Re: MEPBM - Middle Earth Newbie Questions From: Patrick F. McGehearty <patrick@convex.COM> Date: Tue, 16 Jan 1996 00:00:00 +0000 In article <4dci7s$oum@ixnews2.ix.netcom.com>, Jeff Dobberpuhl <dobz@ix.netcom.com> wrote: >I just signed up for my first campaign...YIKES what a TON of info to >digest! I'm in the 2950 game, and have not yet been assigned my >starting position. > First, note I added "MEPBM" to the subject field. That is the convention for this newsgroup for questions about Middle Earth Play-by-Mail. If the question is only about 2950 or 1650, then include that number as well. >Here are my questions > >1) Is there an FAQ, and if so, where can I get a copy? There is a web page which my (slightly old) records show to be at http://pubweb.acns.nwu.edu/~phredd/MEPBM.html Even more info to digest there. Do not feel like using this information is in some way "cheating". Most experienced players have access to similar databases and use it freely. New players who don't tend to have a severe disadvantage. > >2) What is the difference between Barrier Mastery and Resistance >Mastery? These seem identical except for the amount of protection >provided. Pretty much. Your mages will start with some spells. Usually you have a particular mage stay with whatever defense line they start on due to not wanting to waste time learning more spells. Also, most people prefer attack spells to defense spells, but that is a debatable issue. > >3) What is the general bread-n-butter advice for the first few turns of >play? For the 2950 game, the most important issue is your economy. If you recruit too heavily or lose too many popcenters or fail to create enough camps, you will shortly go bankrupt, without having much impact on the game. This situation is worse in the winter for the northern nations (of either side). No nation starts with enough emissaries. Name at least two pure emissaries (30 skill points) on your first and second turns and start placing camps in rough hexes (best chances for gold) as soon as they are trained a couple of times. If everyone is active, somewhere around turn 8 to 10 the game hits the popcenter limit, and no more camps can be placed except when some are destroyed. You need to have your fair share by then or you will be relegated to being a second rate power. The second most important issue is your allies, especially those near you. You can contact them using the 3x5 cards mentioned on page 1 under the "What is Play-by-Mail?" section. I recommend sending 14 cards with your first turn, to all your allies and the 5 neutrals. Be sure to include name, address, and email address so they can contact you. Are they willing to cooperate in joint attacks? Do they have clue about how to play the game? Are they just trying to get you ground up by the enemy so they can pick up the pieces. If you are a neutral, which side seems more like the one you want to work with? With 25 people in the game, allies are a big deal. Fewer 2950 games have been played to completion than 1650 games, so there is still a lot of dispute about what the ideal strategies are for each position. Each position has its individual concerns so further details are best adjusted according to what position you are playing. In addition, different players have different styles and opinions. For example, I consider it wasteful to name a triple class character because I think it takes too long to develop their skills, while others consider a triple class to have great flexibility for a long game. However, I actively develop several classes in characters that start with 3 (or even 4) classes. The best answers probably depend on the situation. Even my advice about naming two emissaries at the start does not apply in all positions. In the 1650 game, many consider North Gondor to need no emissaries, due to their strong initial population centers. Instead they need to concentrate on commanders and agents. > >Thanx!!! > >Jeff >dobz@ix.netcom.com You're welcome. Have fun! - Patrick McGehearty patrick@convex.com Referenced By Up