The Midgard Digest V1 #16 From: kerry@io.com (Kerry Harrison) Date: Fri, 15 Mar 1996 00:00:00 +0000 The Midgard Digest Friday, 15 March 1996 Volume 01 : Number 016 Welcome to the Midgard Digest, the place to discuss all the myriad aspects of life in the World of Midgard with its other denizens. In this issue: + MID: Who's Who + Re: MID: Who's Who + Re: MID: Player Quantity + Re: MID: Player Quantity + Re: MID: Player Quantity + Re: MID: Player Quantity + Re: MID: Player Quantity + Re: MID: Player Quantity + Re: MID: Player Quantity + Re[2]: MID: Player Quantity + Re: MID: Player Quantity + Re: MID: Player Quantity + Re[2]: MID: Player Quantity + Re[2]: MID: Player Quantity + MID: Conference on AOL + RE: MID: Conference on AOL + Re: MID: Conference on AOL + Re: MID: Player Quantity + MID: clans/factions per player See the end of the digest for information on subscribing to the midgard-list or midgard-digest mailing lists. For additional information on Midgard, check out the Official Midgard Home Page at http://www.comland.com/~pbm/midgard/ ---------------------------------------------------------------------- From: Kerry Harrison <kerry@io.com> Date: Wed, 13 Mar 1996 21:59:26 -0600 Subject: MID: Who's Who Midgard Player Email Address List Midgard USA <usamidgard@aol.com> Midgard GMs Michael Barnhart <michael.barnhart@internetmci.com> Gift Senior 1 Richard Butler <rgb0853@aol.com> Banner Senior 3 John Chan <j1weschan@aol.com> Terry Cookston <getham@aol.com> Getham Senior 2 Terry Doner <hideyori@aol.com> Blood and Fire Senior 1 Jim Early <earlyj@belmont.edu> Merc Verk Senior 1 Kerry Harrison <kerry@io.com> Glenn Harrold <axomin@aol.com> Frank McCloy <74541.3464@compuserve.com> Banner Senior 2 Bob Morris <manny.chavez@latimes.com> Jerre Morris <jmorris@ccm.livestock.org.nz> Banner Senior 4 Robert Morris <ichabodshaw@earthlink.net> John Muir <johncmuir@aol.com> Kurt Mullins <103302.3555@compuserve.com> Ring Senior 1 Jeff Parrish <jjparrish@csupomona.edu> Getham Senior 1 Paul Petonak <paulp@microbio.lifesci.ucla.edu> Andrew Philipson <aphilipson@gnn.com> John Pyrich <pyrich@cris.com> Society of Arms Senior 1 John Sassaman <slash@wheel.dcn.davis.ca.us> Brian Schrader <schrader@sxu.edu> Imperial Senior 1 Jay Seymour <jay.seymour@wichita.brite.com> David Shirley <dshir13@aol.com> Imperial Senior 4 Greg Stafford <71301.1753@compuserve.com> Andrew Stott <ajs@server.virtual.net.au> Mike Sutton <mjs@savanti.com> Dave Sutton <david.sutton@sheridanc.on.ca> Steve Tranzow <pachockey@aol.com> David Ward <arlap@aol.com> Boda Senior 1 Christopher Warren <staraxe@aol.com> Anthony Weller <asweller@powerup.com.au> Mike Williams <mike_williams@pc.radian.com> Barbarian Senior 1 Bob ? <mosespr@aol.com> Michael ? <wylander@aol.com> "The Revenge" <anon5063@nyx.net> unknown <rvollebregt@ccm.livestock.org.nz> Please let me know of any additions or corrections to the above. ------------------------------ From: Mike_Williams@pc.radian.com Date: Thu, 14 Mar 96 11:07:18 CDT Subject: Re: MID: Who's Who Dang, that Kerry's fast! ______________________________ Reply Separator _________________________________ Subject: MID: Who's Who Author: Kerry Harrison <kerry@io.com> at INTERNET Date: 3/13/96 10:34 PM Midgard Player Email Address List >>> ..... <<<< ------------------------------ From: Mike_Williams@pc.radian.com Date: Thu, 14 Mar 96 11:03:39 CDT Subject: Re: MID: Player Quantity > I have been wondering for a while about how many people and clans > are presently actively playing the game. One of my clans has a number of > 2035 and I have seen new clans go as high as 3400 or so. Yet, I doubt > there are 1400 active clans out there. If so Zan would probably never > answer my email. I think most of the "3000" level position numbers are reserved for non-player seniors in a faction. Not sure though. Also, all cities and important non-player characters/positions now have their own identification numbers... <g> Position numbers now seem to be randomly assigned, though I know that in the past position numbers were assigned sequentially (two of my clans are separated in their position numbers by a count of one...). > I have also wondered about how many actual independents are playing the > game. Anyone know? Well, my brother plays one of the most powerful (I think...) independent clans around. The Annihilator. Perhaps you've heard of him? He has