Bygoneyrs Wrote:Stephen stated it was under 100 active turns submitted!
At the minute, the number of active positions in the game per month is roughly 100.
Our great GM speaks...All hail Stephen Weir - Midgard UK GM!!!
I stand corrected, I bow to Theeeeee kind sir!!!
Penn
glipe Wrote:Bygoneyrs Wrote:Stephen stated it was under 100 active turns submitted!
At the minute, the number of active positions in the game per month is roughly 100.
Bygoneyrs Wrote:Well in all my years of playing Midgard, I only ran one EF ever! Ok i guess you could split off a EF per follower and etc but that divides up your clan and one runs the chance of getting killed or worse that way. Oh I could see creating a EF with a single follower and a Unit as BDG (Body guard), to maybe train somewhere with a NPC trainer in some skill or etc.
Penn
Yes, this is the classic power-player's faction model, building the 3-clan army, few or no EFs - maximal punch for minimal turn-input. But the beauty of
Midgard is that there are many other ways to play. For me the expeditionary force is a huge advantage of the game - second only to the free-form special actions - giving a much richer gaming experience. Also in many ways, an independent needs EFs in a way that a clan in most factions don't, as an independent clan has to function alone. Its quite a challenge!
Of course, that means I should have stuck with one clan - as was my original intention. But playing an independent as your main clan with all these big faction armies (Just 3 players can together field 9 combined clans), the 3-clan max easily becomes a 3-clan minimum.
Having said that, there are ways to minimise the number of turns. Its a matter of organising yourself.
Actually Jim,
Playing in Midgard USA and talking quite often to Zan that games former owner/gm he had stated that most players never bothered with EFs. I had done it once in 8.5 yrs and the Seeker #2 had done it once as well. Now in that game you could also have up to (9) clans as well, so most likely that is why one would not use them in that game.
Now speaking for Midgard UK which is in game turn 18, and only allows you to run (3) clans, I can see using EFs more often.
Penn
Midgard is an open-ended PBM game, that sees you take the part of a clan leader in a world of warring Factions. You can choose from merchants, bandits, barbarians, fanatical religions, mercenaries and pirates, or simply remain Independent and work for anyone you choose. Of course, how you play your clan is your choice, and there are many players already focusing on the various military, roleplaying and political opportunities that occur in the game.
Setup in the game is free, and the turns are priced as follows:
10 pence per order up to a maximum of 30 per turn.
0.50 pence per special action up to a maximum of 3 per turn (although this may be increased depending on the size of the response required).
1.00 pound per combat report per participant (although this may also be increased if the Battle Report produced requires it).
For the minute, there will be one turn per month. Unfortunately, due to licence restrictions, any players outside of the UK and Ireland will have to have their turns printed out and posted to them. Players within the UK and Ireland can have their turns emailed to them. There is no restriction on players entering turns by email.
If you're interested in playing, you should contact me on my midgard@glipe.free-online.co.uk email address, or check out the Yahoo Group associated with the game at
http://uk.groups.yahoo.com/group/midgard_uk_pbm/
A current player was gracious enough to allow one of his old turns to be used as an example of the results players get, and you will find it attached to this message (I hope!). I have one more to post, and it will be accompanied by a Battle Report and associated issue of the Midgard Report newsletter. Hopefully this will give everyone a better idea of how the game runs, and what to expect when the turns are processed.
Stephen Weir
Greets Pirate Brother,
Jorge or whom ever yee be calling yerself. contact me and we be seeing if we can be getting you some ships. It might take a few months of sailing but I can get der.
Unlike de saberous dogs that stole ur ships, I believe we pirates should stick together.
For the Brotherhood!!
Capt'n Jack Sparrow, if you please.
Here's the second player turn I promised, along with the accompanying Battle Report and a Midgard Newsletter.
Just to advise everyone that after this game turn #18 returns back from the GM, that
the new faction called the Seekers will come live. A faction to come live, must first be
approved as a idea/concept by the GM. Then the new faction must add something new
to the game, but not copy anything else of any other faction either. Next you have to
work out the factions history, goals, and total makeup. Then after the GM agrees on
all that, then one must get at least (10) players and (30) clans willing to join the new
faction and once that happens then the new faction is born.
Then one must design a factional office too, our Seeker office is a Seeker Tower and it is
a Halls of Knowledge...aka...Library. You see we Seekers are a combination of Explorers,
Investigators, Researchers, in character think a combination of Sherlock Holmes, and
Indiana Jones. The vast amount of information one can find at just one of our Seeker
Towers is great, and also they attact also sorts of NPC trainers of Skills as well too.
Build (30) Seeker Towers and you have a Great Library as well too.
The future is extremely bright for the A-political, all neutral faction that will work for or
with anyone. It allows players to be their own person, but do as they want and they
really are the focus of the faction. We want player to have fun and that is key within the
game, and is the main focus of the Seeker faction.
If you are interested in the Seekers, then come to the yahoo group and check out the
Midgard UK game. Then contact me:
Penn Eckert
pennshome723@yahoo.com
ICQ # 51050510
yahoo ID: pennshome723
Take care and check us out!
Penn
Seeker #1
Greybeard Wrote:I've coped and pasted part of an exchange re Midgard that was posted on the General PBM Discussion forum:
vivdunstan Wrote:No faction. Independent for me. Trying to make sense of the rulebook at the moment (it's massive and quite daunting for a newbie!).
The rulebook can seem quite daunting, and it is a hefty 140 page Word document. However, new players only really need to concentrate on the sections dealing with setting up their clan units and movement to get started. In fact, players may never have to deal with certain areas of the rulebook, depending on how they choose to play the game.