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dc221 - Widmore EOG - deathblade_penguin   (Feb 04, 2010, 2:38 am)
Fredrik,

That was truly enjoyable thankyou. It reminded me how much more time i had at the start of the game to sync the plot together...


Stephen Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....








From: bielschowsky.f-at-googlemail.com
Date: Wed, 3 Feb 2010 00:28:05 +0100
Subject: Re: dc221 - Widmore EOG
To: fredrik-at-familjenblom.se
CC: rocketship.rocketship-at-gmail.com; former.trout-at-gmail.com; sam_buck_productions-at-me.com; drew3739o-at-yahoo.com; jmsaralegui-at-gmail.com; stevelytton-at-hotmail.com; dc221-at-diplomaticcorp.com; kielmarch-at-hotmail.com; mike-at-fuzzylogicllc.net

I'm impressed. What a great idea to keep a diary. And to such level of detail. Reading it I felt I was part of the story. Well yeah, I WAS part of that story but I mean to say that for anyone unfamiliar with this game it would feel like they were there.
Thanks for sharing Fredrik.

Frank

2010/2/2 Fredrik Blom <fredrik-at-familjenblom.se ([email]fredrik-at-familjenblom.se[/email])>

All,

I hope that my dismal performance in this game was partly offset by the storyline that I spun off with Stephen during the course of the game. My only defence is that Stephen started it, and I thought it would be a nice way to pay back some of the investment he made in the game. See the attached pdf for our conversation.


This was my first ever game with Fog of War, and I did not know what to expect. I certainly thought that I would get some more time to explore before meeting someone, but as it happened I met up with Mike already the second year. From then on I scrambled to collect as much information about the territories around me as I could. I left off exploring the south and the waters for as long as I could (although I always planned to explore the waters). Pretty soon I knew that I was surrounded, and the final attacks came quite soon after that.


Looking at the final map, I think that I had one of the hardest starting positions, with no home centers right next to each other, and surrounded by enemies, at least one who knew where the edge of the map was. That is no excuse, and I probably could have done better.


Thank you Stephen for a great game.


/Fredrik





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[Reply]

dc221 - Widmore EOG - bielf11   (Feb 02, 2010, 5:28 pm)
I'm impressed. What a great idea to keep a diary. And to such level of detail. Reading it I felt I was part of the story. Well yeah, I WAS part of that story but I mean to say that for anyone unfamiliar with this game it would feel like they were there. 
Thanks for sharing Fredrik.

Frank

2010/2/2 Fredrik Blom <fredrik-at-familjenblom.se ([email]fredrik-at-familjenblom.se[/email])>

All,

I hope that my dismal performance in this game was partly offset by the storyline that I spun off with Stephen during the course of the game. My only defence is that Stephen started it, and I thought it would be a nice way to pay back some of the investment he made in the game. See the attached pdf for our conversation.


This was my first ever game with Fog of War, and I did not know what to expect. I certainly thought that I would get some more time to explore before meeting someone, but as it happened I met up with Mike already the second year. From then on I scrambled to collect as much information about the territories around me as I could. I left off exploring the south and the waters for as long as I could (although I always planned to explore the waters). Pretty soon I knew that I was surrounded, and the final attacks came quite soon after that.


Looking at the final map, I think that I had one of the hardest starting positions, with no home centers right next to each other, and surrounded by enemies, at least one who knew where the edge of the map was. That is no excuse, and I probably could have done better.


Thank you Stephen for a great game.


/Fredrik

[Reply]

dc221 - Widmore EOG - z93blom   (Feb 02, 2010, 4:48 pm)
All,

I hope that my dismal performance in this game was partly offset by the storyline that I spun off with Stephen during the course of the game. My only defence is that Stephen started it, and I thought it would be a nice way to pay back some of the investment he made in the game. See the attached pdf for our conversation.


This was my first ever game with Fog of War, and I did not know what to expect. I certainly thought that I would get some more time to explore before meeting someone, but as it happened I met up with Mike already the second year. From then on I scrambled to collect as much information about the territories around me as I could. I left off exploring the south and the waters for as long as I could (although I always planned to explore the waters). Pretty soon I knew that I was surrounded, and the final attacks came quite soon after that.


Looking at the final map, I think that I had one of the hardest starting positions, with no home centers right next to each other, and surrounded by enemies, at least one who knew where the edge of the map was. That is no excuse, and I probably could have done better.


Thank you Stephen for a great game.


/Fredrik

[Reply]

dc221 - Widmore EOG (dc221) bielf11 Feb 02, 05:28 pm
I'm impressed. What a great idea to keep a diary. And to such level of detail. Reading it I felt I was part of the story. Well yeah, I WAS part of that story but I mean to say that for anyone unfamiliar with this game it would feel like they were there. 
Thanks for sharing Fredrik.

Frank

2010/2/2 Fredrik Blom <fredrik-at-familjenblom.se ([email]fredrik-at-familjenblom.se[/email])>

All,

I hope that my dismal performance in this game was partly offset by the storyline that I spun off with Stephen during the course of the game. My only defence is that Stephen started it, and I thought it would be a nice way to pay back some of the investment he made in the game. See the attached pdf for our conversation.


This was my first ever game with Fog of War, and I did not know what to expect. I certainly thought that I would get some more time to explore before meeting someone, but as it happened I met up with Mike already the second year. From then on I scrambled to collect as much information about the territories around me as I could. I left off exploring the south and the waters for as long as I could (although I always planned to explore the waters). Pretty soon I knew that I was surrounded, and the final attacks came quite soon after that.


Looking at the final map, I think that I had one of the hardest starting positions, with no home centers right next to each other, and surrounded by enemies, at least one who knew where the edge of the map was. That is no excuse, and I probably could have done better.


Thank you Stephen for a great game.


/Fredrik

dc221 - Widmore EOG (dc221) deathblade_penguin Feb 04, 02:38 am
Fredrik,

That was truly enjoyable thankyou. It reminded me how much more time i had at the start of the game to sync the plot together...


Stephen Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....








From: bielschowsky.f-at-googlemail.com
Date: Wed, 3 Feb 2010 00:28:05 +0100
Subject: Re: dc221 - Widmore EOG
To: fredrik-at-familjenblom.se
CC: rocketship.rocketship-at-gmail.com; former.trout-at-gmail.com; sam_buck_productions-at-me.com; drew3739o-at-yahoo.com; jmsaralegui-at-gmail.com; stevelytton-at-hotmail.com; dc221-at-diplomaticcorp.com; kielmarch-at-hotmail.com; mike-at-fuzzylogicllc.net

I'm impressed. What a great idea to keep a diary. And to such level of detail. Reading it I felt I was part of the story. Well yeah, I WAS part of that story but I mean to say that for anyone unfamiliar with this game it would feel like they were there.
Thanks for sharing Fredrik.

Frank

2010/2/2 Fredrik Blom <fredrik-at-familjenblom.se ([email]fredrik-at-familjenblom.se[/email])>

All,

I hope that my dismal performance in this game was partly offset by the storyline that I spun off with Stephen during the course of the game. My only defence is that Stephen started it, and I thought it would be a nice way to pay back some of the investment he made in the game. See the attached pdf for our conversation.


This was my first ever game with Fog of War, and I did not know what to expect. I certainly thought that I would get some more time to explore before meeting someone, but as it happened I met up with Mike already the second year. From then on I scrambled to collect as much information about the territories around me as I could. I left off exploring the south and the waters for as long as I could (although I always planned to explore the waters). Pretty soon I knew that I was surrounded, and the final attacks came quite soon after that.


Looking at the final map, I think that I had one of the hardest starting positions, with no home centers right next to each other, and surrounded by enemies, at least one who knew where the edge of the map was. That is no excuse, and I probably could have done better.


Thank you Stephen for a great game.


