MERP pre-begginer's questions From: "Stanley, the Daredevil Crow!" <samcraig@io.com> Date: Mon, 19 Jan 1998 00:00:00 +0000 I'm interested in playing MERP but i like to understand the rules of a game before i play it. This is relatively easy for most games these days since all the material you want can be found on the internet but there are a few things i don't understand from the faq at this time. Minor: The faq hints and suggestions lists an example where aCommander would move using move order #850 but an Agent moves at #810; are there seperate move order #s for each class or is this a missprint? Minor question as it has no relation to whether or not i can play but possibly very important for my economy: The rules talk about buying and selling materials from caravans in your towns. Do the caravans automatically give worse prices to players(i.e. does it offer to buy "wood" at 50 while at the same time sell it at 70) or is it more realistic? Basically i want to know if there is speculation in the game; can i buy "wood" at 50, despite the fact that i have more than enough, with the hopes of it going up to 70 later on, thus making a profit off the selling of the merchandise. Obviously the above example would work best for the Northmen; but i want to know if it would work AT ALL. Major question: After reading the Faqs i have come to the conclusion that the writer of said material either hates me or likes writing in a circular-roundabout style. ex: Q: My nation has no (Commanders, Agents, Emissaries, or Mages). How can i create any? A: The "Name New Character:order(#725) can be issued by any... Of course, the cost for the order is twice as much as the other "Name New Character As" orders. Is there a difference btween "Name New Character" and "Name New Character as"; and, if so, could you please explain it to me. This question relates to other areas in the faq that make no sense without clarification. Referenced By Up