single handedly destroyed more heliograph stations in Midgard than any other faction combined, including the barbarian faction. Real nasty guy. > If I were to guess, as best as possible, I'd say maybe 125 active clans. > But this list would lead you to beleive there are about 8 players. Has > this list actually been advertised yet? I have read the Midgard reports > on the web and I have seen no mention of it in any of them. Kerry, could you post a list of players who are currently subscribed to the list? Also, it'd be nice to have a blurb in the next Midgard report (probably too late for this one...) bragging on the list and giving everyone the mechanics of subscribing. ------------------------------ From: Kerry Harrison <kerry@io.com> Date: Thu, 14 Mar 1996 10:21:17 -0600 (CST) Subject: Re: MID: Player Quantity Petonak, Paul M'bio wrote: > list would lead you to beleive there are about 8 players. Has this list > actually been Actually there are about 30 to 35 subscribers to this list. > advertised yet? I have read the Midgard reports on the web and I have seen > no mention of it in any of them. No the list hasn't been advertised in the Midgard Report. ------------------------------------------------------------ * Kerry Harrison | kerry@io.com | http://www.io.com/~kerry * ------------------------------------------------------------ ------------------------------ From: Kerry Harrison <kerry@io.com> Date: Thu, 14 Mar 1996 10:53:22 -0600 (CST) Subject: Re: MID: Player Quantity On Thu, 14 Mar 1996 Mike_Williams@pc.radian.com wrote: > I think most of the "3000" level position numbers are reserved for > non-player seniors in a faction. Not sure though. Also, all cities and > important non-player characters/positions now have their own identification > numbers... <g> > > Position numbers now seem to be randomly assigned, though I know that in > the past position numbers were assigned sequentially (two of my clans are > separated in their position numbers by a count of one...). Hmm, I just got a new clan setup that has a position number of 3424, I think the numbers of still sequential but I also think Zan is filling in unused lower numbers. ------------------------------------------------------------ * Kerry Harrison | kerry@io.com | http://www.io.com/~kerry * ------------------------------------------------------------ ------------------------------ From: USAMIDGARD@aol.com Date: Thu, 14 Mar 1996 13:25:19 -0500 Subject: Re: MID: Player Quantity In a message dated 96-03-14 11:44:14 EST, you write: >I think most of the "3000" level position numbers are reserved for >non-player seniors in a faction. Not sure though. Also, all cities and >important non-player characters/positions now have their own identification >numbers... <g> That would leave room for 999 Senior position before you get to the 4,000 range. Not quite true. I just decided to give the Senior Zero's a personality and a location, bringing them to the world from the Void that they existed in. Since Jon reorganized the game, cities have had numbers from 1,000 to 1,999. Heliographs have been added to that group... >Position numbers now seem to be randomly assigned, though I know that in >the past position numbers were assigned sequentially (two of my clans are >separated in their position numbers by a count of one...). New players receive the next number in the sequencing with the last one slightly above the 3,400 number. There have been no breaks in that theory since Jon started. That being the case, there are some 1,400+ clans in the game... some of which... ok, a lot of which have dropped out, for the moment.... <g> >Well, my brother plays one of the most powerful (I think...) independent >clans >around. The Annihilator. Perhaps you've heard of him? He has single >handedly destroyed more heliograph stations in Midgard than any other faction > >combined, including the barbarian faction. Real nasty guy. There are many independents...not nearly as many as those that are factionally aligned; however, the expansion of the number of clans will probably change these ratios drastically. The upcomming additions to the Skills System and the New Startup Creation routines will help this as well. >Kerry, could you post a list of players who are currently subscribed to the >list? Also, it'd be nice to have a blurb in the next Midgard report >(probably too late for this