/Fredrik





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DC221: Originals EOG - Rocketship   (Feb 01, 2010, 11:27 pm)
Hi All,

I'd like to start out by thanking Stephen for running this game. It must have been an absolute ton of work, but I thoroughly enjoyed it.

This was my first FOW game, and I spent pretty much the whole game expecting a massive invasion force to appear out of the dark and annihilate me. I decided that if I was going to get attacked at any moment, I might as well play as aggressively as possible. And I did. I credit my final standing in this game to a lot of risks paying off and my fellow players' apparent ignorance of just how large I had become.

----

I started by exploring to my South, finding the Temple and the Black Rock. These would form my home SC's.

I continued to explore and expand on my own until the Spring of 2006, when I ran into Mike, Fredrik, and Trout. Pleasantries were exchanged all around; borders were established with all three, and I even exchanged some map with Fredrik.

It was the Fall of this year that I entered the Ruins. The Ruins allowed me to release the Monster, while the Temple allowed me to protect myself from it and see what it saw. Without hesitation, I released it. How could I not?

So, things were going well, but space was running out. Fredrik, while making friendly noises, began to move armies to our border. Fortunately for me, Mike was also indicating his desire to move against Fredrik. In a fortuitous confluence of circumstances, Fredrik committed an unambiguously aggressive force on the same turn that Mike attacked him and the Monster broke free. Fredrik told me that he'd back off if his planned attack was hopeless and if I would attack Mike. I GIMP'ed a map to send to Fredrik (map is attached; space 19 was actually empty), lied to him about my ability to control the Monster (I had no control over where it moved), and agreed to attack Mike. Fredrik retreated, and I moved to attack him. With Jorge's help I was able to take his Camp, but nothing else was available.

By this point I had also met Sam and Drew. Sam liked to explore, but was making me quite nervous. I told him so, but I wasn't really in any position to keep him out. I wouldn't hear back from Drew for several years, so I started to hatch plans against my silent neighbor.

Mike agreed to join me in an attack against Drew. This seemed good to me, and I was interested in co-operating more with Mike. However, because the Monster had entered Mike's territory and was feeding me info, I could tell that Mike was not moving against Drew. My feelings on this matter were made more imperative by the fact that Drew had sent a single unit into my very overstretched territory and had actually occupied one of my SC's. I ejected him and, knowing that he was in conflict with Frank, suggested that he disband the unit rather than retreat further into my territory. Remarkably, he did just that.

With Drew off my back, Mike's honesty in question, no idea where Jorge's SC's were, and an offer from Frank and Jorge to take out Mike, the choice was clear. I helped Frank take the Cave under the condition that he immediately cede it to me (which he did!) This was the start of a very fruitful relationship. With the help of Frank and Jorge, I took three SC's from Mike.

During this time, Frank and I were trying to convince Drew to attack Mike. Drew wrote back to us around the same time: Frank received a strongly worded reply to his strongly worded query, and I received a curious but non-committal reply to my offer to stab Frank. With Mike out of the way, it seemed that I had a choice: move against Drew with Frank and Jorge, or move against Frank and Jorge with Drew. The former allowed me to continue working with two trustworthy neighbors, but would leave me stretched across the width of the island. The latter was more uncertain, but would hopefully allow me to secure a corner position. My decision was made when Trout and Sam declared their desire to attack Jorge.

Stabbing two allies at once sounds like a terrible move, and I expected it to fail miserably. Instead, it turned out to be the most profitable move I made all game. I took four SC's from them by the end of the game.

I must admit that I panicked, though, when I saw Trout's armies moving into my territory. I immediately assumed that he was stabbing, and asked Drew and Sam for help. Trout apologized, said he was just moving for the front against Jorge, and moved through. Not wanting him to see the extent of my territory, I directed him to Drew's territory and started moving armies North.

I was losing momentum to paranoia... Looking at the map, I see that if I had kept my armies in the South, I could have picked up several more SC's from Jorge and Frank. I might have gotten them, but as you can all see, I had started moving armies away from the front in an effort to defend against that stab that never came. Sam now says that he was thinking of stabbing, but I was at that point able to defend against him. If Trout or Drew had stabbed, though, then I would have been in deep trouble. If that had happened, I probably would have begged Frank and Jorge for a second chance, but I leave it up to them to say how that would have went over.

Anyway, that's probably enough. I had a great time playing this game, and I wouldn't hesitate to play another FOW game. Thanks again to Stephen for designing and running it, and thanks to all my opponents for a great experience.

Cheers,

Matthew

[Reply]

dc221 Fuselage EOG - msims at wellsgardner.com   (Feb 01, 2010, 10:02 pm)
Ya know I wasn't planning to write an EOG in this one due to my miserable performance but it was such a nicely done effort by Steve that I feel he is due that for his excellent playtest. This was truly one of the most delightful games I've ever played, in terms of GM'ing. The storylines were incredibly creative, and I had to wonder if Steve was reading thru 4 or 5 fantasy books while he made up all this stuff or if he was just making it up himself. However he came up w it, it made for a fantastic setting. Well done, Steve.

As far as game play goes tho... All this talk of Keys? Orchids? Yeah it made no sense to me, then thinking back, I do remember that I picked up some key, and hadn't thought twice about it. I was getting beat up by Jorge at the time, so keys and storylines were taking 2nd place to Jorge who simply was not open to negotiation - which really killed my game...

So now I went back and reread my mails from Steve to see where and when I got that key, and yes, I disbanded that army carrying the key having completely forgotten about ever receiving it. Disappointing. In myself that I got so discouraged by the lack of diplomacy in the game, and that I neglected the stories when I held such a powerful piece of it.

Fredrik - I think our conservatism to share anything beyond our relative borders hurt us. Had you told me you were being besieged from the east by Jorge, it would have totally altered my strategy. As we were, we weren't sharing much, and so I decided to try to take you out, and you went down incredibly easily given your double-sided attack. In hindsight I should not have made this move on you, and I should have used the Hatch / Swan passage to sneak-attack Matthew instead. This may have put me toward the upper middle of the board where I might have found the Orchid and won.

Then I met Frank, with whom I had many great talks, and we were on the verge of cooperating many times. I think what did it for me Frank (and why I went for Golf) is because of your constant insistence that I reveal the center of my land to you, a region that you really didn't need to know about unless you wanted to attack me. You say yourself in your own EOG that you revealed too much of your homeland, yet you repeatedly beat me up about my reluctance to share mine w you. Otherwise I would have loved to work more w you. I think we had some really good ideas.

Drew I owed a lot of my initial strength to, cuz we divided up a lot of centers and avoided early war. We lived in peace for so long that it didnt make sense to stab him when I knew I had a hostile Jorge to my east.

Matthew, I dont know why you sided w Jorge till he could take my centers, and THEN you stabbed him. That makes no sense. If you'd have turned on him while I was alive you would have done so much better. I would have helped you and you may have won for it.

Jorge, was disappointing that you were coming at me and nothing I could do would convince you otherwise. This proved to be my downfall. I do not believe in a closed door policy to negotiations, I think it kills the game somewhat.

Trout and Sam, I never once encountered either of you in this game! Tho I'm sure we were unknown allies if we were against Jorge.

Good game to all, and again Steve the stories and unexpected bits we found were great. The monster tho - I dont like randomness in Diplomacy - it is, after all, a game that has no randomness and that's part of the draw to it. So I guess, like Jorge not liking the raising of the key from the ocean, I didnt care for a monster moving at random. It makes for an element of chance you cannot interact with, and the Monster hit me right when I was at the crux of defending from Matthew / Jorge. It did some damage that I would have been able to mitigate better had it not been there. I think it hit me 2 or 3 turns in a row and totally crippled my northeastern defenses and sent me on a downward spiral. Of course had it hit someone else and not me I'd probly like it more. Perhaps if 10 monsters hit Jorge. Smile

It's also a bit of a bummer that the turn after ppl eliminate me, everyone agrees to a mushy draw. So much work put into taking me out and then just call the game after a mere 2 out of 8 players had been eliminated. Woohoo. I wish I had been in it still since I actually wanted to play it out it was such a great variant. I probly would not have agreed to many if any draws if I was in the game just due to the experience of it all. Again kudos to Steve, I looked forward with great anticipation to every adjudication and reading about them, up until I hit my brick wall where I was simply outnumbered.

