04-10-2013, 12:14 PM
And so it begins.
There is a similar effect in the Hyborian War community. You cross somebody in one game and they are your enemy in every game henceforth. Similarly, you end up with the same group of players working together in every game, for similar reasons. This is a good reason to have games with team victory conditions, to force us to work with people we might not otherwise get to know and force us to be enemies with people who me might ordinarily like to ally with each game. And it would be nice if there was room for 'role-playing' the Witchlord or the Underworld or if a transgression could be limited to the confines of a single game. Someone crosses you and you burn their PCs to the ground and make it so that neither of you can win. That seems perfectly reasonable to me.
Clearly the Giant player shouldn't have asked for the location of your pop center if there was any chance he would renege on the deal. In his dealings with the other player, he should have said, I already made a deal and this village is off limits to me. On the other hand, once the two deals were incompatible, he did the right thing by letting you know. Still, hard to imagine there was no place else he could hit besides that particular village on turn 2. Poor judgement on his part, at the very least, not to save that village for later when the betrayal might not be so fresh.
I would caution players not to get too bent out of shape about in-game betrayals. This is a war game, after all, with an emphasis on the game part.
There is a similar effect in the Hyborian War community. You cross somebody in one game and they are your enemy in every game henceforth. Similarly, you end up with the same group of players working together in every game, for similar reasons. This is a good reason to have games with team victory conditions, to force us to work with people we might not otherwise get to know and force us to be enemies with people who me might ordinarily like to ally with each game. And it would be nice if there was room for 'role-playing' the Witchlord or the Underworld or if a transgression could be limited to the confines of a single game. Someone crosses you and you burn their PCs to the ground and make it so that neither of you can win. That seems perfectly reasonable to me.
Clearly the Giant player shouldn't have asked for the location of your pop center if there was any chance he would renege on the deal. In his dealings with the other player, he should have said, I already made a deal and this village is off limits to me. On the other hand, once the two deals were incompatible, he did the right thing by letting you know. Still, hard to imagine there was no place else he could hit besides that particular village on turn 2. Poor judgement on his part, at the very least, not to save that village for later when the betrayal might not be so fresh.
I would caution players not to get too bent out of shape about in-game betrayals. This is a war game, after all, with an emphasis on the game part.
Silent One