one...) bragging on the list and giving >everyone the mechanics of subscribing. I believe that Kerry has posted a listing; however, don't know whether that was just a list he sent to me; think it was to all. This banishes the thought of 8 players on the list. The Cycle 27 Midgard Report (a wee newborn at this time, already has comments about this list and the Internet/AOL in general.) Zan ------------------------------ From: Kerry Harrison <kerry@io.com> Date: Thu, 14 Mar 1996 12:56:22 -0600 (CST) Subject: Re: MID: Player Quantity On Thu, 14 Mar 1996 USAMIDGARD@aol.com wrote: > Since Jon reorganized the game, cities have had numbers from 1,000 to 1,999. > Heliographs have been added to that group... So Heliograph stations have position number now? How interesting. > There are many independents...not nearly as many as those that are > factionally aligned; however, the expansion of the number of clans will > probably change these ratios drastically. The upcomming additions to the > Skills System and the New Startup Creation routines will help this as well. Well with the expansion of the number of clans allowed per player occur? How many clans will we be allowed to run? And will there be any limits on the total number of factions a player can have clans in? > I believe that Kerry has posted a listing; however, don't know whether that > was just a list he sent to me; think it was to all. This banishes the > thought of 8 players on the list. The Cycle 27 Midgard Report (a wee newborn > at this time, already has comments about this list and the Internet/AOL in > general.) It was to all. Is the Cycle 26 Report available for download from anywhere yet? ------------------------------------------------------------ * Kerry Harrison | kerry@io.com | http://www.io.com/~kerry * ------------------------------------------------------------ ------------------------------ From: USAMIDGARD@aol.com Date: Thu, 14 Mar 1996 15:23:05 -0500 Subject: Re: MID: Player Quantity In a message dated 96-03-14 15:01:06 EST, you write: >So Heliograph stations have position number now? How interesting. Yep, they too are real positions in the world and have a structure and personnel assigned. Living universe, remember?! >Well with the expansion of the number of clans allowed per player occur? You must have meant When... Effective with the Cycle 26 Midgard Report... i.e. NOW. >How many clans will we be allowed to run? And will there be any limits >on the total number of factions a player can have clans in? Total Clans is 9. EFs are very limited.. just like the rulebook says and you can only have one per Clan. You CAN run up to 9 cities... though the clans still need to be assigned. We are looking at trying to restrict your multiple personalities to just 3; however, will be willing to listen to why it should be greater. >It was to all. Is the Cycle 26 Report available for download from >anywhere yet? I will get it to AOL today sometime and to TightBeam as well. Not sure when either will be able to update the information. Zan ------------------------------ From: Kerry Harrison <kerry@io.com> Date: Thu, 14 Mar 1996 15:14:43 -0600 (CST) Subject: Re: MID: Player Quantity On Thu, 14 Mar 1996 USAMIDGARD@aol.com wrote: > Yep, they too are real positions in the world and have a structure and > personnel assigned. Living universe, remember?! What a concept! <g> Okay, so how do I find the numbers of heliograph stations near my cities (short of visiting them)? > clans still need to be assigned. We are looking at trying to restrict your > multiple personalities to just 3; however, will be willing to listen to why > it should be greater. Hmm, I'd personally like to see it raised to 4 factions as it would allow a little more variety but still not allow a player to have clans in too many factions. ------------------------------------------------------------ * Kerry Harrison | kerry@io.com | http://www.io.com/~kerry * ------------------------------------------------------------ Vist my Midgard PBM home page at http://www.comland.com/~pbm/midgard ------------------------------ From: Mike_Williams@pc.radian.com Date: Thu, 14 Mar 96 16:48:45 CDT Subject: Re[2]: MID: Player Quantity Kerry said: >>How many clans will we be allowed to run? And will there be any limits >>on the total number of factions a player can have clans in? Zan said: >Total Clans is 9. EFs