See you all next game,
-mike
Fuselage Survivors (who didn't quite survive after all)

[Reply]

DC221 Survivors EOG - txurce   (Feb 01, 2010, 9:13 pm)
Well, you scored yourself a draw by laying low, so that answers my questions about what you were up to!

Jorge

On Mon, Feb 1, 2010 at 7:06 PM, Sam Buck <sam_buck_productions-at-me.com ([email]sam_buck_productions-at-me.com[/email])> wrote:

I admit I played this one somewhat badly. I found myself being very cautious about the area directly south of me, and I expanded rather slowly. Eventually I hit an impasse at the radio tower, and I let Trout have it. I then started heading down the East coast, but ran into the Purples, who, for some reason, I was also wary of, despite the fact that both of them showed me nothing but kindness. My lone fleet continued down the coast until I met the Dharma, who formed an impasse, and, for his part, refused to say much more than one-sentence threats to me. After a couple of seasons being blocked down there, I decided to start heading back home. Meanwhile, I had seized the raft site, giving me another build up there, from trout, and started moving down into the middle of the Island. Then after seeing the monster, I was planning on running downward towards some of Matt's SCs when the game ended. Overall, though, I was amazed at the fact I was able to keep everyone in the dark about how few centers I had. I feel like if anyone had known, especially considering how big everyone else is, I wouldn't be standing here alive. It was still fun though.

-Sam
The unworthy Survivors of Oceanic 815

[Reply]

DC221 Survivors EOG - sam_buck_productions a...   (Feb 01, 2010, 9:06 pm)
I admit I played this one somewhat badly. I found myself being very cautious about the area directly south of me, and I expanded rather slowly. Eventually I hit an impasse at the radio tower, and I let Trout have it. I then started heading down the East coast, but ran into the Purples, who, for some reason, I was also wary of, despite the fact that both of them showed me nothing but kindness. My lone fleet continued down the coast until I met the Dharma, who formed an impasse, and, for his part, refused to say much more than one-sentence threats to me. After a couple of seasons being blocked down there, I decided to start heading back home. Meanwhile, I had seized the raft site, giving me another build up there, from trout, and started moving down into the middle of the Island. Then after seeing the monster, I was planning on running downward towards some of Matt's SCs when the game ended. Overall, though, I was amazed at the fact I was able to keep everyone in the dark about how few centers I had. I feel like if anyone had known, especially considering how big everyone else is, I wouldn't be standing here alive. It was still fun though.

-Sam
The unworthy Survivors of Oceanic 815=

[Reply]

DC221 Survivors EOG (dc221) txurce Feb 01, 09:13 pm
Well, you scored yourself a draw by laying low, so that answers my questions about what you were up to!

Jorge

On Mon, Feb 1, 2010 at 7:06 PM, Sam Buck <sam_buck_productions-at-me.com ([email]sam_buck_productions-at-me.com[/email])> wrote:

I admit I played this one somewhat badly. I found myself being very cautious about the area directly south of me, and I expanded rather slowly. Eventually I hit an impasse at the radio tower, and I let Trout have it. I then started heading down the East coast, but ran into the Purples, who, for some reason, I was also wary of, despite the fact that both of them showed me nothing but kindness. My lone fleet continued down the coast until I met the Dharma, who formed an impasse, and, for his part, refused to say much more than one-sentence threats to me. After a couple of seasons being blocked down there, I decided to start heading back home. Meanwhile, I had seized the raft site, giving me another build up there, from trout, and started moving down into the middle of the Island. Then after seeing the monster, I was planning on running downward towards some of Matt's SCs when the game ended. Overall, though, I was amazed at the fact I was able to keep everyone in the dark about how few centers I had. I feel like if anyone had known, especially considering how big everyone else is, I wouldn't be standing here alive. It was still fun though.

-Sam
The unworthy Survivors of Oceanic 815

DC221 Dharma Initiative EOG - txurce   (Feb 01, 2010, 8:03 pm)
Starting in a corner and having no idea what to expect apart from the FOW, I initially determined to lie about everything to everyone.  This isn't my usual style, and wound up not making much sense, so I gave it up soon after meeting Fredrik.  However, I mistakenly assumed that I would overwhelm him since I was coming out of nowhere, so Fredrik never heard an honest word from me.


Soon after I met Frank, and decided that I was better off allying with him than Fredrik, because of his relative openness and my already having launched my plans against Fredrik.  I was soon joined by Matthew, and Fredrik's days were doomed.


My next encounter was with Mike, who was at war with Frank.  He wanted me to side with him and Drew.  I decided against him on the assumption that as a central power, Mike must have been pretty big at the time - who knew what I was inviting into my 'hood - and Frank and I were in a good position anyway.  Matthew agreed to join our war against Mike, Mike decided to double down instead of folding, and he was steadily pushed back into Drew's arms.


While fighting Fredrik I discovered the vague teleporting powers of the Cabin, and found myself next to Trout's Well and Orchid.  Trout naturally wanted me out of his Well center, and I had no intention of staying with only one man.  From the curve of the map I correctly assumed that we were in the NW.  I asked for info as to where I could go, preferably in tandem with him.  Trout basically gave me nothing or misinformation, in a consistently unfriendly manner.  Since I didn't need my guy back home, and figured I was a long way away, I decided to harrass Trout instead.  I told him I had come out of the Well, and tied up three of his units for a few turns before finally sailing off down the western coast (where I met Drew).  Had Trout been trying to win the game, this would have been a serious setback.


Then, in a coincidence so great as to rank among my favorite all-time Dip moments, I found the key that Mike had dropped while disbanding about ten minutes before Trout - in yet another brush-off - told me he had nothing to gain from me, since all he needed was the key to the Orchid, and had given up finding it.  It was unbelievable: the only thing he ever told me was the last thing he would have wanted to tell me.  And if Trout had been halfway... is the word "diplomatic," as in "Diplomacy"?... I would have given it to him.  But NOOO!


I then worked with Frank to transport the key up to my fleet still close to Trout's coast, only to have Trout and Drew disband my fleet in a somewhat unlikely maneuver.  Oops.  The key sank into the ocean, lost forever.


But NOOO - Steve decided the game he was making up as he went along couldn't do without the key.  So he had it rise out of the ocean like Excalibur, and promptly lost my interest in the "Lost" aspect of the game.  My reaction was totally subjective, and up until then, I had given myself to a surprising degree to Steve's inventiveness and storytelling.  But the key rising felt arbitrary, and I am not a fan of the arbitrary when it comes to games.


At about the same time, Matthew to stab Frank and me.  Given our southern position - mine in particular being on the east along with his home centers - I didn't blame him.  I should have found a way to reassure him of our ability to grow without bumping into each other.  How would I have done that?  Any way Matthew wanted - right up until the key did its magic trick, I was happy to play for discovery purposes, and would have settled for a three-way draw with Matthew and Frank.


I soon discovered that Frank and I were fighting the entire map, which made no sense to me.  What was in it for everyone but Matt?  Trout and Sam came at me down the eastern coastline, and here I'll offer a disparaging word about Sam.  He responded with one line to one of my queries, and that was the last I heard of him.  No explanation why he attacked, no interest in dialogue down the line - nothing.  Once the game ended, I saw that he had four centers.  I would have thought that a player in his position would be interested in exploring alternatives to whatever had led him to his present dreary state of affairs, but I guess he was happy doing not much.


