This article is not intended to assist the newbie in achieving supreme
power or give ideas on how to hit the heights on the MSI list. This article
is intended to assist you in having fun. There are several very important
rules to follow in your quests in a Lords of the Earth campaign. These are
listed in (my) approximate order of importance, and I will elaborate on
each to a degree. Read through em if you have a few minutes, and make your
own order of importance.
Rule #1: Lords of the Earth is a GAME.
Do not under any circumstances allow this game to interfere with important
things like your livelihood (i.e. job), education, or most importantly,
friends and family. Similarly, take nothing that happens in this game as
a personal assault or insult, even if you believe actions or words against
you are intended to be taken personally. Those who heave insults and slander
are beneath you. Remember, Lords is a game, it's not life.
Rule #2: Lords of the Earth is a game of politics.
Communicate with your neighbors, learn about them and their nations.
Learn what makes them tick, and what they want from the game. Knowing what
your allies/rivals want is the key to keeping them as allies, and to defeating
them as rivals. Being totally incommunicado is a sure way of being left
out of pan-theater alliances. Don't be an unknown. Unknown = Dangerous,
in the eyes of most humans, and nearly all Lords players are humans, Scandinavians
(Swedes and Danes) being the exceptions.
Rule #3: Lords of the Earth is a game which can't be "won".
Oh, there have been Lords tournaments on a few occasions, but the real
games, more than a few of which have been ongoing for over a decade, are
manawakolu, or without end. There is no real conceivable way any ruler can
rule the world in the time frame of any current Lords campaign. Even Alexander
the Great directly controlled about 20% of what the current mapset covers.
You can't possibly win a Lords game like you can a game of Risk.
Now don't get discouraged. While the total victory is out of reach, a great
many small victories are well within any player's grasp. Set goals, and
achieve them. Set higher goals. This process can be played out on any number
of fronts in the game system, whether with open or covert political control,
religious conversion, societal and economic change and growth, technological
advancement, or military readiness.
Rule #4: Lords of the Earth is a role-playing game.
No, not like AD&D. You can't heave lightning bolts, fireballs, or
call down meteor storms. Not in my campaign anyway. There is some discussion
as to just what role you're playing, whether it's the role of the Chief
of State, or the "national will". After all, when the Chief of
State dies, you (usually) still keep playing the same nation. You're the
new King now. Occasionally, there's a "Dynastic Failure", or DF
as they've become known and feared, and then you have to duke it out was
the loyalists or as the rebels under the civil war rules.
Have fun in Lords by role-playing. Learn the history of your nation, and
then change it to suit yourself. Make your mark on an alternate history.
Act the part. Where or when else will you have the opportunity to address
all of Christendom as the King of France, or issue decrees to mere mortals
as the God-King of the Khemer Empire? Play the part, it really is a blast.
I know, I wasn't always a GM.
Only watch out for this pitfall, cuz it's a doozy. The pitfall is game
mechanics. Some knowledge of game mechanics is essential, even crucial to
your success, because without it, you'd have no idea how to communicate
your instructions to your GM (me). Then your leaders end up doing nothing
and your nation goes nowhere. So you do need you get a feel for the action
system, and the building of units and other goodies. But this game isn't
Statis-Pro Risk. What you don't need to do as a newbie is get wrapped around
the axle about what percentage chance X.X gp gives you in improving stat
Y. Determine what's important to you as the King, invest/purchase in those
things. Your opinions of important vs. unimportant will change eventually,
and your investments/purchases will change with your opinions. Statistics
mechanics is small stuff, and it's no fun to sweat the small stuff.
Rule #5: Trust in yourself, totally.
The surest way to lose faith in everyone around you is to put complete
and total confidence and faith in a neighbor/ally, and find later that your
best interests were not in his mind. One most often discovers this about
the same time as the untimely demise of your ruler and subsequent invasion
by your previous staunchest ally. This subsequently leads to some of the
most depressing times you can experience as a player.
But if you think about it, you can really convince yourself you should
have seen it coming. The question you need to answer isn't whether or not
your ally will think of himself/herself first. Whose best interests lay
at the forefront of your actions? Why yours, of course. Expect that from
your neighbors and allies/rivals. Receiving assistance in gold, agro, or
governmental assistance, is commonplace between the nations of nearly every
campaign. Finding a nation willing to completely compromise its own future
for that of another is nonexistent. To get any measure of cooperation from
other nations, a measure of trust must be earned and granted. However, placing
complete and total trust in another is folly.
Well, that's my story. I hope it helps you, the newbie, to have a more
enjoyable experience playing Lords of the Earth. For assistance in conquering
your hemisphere, contact an experienced player on another continent or campaign,
but be sure his roommate isn't your Lords neighbor. In short order, the
next newbie will be emailing you for advice. |