are very limited.. just like the rulebook says and >you can only have one per Clan. You CAN run up to 9 cities... though the >clans still need to be assigned. We are looking at trying to restrict your >multiple personalities to just 3; however, will be willing to listen to why >it should be greater. Mike says: The barbarians are looking for good role players, so it doesn't matter to us if a player has clans in other factions besides the barbarians. But I _can_ see how other seniors might be somewhat concerned about players having clans in several different factions. Security would be a major issue. Might want to state up front NOW the number of factions players can have clans in, though. It'll be hard to force current players to transfer their clans to other factions in the future... <g> ------------------------------ From: USAMIDGARD@aol.com Date: Thu, 14 Mar 1996 17:05:51 -0500 Subject: Re: MID: Player Quantity In a message dated 96-03-14 16:35:45 EST, you write: >What a concept! <g> Okay, so how do I find the numbers of heliograph >stations near my cities (short of visiting them)? Go there, or special actions... about the only way I could think of <g> Ask a Barbarian? >Hmm, I'd personally like to see it raised to 4 factions as it would allow >a little more variety but still not allow a player to have clans in too >many factions. Ok, one vote for four factions as a player limit. How 'bout the other concern... 9 clans in one faction? Any thoughts out there in the world of players? Bad question.. well, off to buy another case of paper..... Zan ------------------------------ From: "Petonak, Paul M'bio" <paulp@microbio.LIFESCI.UCLA.EDU> Date: Thu, 14 Mar 96 13:58:00 PST Subject: Re: MID: Player Quantity > Yep, they too are real positions in the world and have a structure and > personnel assigned. Living universe, remember?! What a concept! <g> Okay, so how do I find the numbers of heliograph stations near my cities (short of visiting them)? ---Look at a map? (but enjoy them while you can, they may not be there too much longer.... >:) > clans still need to be assigned. We are looking at trying to restrict your > multiple personalities to just 3; however, will be willing to listen to why > it should be greater. Hmm, I'd personally like to see it raised to 4 factions as it would allow a little more variety but still not allow a player to have clans in too many factions. ---If the reason for this is to prevent people from playing in two factions that are arch enemies you won't be able to stop that unless you allow only one faction. If this is to prevent people from being able to compile information from several factional intelligence databases then having 3 or 4 different factions is still significant enough to amass a great deal of different info. And, if someone's true wish was to stoop to underhandedness then they probably wouldn't be above starting other clans under a friends name. This has been done in the past, I beleive even by some seniors. I don't _really_ see what functional limitation this restriction will provide. Paul ------------------------------------------------------------ * Kerry Harrison | kerry@io.com | http://www.io.com/~kerry * ------------------------------------------------------------ Vist my Midgard PBM home page at http://www.comland.com/~pbm/midgard ------------------------------ From: Mike_Williams@pc.radian.com Date: Thu, 14 Mar 96 17:22:55 CDT Subject: Re[2]: MID: Player Quantity > What a concept! <g> Okay, so how do I find the numbers of heliograph > stations near my cities (short of visiting them)? IC: We barbarians will "visit" the stations for you, and we'll let you know their numbers once we've trashed 'em. <g> > Hmm, I'd personally like to see it raised to 4 factions as it would > allow a little more variety but still not allow a player to have clans > in too many factions. OOC: Well, it doesn't matter whether the limit is 3 or 4; as long as the limit is announced SOON before too many players start clans in 5 or 6 factions. <g> ------------------------------ From: Mike_Williams@pc.radian.com Date: Thu, 14 Mar 96 18:03:22 CDT Subject: Re[2]: MID: Player Quantity > Ok, one vote for four factions as a player limit. How 'bout the other > concern... 