Frank and I settled on a strategy of holding on the flanks while giving in the center.  Because we trusted each other, this was made easier by the frequent trading of centers.  As we lost centers, we let everyone know that Matt was picking them all up, and that this would continue until he won in a solo.  In a normal game, this would have soon resulted in Matt being stabbed like Caesar in his exposed central position.


But not in this game.  Having seen the final map, I would have bet on Matt to solo, despite the sprinkling of allied observers in his holdings.  I look forward to Trout's EOG, since Drew flaked out and Sam is unlikely to have had much say in the goings-on.  My guess is that Trout wanted me eliminated at all costs because of all the grief he thinks I caused him, and was willing to deal with the consequences later.  In which case, my sharing equally in a draw is my last message to my old friend in the far north of the map.


Jorge






On Mon, Feb 1, 2010 at 6:40 AM, Former Trout <former.trout-at-gmail.com ([email]former.trout-at-gmail.com[/email])> wrote:

Thats irony for you...

I helped destroy the key that I was looking for all game.  *sigh*


Thanks for the wrap-up Penger!  I thoroughly enjoyed this game and relished my role of being the cranky old miser up north.  


Might write an EOG later tonight.  Cheers!


Evil Others Trout


On Sun, Jan 31, 2010 at 3:18 AM, Stephen Lytton <stevelytton-at-hotmail.com ([email]stevelytton-at-hotmail.com[/email])> wrote:
[quote:a687b42da0] sorry about the stuff up. Okay email 3 just contained the end of game map.
 
Email 2 should have finished like this
 
The KEY and the Orchid were 2 of the mysteries that came out late in the game. The Orchid was locked (i was initially deciding on the ability it would give and eventually set on a computer that would answer questions about the game) However i wanted it to come out late in the game so put the key in the polar bear CAVE (near Widmore). However Fredrik missed the key when he found the cave (random chance he was unlucky) and mike found it. Then mike disbanded that man, allowing jorge to find it. Because of the teleport thing, Jorge knew what it was for and asked the right questions of me to get some answers. He co-ordinated moves with Frank to transport the key up. however there was an intense fleet battle an drew-trout destroyed the fleet carrying the key without even knowing it was there. They were unlucky that the random chance of them knowing the key was there failed and the random chance of getting the key failed. So i reset the key in the cave which matthew had controlled in the interim. however no-one sent a man near the cave for the rest of the game.


Stephen  Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....
 

 
 



 

From: stevelytton-at-hotmail.com ([email]stevelytton-at-hotmail.com[/email])
To: former.trout-at-gmail.com ([email]former.trout-at-gmail.com[/email]); sam_buck_productions-at-me.com ([email]sam_buck_productions-at-me.com[/email]); drew3739o-at-yahoo.com ([email]drew3739o-at-yahoo.com[/email]); rocketship.rocketship-at-gmail.com ([email]rocketship.rocketship-at-gmail.com[/email]); msims-at-wellsgardner.com ([email]msims-at-wellsgardner.com[/email]); fredrik-at-familjenblom.se ([email]fredrik-at-familjenblom.se[/email]); bielschowsky.f-at-gmail.com ([email]bielschowsky.f-at-gmail.com[/email]); jmsaralegui-at-gmail.com ([email]jmsaralegui-at-gmail.com[/email])
CC: dc221-at-diplomaticcorp.com ([email]dc221-at-diplomaticcorp.com[/email]); kielmarch-at-hotmail.com ([email]kielmarch-at-hotmail.com[/email]); stevelytton-at-hotmail.com ([email]stevelytton-at-hotmail.com[/email])
Subject: Dc221 GM Wrap Email 2
Date: Sun, 31 Jan 2010 20:15:27 +1100


Okay. Some other aspects
 
RULES
Most of you encountered all the rules of the game as you went along. There were 10 rules. I have attached the rules if you wanted to read them.
 
Rule 6 (that Mike and Fredrik) missed was encountering the edge of the map
Rule 8 (that everyone was missing except Jorge) was about the dual coast abilities but i didnt check the map clearly and the only one of these was on Jorge's island.
Rule 10 was both about the monster and the Teleporting.
 
The Monster (released by Matthew) wandered the map moving 2 spaces each season. When it encountered someone it basically stopped them moving. Matthew's advantage was that while he had a person at the Temple SC, he could see where the monster had travelled allowing him to see more of the map.
 
The Cabin (in the south east), had the ability to teleport out a person if they were 'threatened'. This happened to Jorge early in the game, teleporting to the north and into an area I would assume Trout thought was safe..alowing Jorge to contact trout, steal a SC and constantly annoy trout by claiming he came out of the well. Fredrick was the second person teleported but was only teleported a short difference so he was close to Mike's SC. The person teleported would go to any empty space that was NOT seen by another player.
 
A lot of the special SC had the abilities of either letting them see the status of other SC, or passing on radio messages (Underutilized i thought...). I've attached the 2 documents if you wanted to read them.
 
The Tempest station (controlled by Fredrick for most of the game) basically allowed Fredrick to see people coming to attack him. I dont know how useful this was.
 
The KEY and the Orchid were 2 of the mysteries that came out late in the game. The Orchid was locked (i was initially deciding on the ability it would give and eventually set on a computer that would answer questions about th
 
 
 
Stephen  Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....
 

 
 



Sell your old one fast! Time for a new car?


Learn how Video chat with Windows Live Messenger






[/quote:a687b42da0]

[Reply]

DC221 - EOG feedback on the Lost game - Team Freig... - bielf11   (Feb 01, 2010, 4:40 pm)
My feedback on this game which was also my first FOG game.
 
At the start of the game I found myself surrounded by only sea.
I set my priority to exploration over exploitation for the first 2 years. Wherever my rafts touched the coast line I decided I might anchor my fleet there however I wouldn't go inland before I knew the water surrounding me much better. At that time I had no idea whether the world was mostly sea or land. I knew that my Freighter base was at the edge of the world, which left me vulnerable in only 3 directions. The one opposite the edge of my world I considered less of a threat than the ones stretching out to the sides (later designated as east/west). I have attached the Fall maps of the areas I had explored for the first 4 years (2004 - 2007) to give you more insight.
 
From very early on in the game I worked with Jorge. He was the first to share a lot of information with me which created a bond. Others didn't, which was to their disadvantage. Like Fredrik, who didn't share much until it was too late for me to stop his demise. The alliance with Jorge felt strong because he seemed to be willing to sacrifice something for the greater good (i.e. our mutual benefit). As Steve has mentioned, that helped Jorge in transferring the Key from his units in the east, across my territory, to his units in the far west. Too bad that it got lost again in the sea battle. I couldn't suppress a chuckle when I read Trout's response.
 
When I encountered Mike I thought we might agree on an alliance, too. Mike was clear that his empire started beyond my outpost GOLF. To avoid threatening him I would march around the east of his territory and sail around its west, as all of his SCs were land-based. And with Jorge we would take on Fredrik and Matthew. Seemed perfect. But one year after we met Mike took my GOLF terrain from me. That hurt me so much - Golf was my most precious SC since it was my retreat and I was planning on hosting events for other teams - that I decided I would make it my goal to take back Golf and, if the opportunity arose, destroy him. But it took much longer than anticipated: Mike had gained a strong supporter in Drew. Together they countered - by clever play and sometimes by sheer luck - many of my attacks. Earlier Matthew had joined Jorge and me to fight back Mike (and whatever was left from Fredrik) but soon Matthew decided to go after Jorge's and my SCs. And to the far northwest - on the seas - Drew had found another ally in Trout and together they kept several of my fleet stuck in defending the southwest corner of the map.
In Spring 2014 I finally managed to force the disband of Mike's last unit. But problems had started to the east with Matthew forcing his way south into my and Dharma's territory. Had this game continued who knows what would have happened. But like Jorge and I were sure to repeat to Drew and Trout: we would make sure that all spoils would go to Matthew, and none for them.
 
