculin. They’re better organized than we are, but a fairly large portion of their team is throwing in the towel on turn 7. Hmmmm, if I had to guess the players quitting would be the Eothraim (under pressure in Rhovanion), the Northmen (fighting the Easterlings now), Southern Gondor (attacked by the Corsairs and Harad), and the Sinda (lost a city, now losing a town).
Bah. The same philospohy applied to a sports contest would have the Tampa Bay Buccaneers down six points five minutes into the first quarter and throwing in the towel “because there’s no point.” It’s one thing to concede after a long, hard-fought battle, where one side has been devestated and all that remains is mopping up the wreakage of those ruined nations. Its another to quit when nintey percent of the opposing team is untouched, and the other ten percent have a few scratches.
I lost a town/fort and three Ice King camps within three (four?) turns of starting a game because the Gondors came for me. My economy was in shambles. I had fewer population centers than I started the game with (down to two?). Apparently I should have quit and started a new game as the Ice King rather than riding it out and plotting my revenge.