9 clans in one faction? Any thoughts out there in the world of > players? Bad question.. well, off to buy another case of paper..... > Zan I vote for 3 factions being the limit, though I could live with 4 as the limit--5 would be pushing it... So, vote me 3. I don't think there should be a limit on the number of clans you can have in any ONE faction, though. <g> What would be the reason for limiting this? But if the players feel this should be limited... ------------------------------ From: Kerry Harrison <kerry@io.com> Date: Thu, 14 Mar 1996 17:53:59 -0600 Subject: MID: Conference on AOL Would anyone be interested in getting together some night or on the weekend for a Midgard conference / Q&A session with the GMs on AOL (America Online) in the OGF Conference Center? ------------------------------------------------------------ * Kerry Harrison | kerry@io.com | http://www.io.com/~kerry * ------------------------------------------------------------ ------------------------------ From: "Petonak, Paul M'bio" <paulp@microbio.LIFESCI.UCLA.EDU> Date: Thu, 14 Mar 96 16:32:00 PST Subject: RE: MID: Conference on AOL I think this is a great idea, unfortunately, AOL and I are presently having a bit of a 'disagreement.' How about the IRC? Paul ---------- From: owner-midgard-list To: midgard-list Subject: MID: Conference on AOL Date: Thursday, March 14, 1996 5:53PM Would anyone be interested in getting together some night or on the weekend for a Midgard conference / Q&A session with the GMs on AOL (America Online) in the OGF Conference Center? ------------------------------------------------------------ * Kerry Harrison | kerry@io.com | http://www.io.com/~kerry * ------------------------------------------------------------ ------------------------------ From: Kerry Harrison <kerry@io.com> Date: Thu, 14 Mar 1996 21:44:47 -0600 Subject: Re: MID: Conference on AOL Petonak, Paul M'bio wrote: > > I think this is a great idea, unfortunately, AOL and I are presently > having a bit of a 'disagreement.' > > How about the IRC? Hmm, well somebody would need to show the GMs how to access IRC I'd imagine for starters, but me personally I don't particularly care where it's held at. ------------------------------------------------------------ * Kerry Harrison | kerry@io.com | http://www.io.com/~kerry * ------------------------------------------------------------ ------------------------------ From: USAMIDGARD@aol.com Date: Thu, 14 Mar 1996 23:58:32 -0500 Subject: Re: MID: Player Quantity In a message dated 96-03-14 22:31:42 EST, you write: >What about any existing EF's? Will they be turned into clans automatically, >and will the new clan be given 190 men, even if it is bigger than that, or >just >how is this to be handled? The EF will have it's designator changed to CLAN which will allow it to receive all the benefits that EFs cannot... influence, etc. Zan ------------------------------ From: JJPARRISH@csupomona.edu Date: Thu, 14 Mar 1996 23:40:36 -0800 (PST) Subject: MID: clans/factions per player I'd say no more than 4 different factions per player, with the following stipulation - no playing clans who are enemies of each other, ie you cant have a clan in the Getham and the Barbarians at the same time. It seems to me that no matter how you try to role play you clans, sooner or later one clan will come into information that would benifit another and it would just to tempting to ignore it. I don't know if there is anyway to prevent this as you can always get around any restriction by just starting up a new postition in a friends name. Maybe all we can do is trust the players not to abuse the game system too much. Something to think about. Jeff Parrish (Getham #1) ------------------------------ End of The Midgard Digest V1 #16 ******************************** To subscribe to The Midgard Digest, send the command: subscribe midgard-digest in the body of a message to "majordomo@io.com" To unsubscribe from The Midgard Digest send the command: unsubscribe midgard-digest in the body of a message to "majordomo@io.com" If you want to subscribe something other than the account the mail is coming from, such as a local redistribution list, then append that address to the "subscribe" command; for example, to subscribe "local-midgard-list": subscribe midgard-digest local-mid-list@your.domain.net A non-digest (direct mail) version of this list is also available; to subscribe to that instead, replace all instances of "midgard-digest" in the commands above with "midgard-list". Up