Timeline: 
- Fredrik / Widmore: first encounter in Fall 2006. In Fall 2013 the last Widmore unit was disbanded.
- Jorge / Dharma: first encounter in Spring 2007. Alliance since Fall 2007. Best ally one could wish for.
- Mike / Fuselage: first encounter Spring 2007. We exchanged many messages. Stabbed me (forced me out of Golf) in Spring 2008.
- Drew: first encounter Winter 2007: he had taken STATUE from me. Messages seemed distorted (or rather its sender?). Could not talk any sense with him. He was openly hostile to me.

- Matthew: first encounter Summer 2009. Friendly at first; later hostile with gentlemen touch (he apologized for stabbing us).
- Trout: first encounter Spring 2012. Hostile and grumpy from the start.
 
Lessons learnt: 
- sharing information: I gave away too much of my explored world too early to other players, especially too much information on the location of my SCs. Later in the game I felt that as a disadvantage because the others would know exactly where to find my SCs. I once tried to make errors in a map on purpose but didn't use it: I sensed it was all too likely that I would make inconsistent future maps and the truth would come out.
- maps: using GIMP and its overlays I combined the maps I had from earlier explorations, or were given to me by other players, into one large map of my known world. I shared these with my allies (mostly Jorge). Initially I used this only to keep track of the map and SCs; later also to keep track of other players' units. The latter was getting harder with time passing, as after 2-3 major seasons the units could have moved to so many spaces. My largest map is attached (showing Summer 2013).
 





- map: loved discovering more and more of the map. Enjoyed the texture used to create it although it created a puzzle for me to combine areas on the map without leaving too much of a trace.
Strategically I felt being at the edge gives some defensive advantages. No one will attack from that direction. It would be more balanced if the map wraps around (North-South and East-West, even if only at one or 2 points along those perimeters).
Also starting with all sea-based Home SCs is an advantage when landing a zodiac (raft) allows one to turn it into a landing party, whereas the other way around takes an additional turn to create a raft. Perhaps some rafts could be lying around in future games (randomly?) to balance this a bit more.
 
- rules: nice to discover more and more of the rules. Almost like a game inside a game. Same for the special SCs: the radio link, the monitors, the Key, etcetera.
 
- Steve, our GM: it must have been a huge job - after the initial years - to present a complete and consistent map for every player. All praise for you.  And the stories: I just loved reading them and was eagerly waiting for the next. Like this one:
*****************************
The Zodiac makes quick time through the water and you wonder if this is indeed the direction to the island or whether the compass bearings are still playing up. At last, as if fate is forcing you to choose you spy two places of interest but in two different directions. To the south east, deep underwater you can see a cable leading to somekind of underground station. There was notes on such a place nicknamed 'The Looking glass'.  If you moved to this space, you could easily dive down and take control of the looking glass without losing your boat. The north west floats the remains of a man-made raft. You are sure from this distance that the raft is unoccupied and uncontrolled. Still no sign of land.
**************************
 
- all players: thanks for playing, whether you were with or against me. You made it a lot of fun.
 
Will definitely join another FOG game like this.
Thanks for all these hours of fun.
Frank

[Reply]

Dc221 GM Wrap Email 2 - former.trout   (Feb 01, 2010, 8:40 am)
Thats irony for you...

I helped destroy the key that I was looking for all game.  *sigh*


Thanks for the wrap-up Penger!  I thoroughly enjoyed this game and relished my role of being the cranky old miser up north.  


Might write an EOG later tonight.  Cheers!


Evil Others Trout

On Sun, Jan 31, 2010 at 3:18 AM, Stephen Lytton <stevelytton-at-hotmail.com ([email]stevelytton-at-hotmail.com[/email])> wrote:

sorry about the stuff up. Okay email 3 just contained the end of game map.
 
Email 2 should have finished like this
 
The KEY and the Orchid were 2 of the mysteries that came out late in the game. The Orchid was locked (i was initially deciding on the ability it would give and eventually set on a computer that would answer questions about the game) However i wanted it to come out late in the game so put the key in the polar bear CAVE (near Widmore). However Fredrik missed the key when he found the cave (random chance he was unlucky) and mike found it. Then mike disbanded that man, allowing jorge to find it. Because of the teleport thing, Jorge knew what it was for and asked the right questions of me to get some answers. He co-ordinated moves with Frank to transport the key up. however there was an intense fleet battle an drew-trout destroyed the fleet carrying the key without even knowing it was there. They were unlucky that the random chance of them knowing the key was there failed and the random chance of getting the key failed. So i reset the key in the cave which matthew had controlled in the interim. however no-one sent a man near the cave for the rest of the game.


Stephen  Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....
 

 
 



 

From: stevelytton-at-hotmail.com ([email]stevelytton-at-hotmail.com[/email])
To: former.trout-at-gmail.com ([email]former.trout-at-gmail.com[/email]); sam_buck_productions-at-me.com ([email]sam_buck_productions-at-me.com[/email]); drew3739o-at-yahoo.com ([email]drew3739o-at-yahoo.com[/email]); rocketship.rocketship-at-gmail.com ([email]rocketship.rocketship-at-gmail.com[/email]); msims-at-wellsgardner.com ([email]msims-at-wellsgardner.com[/email]); fredrik-at-familjenblom.se ([email]fredrik-at-familjenblom.se[/email]); bielschowsky.f-at-gmail.com ([email]bielschowsky.f-at-gmail.com[/email]); jmsaralegui-at-gmail.com ([email]jmsaralegui-at-gmail.com[/email])
CC: dc221-at-diplomaticcorp.com ([email]dc221-at-diplomaticcorp.com[/email]); kielmarch-at-hotmail.com ([email]kielmarch-at-hotmail.com[/email]); stevelytton-at-hotmail.com ([email]stevelytton-at-hotmail.com[/email])
Subject: Dc221 GM Wrap Email 2
Date: Sun, 31 Jan 2010 20:15:27 +1100


Okay. Some other aspects
 
RULES
Most of you encountered all the rules of the game as you went along. There were 10 rules. I have attached the rules if you wanted to read them.
 
Rule 6 (that Mike and Fredrik) missed was encountering the edge of the map
Rule 8 (that everyone was missing except Jorge) was about the dual coast abilities but i didnt check the map clearly and the only one of these was on Jorge's island.
Rule 10 was both about the monster and the Teleporting.
 
The Monster (released by Matthew) wandered the map moving 2 spaces each season. When it encountered someone it basically stopped them moving. Matthew's advantage was that while he had a person at the Temple SC, he could see where the monster had travelled allowing him to see more of the map.
 
The Cabin (in the south east), had the ability to teleport out a person if they were 'threatened'. This happened to Jorge early in the game, teleporting to the north and into an area I would assume Trout thought was safe..alowing Jorge to contact trout, steal a SC and constantly annoy trout by claiming he came out of the well. Fredrick was the second person teleported but was only teleported a short difference so he was close to Mike's SC. The person teleported would go to any empty space that was NOT seen by another player.
 
A lot of the special SC had the abilities of either letting them see the status of other SC, or passing on radio messages (Underutilized i thought...). I've attached the 2 documents if you wanted to read them.
 
The Tempest station (controlled by Fredrick for most of the game) basically allowed Fredrick to see people coming to attack him. I dont know how useful this was.
 
The KEY and the Orchid were 2 of the mysteries that came out late in the game. The Orchid was locked (i was initially deciding on the ability it would give and eventually set on a computer that would answer questions about th
 
 
 
Stephen  Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....
 

