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 Communications and Trust

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© Richard Perlotto 1992

(combined and reprinted from the Rapier Communiqué Volume III, Issue XI, March 2, 1993; Rapier Communiqué Volume I, Issue I, October 1, 1989; Rapier Communiqué Volume III, Issue XII, April 24, 1993)

One of the most important parts of playing Lords is the inter-communication between the players. This is where you can make your deals or lie through your teeth. It is important to utilize what ever aspect of communication that is available. Armed with the proper information you may be able to surprise your worst enemy, defend your best ally, or even save your own bacon from another malicious player besides yourself.
There are six major areas of communicating with your friends and fellow conquerors: Telephone, a letter, E-Mail, through a friend of the player, meeting in person, and finally the GameMaster. Some are easier than others, but any can be sufficient for most of your need.
The telephone is the most convenient method of communication (if the player has one and can afford the long distance calls). This method allows the players to get a measure of each other by listening to tone and how the other presents himself and how information is given. I personally prefer the phone over all the rest of the methods except one, and I'll get to that one later.
With the telephone you know who you are talking to. There is no real room for concealment of who you are. With no immediate communication, it is possible to run under a pseudonym and most players not familiar with your style of playing, and those you've not contacted before under your real persona, should be fooled. If you plan on playing under a fake name, then telephone contact is best kept limited and not at all if possible. Eventually someone who really knows you will figure out the truth.
The second most common method is that of a letter. Sending a note in with your orders is an almost sure way of getting something to another player. It is also one of the easiest methods to falsify information to another player. Unless the GameMaster pays strict attention, are you sure that the letter you got from the Swedish player was really from him? Or perhaps another player is using paper as a method of free Intel work.
There are only a few cases of where a fake letter ruse has been used, and only a few players would try such a thing. Of course, only a couple of the GameMasters would catch such a thing, or even care.
The biggest problem with using your orders to send in a letter is that their is always the two turn reply that must be waited for. If you use this method, have an alternative so that in an emergency you and your allies can reach each other for that special occasion.
Closely related to sending a letter is to communicate by E-Mail. Using this method it is harder to conceal who you are, but it is still possible with someone who is proficient in computer use.
The fourth method is that of talking with a friend of the player by any of the other methods. They may be in the same campaign or even in a different game. The only problem here is they are in the same game and have a hidden agenda of their own, which is common in this game even for those that are close friends.
Of course, it is always possible that both are toying with you, but after a bit of game play and some familiarity with the player's style it becomes easier to distinguish the trust-worthy from the less desirable.
Once one of the other methods have been used it is possible to meet your enemy or ally in person. This is almost always a preferred thing to do, baring distance, it should usually be possible. I like this the best because it is harder to lie in person when confronted face to face. It is possible to read body language and facial expressions, gaining inside knowledge while the two of you say placating and meaningless chatter to each other.
Of course for several reasons it is not always possible to meet in person. Sometimes personal difficulties prevent this and some players may be sensitive to their difficulties and not discuss them openly. So if a player does not make an effort to meet you or makes excuses, they may be trying to evade and hide something from you or there may be a reason that is just not your business and has nothing to do with the game.
The last means of making communication is to have the GameMaster contact them for you. This is always the last resort and many times the GameMaster is unwilling to help you. But in some cases if you pay enough, the GameMaster might be willing to make that contact if it is possible.
No matter what method is used to contact the other players, I suggest that you do, even just to feel out their position. The player that never contacts others is usually the first one attacked. But, if some communication is available to you, do not abuse it. Making endless phone calls at off hours will not be appreciated, nor will obscene or angry words be of any use. Remember this is only a game, not your real life.

Your plans were perfect, the setting was one dreamed of, your might was unquestionable, and you lost.
What went wrong? Someone you trusted obviously should not have been. This happens to everyone unless you are so paranoid that you deserve to be taken out. The old maxim of that if more than two people know a secret it is not longer a secret holds true for playing Lords of the Earth.
How can a player defend himself from treachery? The answer is you cannot, accept it and continue to play.
You can only attempt to avoid the inevitable by lots of luck and some really good playing. Some of the possible ways of doing this is to try and to form friends with some of the players that seem to be trustworthy, of course this too may be false and only time will tell the truth. Sometimes the most feared players are the most likely to tell you the truth and be a faithful ally.
In time you will be able to judge how your opponents will react to different situations and eventually you will determine who is good to trust. Unfortunately, this will probably be several countries and campaigns away.
Another method is to enlist many of your friends to play the near and adjacent countries to your own. This is a safe method of common defense, but of course this will also usually alienate the rest of the players that will view your gang as hostile and something to be destroyed if possible.
In any case, the things to remember are:

  • Develop friendships within the game.
  • Communicate and learn about your opponents.
  • Form groups to help defend against others.
  • Don't tell your friends all of you plans and secrets.

No matter how long you play, you will eventually get backstabbed. Take it like an adult, and continue to play on if possible, otherwise start elsewhere. Never take anything in the game as personal, and especially do not take grudges into another campaign. That is the mark of a poor player.

 ThroneWorld © Thomas Harlan 1997

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