 
 



Sell your old one fast! Time for a new car?


Learn how Video chat with Windows Live Messenger

[Reply]

Dc221 GM Wrap Email 2 - deathblade_penguin   (Jan 31, 2010, 4:18 am)
sorry about the stuff up. Okay email 3 just contained the end of game map.

Email 2 should have finished like this

The KEY and the Orchid were 2 of the mysteries that came out late in the game. The Orchid was locked (i was initially deciding on the ability it would give and eventually set on a computer that would answer questions about the game) However i wanted it to come out late in the game so put the key in the polar bear CAVE (near Widmore). However Fredrik missed the key when he found the cave (random chance he was unlucky) and mike found it. Then mike disbanded that man, allowing jorge to find it. Because of the teleport thing, Jorge knew what it was for and asked the right questions of me to get some answers. He co-ordinated moves with Frank to transport the key up. however there was an intense fleet battle an drew-trout destroyed the fleet carrying the key without even knowing it was there. They were unlucky that the random chance of them knowing the key was there failed and the random chance of getting the key failed. So i reset the key in the cave which matthew had controlled in the interim. however no-one sent a man near the cave for the rest of the game.


Stephen Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....








From: stevelytton-at-hotmail.com
To: former.trout-at-gmail.com; sam_buck_productions-at-me.com; drew3739o-at-yahoo.com; rocketship.rocketship-at-gmail.com; msims-at-wellsgardner.com; fredrik-at-familjenblom.se; bielschowsky.f-at-gmail.com; jmsaralegui-at-gmail.com
CC: dc221-at-diplomaticcorp.com; kielmarch-at-hotmail.com; stevelytton-at-hotmail.com
Subject: Dc221 GM Wrap Email 2
Date: Sun, 31 Jan 2010 20:15:27 +1100

.ExternalClass .ecxhmmessage P {padding:0px;} .ExternalClass body.ecxhmmessage {font-size:10pt;font-family:Verdana;} Okay. Some other aspects

RULES
Most of you encountered all the rules of the game as you went along. There were 10 rules. I have attached the rules if you wanted to read them.

Rule 6 (that Mike and Fredrik) missed was encountering the edge of the map
Rule 8 (that everyone was missing except Jorge) was about the dual coast abilities but i didnt check the map clearly and the only one of these was on Jorge's island.
Rule 10 was both about the monster and the Teleporting.

The Monster (released by Matthew) wandered the map moving 2 spaces each season. When it encountered someone it basically stopped them moving. Matthew's advantage was that while he had a person at the Temple SC, he could see where the monster had travelled allowing him to see more of the map.

The Cabin (in the south east), had the ability to teleport out a person if they were 'threatened'. This happened to Jorge early in the game, teleporting to the north and into an area I would assume Trout thought was safe..alowing Jorge to contact trout, steal a SC and constantly annoy trout by claiming he came out of the well. Fredrick was the second person teleported but was only teleported a short difference so he was close to Mike's SC. The person teleported would go to any empty space that was NOT seen by another player.

A lot of the special SC had the abilities of either letting them see the status of other SC, or passing on radio messages (Underutilized i thought...). I've attached the 2 documents if you wanted to read them.

The Tempest station (controlled by Fredrick for most of the game) basically allowed Fredrick to see people coming to attack him. I dont know how useful this was.

The KEY and the Orchid were 2 of the mysteries that came out late in the game. The Orchid was locked (i was initially deciding on the ability it would give and eventually set on a computer that would answer questions about th



Stephen Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....







Sell your old one fast! Time for a new car? Learn how Video chat with Windows Live Messenger

[Reply]

Dc221 GM Wrap Email 3 - deathblade_penguin   (Jan 31, 2010, 3:23 am)
Also

when i update the site, you'll be able to slideshow the entire game.


Stephen Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....








From: stevelytton-at-hotmail.com
To: former.trout-at-gmail.com; sam_buck_productions-at-me.com; drew3739o-at-yahoo.com; rocketship.rocketship-at-gmail.com; msims-at-wellsgardner.com; fredrik-at-familjenblom.se; bielschowsky.f-at-gmail.com; jmsaralegui-at-gmail.com
CC: dc221-at-diplomaticcorp.com; kielmarch-at-hotmail.com; stevelytton-at-hotmail.com
Subject: Dc221 GM Wrap Email 3
Date: Sun, 31 Jan 2010 20:17:51 +1100

.ExternalClass .ecxhmmessage P {padding:0px;} .ExternalClass body.ecxhmmessage {font-size:10pt;font-family:Verdana;} Okay. Some other aspects

RULES
Most of you encountered all the rules of the game as you went along. There were 10 rules. I have attached the rules if you wanted to read them.

Rule 6 (that Mike and Fredrik) missed was encountering the edge of the map
Rule 8 (that everyone was missing except Jorge) was about the dual coast abilities but i didnt check the map clearly and the only one of these was on Jorge's island.
Rule 10 was both about the monster and the Teleporting.

The Monster (released by Matthew) wandered the map moving 2 spaces each season. When it encountered someone it basically stopped them moving. Matthew's advantage was that while he had a person at the Temple SC, he could see where the monster had travelled allowing him to see more of the map.

The Cabin (in the south east), had the ability to teleport out a person if they were 'threatened'. This happened to Jorge early in the game, teleporting to the north and into an area I would assume Trout thought was safe..alowing Jorge to contact trout, steal a SC and constantly annoy trout by claiming he came out of the well. Fredrick was the second person teleported but was only teleported a short difference so he was close to Mike's SC. The person teleported would go to any empty space that was NOT seen by another player.

A lot of the special SC had the abilities of either letting them see the status of other SC, or passing on radio messages (Underutilized i thought...). I've attached the 2 documents if you wanted to read them.

The Tempest station (controlled by Fredrick for most of the game) basically allowed Fredrick to see people coming to attack him. I dont know how useful this was.

The KEY and the Orchid were 2 of the mysteries that came out late in the game. The Orchid was locked (i was initially deciding on the ability it would give and eventually set on a computer that would answer questions about th



Stephen Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....







If It Exists, You'll Find it on SEEK Shopping Trolley Mechanic Start searching NOW! Search for properties that match your lifestyle!

[Reply]

Dc221 GM Wrap Email 3 - deathblade_penguin   (Jan 31, 2010, 3:17 am)
Okay. Some other aspects

RULES
Most of you encountered all the rules of the game as you went along. There were 10 rules. I have attached the rules if you wanted to read them.

Rule 6 (that Mike and Fredrik) missed was encountering the edge of the map
Rule 8 (that everyone was missing except Jorge) was about the dual coast abilities but i didnt check the map clearly and the only one of these was on Jorge's island.
Rule 10 was both about the monster and the Teleporting.

The Monster (released by Matthew) wandered the map moving 2 spaces each season. When it encountered someone it basically stopped them moving. Matthew's advantage was that while he had a person at the Temple SC, he could see where the monster had travelled allowing him to see more of the map.

The Cabin (in the south east), had the ability to teleport out a person if they were 'threatened'. This happened to Jorge early in the game, teleporting to the north and into an area I would assume Trout thought was safe..alowing Jorge to contact trout, steal a SC and constantly annoy trout by claiming he came out of the well. Fredrick was the second person teleported but was only teleported a short difference so he was close to Mike's SC. The person teleported would go to any empty space that was NOT seen by another player.

A lot of the special SC had the abilities of either letting them see the status of other SC, or passing on radio messages (Underutilized i thought...). I've attached the 2 documents if you wanted to read them.

The Tempest station (controlled by Fredrick for most of the game) basically allowed Fredrick to see people coming to attack him. I dont know how useful this was.

The KEY and the Orchid were 2 of the mysteries that came out late in the game. The Orchid was locked (i was initially deciding on the ability it would give and eventually set on a computer that would answer questions about th



Stephen Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....






If It Exists, You'll Find it on SEEK Shopping Trolley Mechanic

[Reply]

Dc221 GM Wrap Email 3 (dc221) deathblade_penguin Jan 31, 03:23 am
Also

when i update the site, you'll be able to slideshow the entire game.


Stephen Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....








From: stevelytton-at-hotmail.com
To: former.trout-at-gmail.com; sam_buck_productions-at-me.com; drew3739o-at-yahoo.com; rocketship.rocketship-at-gmail.com; msims-at-wellsgardner.com; fredrik-at-familjenblom.se; bielschowsky.f-at-gmail.com; jmsaralegui-at-gmail.com
CC: dc221-at-diplomaticcorp.com; kielmarch-at-hotmail.com; stevelytton-at-hotmail.com
Subject: Dc221 GM Wrap Email 3
Date: Sun, 31 Jan 2010 20:17:51 +1100

.ExternalClass .ecxhmmessage P {padding:0px;} .ExternalClass body.ecxhmmessage {font-size:10pt;font-family:Verdana;} Okay. Some other aspects

RULES
Most of you encountered all the rules of the game as you went along. There were 10 rules. I have attached the rules if you wanted to read them.

Rule 6 (that Mike and Fredrik) missed was encountering the edge of the map
Rule 8 (that everyone was missing except Jorge) was about the dual coast abilities but i didnt check the map clearly and the only one of these was on Jorge's island.
Rule 10 was both about the monster and the Teleporting.

The Monster (released by Matthew) wandered the map moving 2 spaces each season. When it encountered someone it basically stopped them moving. Matthew's advantage was that while he had a person at the Temple SC, he could see where the monster had travelled allowing him to see more of the map.

The Cabin (in the south east), had the ability to teleport out a person if they were 'threatened'. This happened to Jorge early in the game, teleporting to the north and into an area I would assume Trout thought was safe..alowing Jorge to contact trout, steal a SC and constantly annoy trout by claiming he came out of the well. Fredrick was the second person teleported but was only teleported a short difference so he was close to Mike's SC. The person teleported would go to any empty space that was NOT seen by another player.

A lot of the special SC had the abilities of either letting them see the status of other SC, or passing on radio messages (Underutilized i thought...). I've attached the 2 documents if you wanted to read them.

The Tempest station (controlled by Fredrick for most of the game) basically allowed Fredrick to see people coming to attack him. I dont know how useful this was.

The KEY and the Orchid were 2 of the mysteries that came out late in the game. The Orchid was locked (i was initially deciding on the ability it would give and eventually set on a computer that would answer questions about th



Stephen Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....







If It Exists, You'll Find it on SEEK Shopping Trolley Mechanic Start searching NOW! Search for properties that match your lifestyle!
Dc221 GM Wrap Email 2 - deathblade_penguin   (Jan 31, 2010, 3:15 am)
Okay. Some other aspects

RULES
Most of you encountered all the rules of the game as you went along. There were 10 rules. I have attached the rules if you wanted to read them.

Rule 6 (that Mike and Fredrik) missed was encountering the edge of the map
Rule 8 (that everyone was missing except Jorge) was about the dual coast abilities but i didnt check the map clearly and the only one of these was on Jorge's island.
Rule 10 was both about the monster and the Teleporting.

The Monster (released by Matthew) wandered the map moving 2 spaces each season. When it encountered someone it basically stopped them moving. Matthew's advantage was that while he had a person at the Temple SC, he could see where the monster had travelled allowing him to see more of the map.

The Cabin (in the south east), had the ability to teleport out a person if they were 'threatened'. This happened to Jorge early in the game, teleporting to the north and into an area I would assume Trout thought was safe..alowing Jorge to contact trout, steal a SC and constantly annoy trout by claiming he came out of the well. Fredrick was the second person teleported but was only teleported a short difference so he was close to Mike's SC. The person teleported would go to any empty space that was NOT seen by another player.

A lot of the special SC had the abilities of either letting them see the status of other SC, or passing on radio messages (Underutilized i thought...). I've attached the 2 documents if you wanted to read them.

The Tempest station (controlled by Fredrick for most of the game) basically allowed Fredrick to see people coming to attack him. I dont know how useful this was.

The KEY and the Orchid were 2 of the mysteries that came out late in the game. The Orchid was locked (i was initially deciding on the ability it would give and eventually set on a computer that would answer questions about th



Stephen Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....






Sell your old one fast! Time for a new car?

[Reply]

Dc221 GM Wrap Email 2 (dc221) deathblade_penguin Jan 31, 04:18 am
sorry about the stuff up. Okay email 3 just contained the end of game map.

Email 2 should have finished like this

The KEY and the Orchid were 2 of the mysteries that came out late in the game. The Orchid was locked (i was initially deciding on the ability it would give and eventually set on a computer that would answer questions about the game) However i wanted it to come out late in the game so put the key in the polar bear CAVE (near Widmore). However Fredrik missed the key when he found the cave (random chance he was unlucky) and mike found it. Then mike disbanded that man, allowing jorge to find it. Because of the teleport thing, Jorge knew what it was for and asked the right questions of me to get some answers. He co-ordinated moves with Frank to transport the key up. however there was an intense fleet battle an drew-trout destroyed the fleet carrying the key without even knowing it was there. They were unlucky that the random chance of them knowing the key was there failed and the random chance of getting the key failed. So i reset the key in the cave which matthew had controlled in the interim. however no-one sent a man near the cave for the rest of the game.


Stephen Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....








From: stevelytton-at-hotmail.com
To: former.trout-at-gmail.com; sam_buck_productions-at-me.com; drew3739o-at-yahoo.com; rocketship.rocketship-at-gmail.com; msims-at-wellsgardner.com; fredrik-at-familjenblom.se; bielschowsky.f-at-gmail.com; jmsaralegui-at-gmail.com
CC: dc221-at-diplomaticcorp.com; kielmarch-at-hotmail.com; stevelytton-at-hotmail.com
Subject: Dc221 GM Wrap Email 2
Date: Sun, 31 Jan 2010 20:15:27 +1100

.ExternalClass .ecxhmmessage P {padding:0px;} .ExternalClass body.ecxhmmessage {font-size:10pt;font-family:Verdana;} Okay. Some other aspects

RULES
Most of you encountered all the rules of the game as you went along. There were 10 rules. I have attached the rules if you wanted to read them.

Rule 6 (that Mike and Fredrik) missed was encountering the edge of the map
Rule 8 (that everyone was missing except Jorge) was about the dual coast abilities but i didnt check the map clearly and the only one of these was on Jorge's island.
Rule 10 was both about the monster and the Teleporting.

The Monster (released by Matthew) wandered the map moving 2 spaces each season. When it encountered someone it basically stopped them moving. Matthew's advantage was that while he had a person at the Temple SC, he could see where the monster had travelled allowing him to see more of the map.

The Cabin (in the south east), had the ability to teleport out a person if they were 'threatened'. This happened to Jorge early in the game, teleporting to the north and into an area I would assume Trout thought was safe..alowing Jorge to contact trout, steal a SC and constantly annoy trout by claiming he came out of the well. Fredrick was the second person teleported but was only teleported a short difference so he was close to Mike's SC. The person teleported would go to any empty space that was NOT seen by another player.

A lot of the special SC had the abilities of either letting them see the status of other SC, or passing on radio messages (Underutilized i thought...). I've attached the 2 documents if you wanted to read them.

The Tempest station (controlled by Fredrick for most of the game) basically allowed Fredrick to see people coming to attack him. I dont know how useful this was.

The KEY and the Orchid were 2 of the mysteries that came out late in the game. The Orchid was locked (i was initially deciding on the ability it would give and eventually set on a computer that would answer questions about th



Stephen Lytton
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Dc221 GM Wrap Email 2 (dc221) former.trout Feb 01, 08:40 am
Thats irony for you...

I helped destroy the key that I was looking for all game.  *sigh*


Thanks for the wrap-up Penger!  I thoroughly enjoyed this game and relished my role of being the cranky old miser up north.  


Might write an EOG later tonight.  Cheers!


Evil Others Trout

On Sun, Jan 31, 2010 at 3:18 AM, Stephen Lytton <stevelytton-at-hotmail.com ([email]stevelytton-at-hotmail.com[/email])> wrote:

sorry about the stuff up. Okay email 3 just contained the end of game map.
 
Email 2 should have finished like this
 
The KEY and the Orchid were 2 of the mysteries that came out late in the game. The Orchid was locked (i was initially deciding on the ability it would give and eventually set on a computer that would answer questions about the game) However i wanted it to come out late in the game so put the key in the polar bear CAVE (near Widmore). However Fredrik missed the key when he found the cave (random chance he was unlucky) and mike found it. Then mike disbanded that man, allowing jorge to find it. Because of the teleport thing, Jorge knew what it was for and asked the right questions of me to get some answers. He co-ordinated moves with Frank to transport the key up. however there was an intense fleet battle an drew-trout destroyed the fleet carrying the key without even knowing it was there. They were unlucky that the random chance of them knowing the key was there failed and the random chance of getting the key failed. So i reset the key in the cave which matthew had controlled in the interim. however no-one sent a man near the cave for the rest of the game.


Stephen  Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....
 

 
 



 

From: stevelytton-at-hotmail.com ([email]stevelytton-at-hotmail.com[/email])
To: former.trout-at-gmail.com ([email]former.trout-at-gmail.com[/email]); sam_buck_productions-at-me.com ([email]sam_buck_productions-at-me.com[/email]); drew3739o-at-yahoo.com ([email]drew3739o-at-yahoo.com[/email]); rocketship.rocketship-at-gmail.com ([email]rocketship.rocketship-at-gmail.com[/email]); msims-at-wellsgardner.com ([email]msims-at-wellsgardner.com[/email]); fredrik-at-familjenblom.se ([email]fredrik-at-familjenblom.se[/email]); bielschowsky.f-at-gmail.com ([email]bielschowsky.f-at-gmail.com[/email]); jmsaralegui-at-gmail.com ([email]jmsaralegui-at-gmail.com[/email])
CC: dc221-at-diplomaticcorp.com ([email]dc221-at-diplomaticcorp.com[/email]); kielmarch-at-hotmail.com ([email]kielmarch-at-hotmail.com[/email]); stevelytton-at-hotmail.com ([email]stevelytton-at-hotmail.com[/email])
Subject: Dc221 GM Wrap Email 2
Date: Sun, 31 Jan 2010 20:15:27 +1100


Okay. Some other aspects
 
RULES
Most of you encountered all the rules of the game as you went along. There were 10 rules. I have attached the rules if you wanted to read them.
 
Rule 6 (that Mike and Fredrik) missed was encountering the edge of the map
Rule 8 (that everyone was missing except Jorge) was about the dual coast abilities but i didnt check the map clearly and the only one of these was on Jorge's island.
Rule 10 was both about the monster and the Teleporting.
 
The Monster (released by Matthew) wandered the map moving 2 spaces each season. When it encountered someone it basically stopped them moving. Matthew's advantage was that while he had a person at the Temple SC, he could see where the monster had travelled allowing him to see more of the map.
 
The Cabin (in the south east), had the ability to teleport out a person if they were 'threatened'. This happened to Jorge early in the game, teleporting to the north and into an area I would assume Trout thought was safe..alowing Jorge to contact trout, steal a SC and constantly annoy trout by claiming he came out of the well. Fredrick was the second person teleported but was only teleported a short difference so he was close to Mike's SC. The person teleported would go to any empty space that was NOT seen by another player.
 
A lot of the special SC had the abilities of either letting them see the status of other SC, or passing on radio messages (Underutilized i thought...). I've attached the 2 documents if you wanted to read them.
 
The Tempest station (controlled by Fredrick for most of the game) basically allowed Fredrick to see people coming to attack him. I dont know how useful this was.
 
The KEY and the Orchid were 2 of the mysteries that came out late in the game. The Orchid was locked (i was initially deciding on the ability it would give and eventually set on a computer that would answer questions about th
 
 
 
Stephen  Lytton
Are you coming to the World Diplomacy Championship in Sydney 2011? Ask me how....
 

 
 



Sell your old one fast! Time for a new car?


Learn how Video chat with Windows Live Messenger

Dc221 GM Wrap Email 1 - deathblade_penguin   (Jan 31, 2010, 2:59 am)
Okay, This game has officially ended in a draw. I must admit, i dragged my heels towards the end hoping that whatever plagued Drew might see his return.

Official Standings
Matthew, Trout, Jorge, Sam, Frank - Drawn First
Mike - Eliminated 2014
Fredrik - Eliminated 2011
Drew - CD.

Mike/Garry - I'll have to go back into the game and update the players and each turn's game map before the stats can be run.

I want to design a completely unknown map and i chose the TV show LOST as a launching pad. After desigining the map, I worked on the SC and the abilities they would give (loosely based on the TV show) and drafted different rules for the game. I decided to keep everything hidden in the game and would allow players to work it out as they went along. I added different elements to the game as they game progressed as situations arose that i hadn't predicted in the beginning. I have attached the starting map as you can see.

My initial look at the map was that it was completely inbalanced, especially for Matthew (Originals/Purple). However Matthew played an exceptional game and was strongly in the lead in the last few turns of the game.

Trout played The Others/Dark Green and started in the north of the map. Trout's position had 2 disadvantages - his home SC could no be next to each other and unless he deliberately ignored an early SC, all of his Home SC would be inland. To offset this, trout had access to the 'fence' which would delay an attack on his Home by one turn. However no-one ever got close enough to have this come into play, even though Trout had the fence on all game.

Sam played The Tailies/Yellow and started in the North east. IMO, I think Sam made 2 critical mistakes at the start of the game, although he was only in control of one. One of Sam's strongest initial builds was the RAFT site (which would have allowed him to instantly launch to take the Tail section which was in the water), but Sam moved out to explore. I also felt that Sam held a little too much at the start. I anticipated that he would be the initial threat to Trout but it never happened.

Drew played the French Scientists/Dark Blue and started in the middle west. Drew had no special SCs near him, but did have a lot of SC near him so he could grow in size but had no abilities.

Matthew played the Original Inhabitants/Purple and started in the east. Matthew expanded well, controlled the temple and ruins very early on releasing The Monster (who i know played havoc with some of Mike's defences). I think Matthew was in the strongest position at game end, but would have lost a valauble ally in Drew.

Mike played the Fuselage Survivors/red and started in the middle, on the western side. Mike's position was hard as he started surrounded by a lot of SC but would encounter other players quite early in the game. It would require a lot of diplomacy and unfortunately.

Fredrik played The Widmore Team/Orange and I have to admit the constant updates that Fredrick wrote as the guise of team Widmore were fabulous and help inspire my own write-ups at the start of the game. You may have noticed that my write-ups fell off the wagon towards the end of the game, and I admit this around the time of Fredrik's elimination.

Frank played The Freighter Folk/White and started in the bottom left hand corner. Frank had a quite isolated position and moved in opposite directions near the start of the game, narrowly missing opportunities to meet other players.

Jorge played The Dharma Initiative /Light Freen and started in the bottom right hand corner. Jorge had a small island aas his starting position and was quite isolated from both players and SCs, allowing for a slow growth. Jorge also encountered the Cabin/teleported first which allowed me to randomly send him up into the north.


Stephen Lytton
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