count-de-monet wrote:Whatever your thoughts on player personality or playing style, for me, I think Papa Clement as England in G7 is the most resilient, battling on in the face of adversity, success stories I have ever seen in LGDR - any version.
This wonderful game can dish out frustration and set backs in abundance. It is a game that is very easy, physically if not emotionally, to throw the towel in on. There must have been so many turns when Papa Clement must have wondered what the point of going on for one more turn was.
I do not know how long the sense of relief and success will last for England but for the moment warm in the glow of success Papa - it is so deserved.
(the above is not a reflection or comment on other players in G7, merely recognition of Papa Clement!)
Thanks Count-de-Monet. There were times when it did seem an impossible challenge, but what seemed impossible for others rapidly became normal for me so I found that difficulties were relative. I did after all, join when some of the best players in the game had convinced themselves (and just about everyone else) that England was finished. So I wasn't going to get that upset if after a few turns of trying, it proved beyond me. However, once I had beaten back the HWIC/UDP invasion of Yorkshire and at least gained some understanding of what was happening, I bought some time to assess what I needed to do next and whether it really was worth the effort of sticking with it. I decided it was.
One of the fascinating things about playing King James is that there is so much research out there about Jacobite risings so it is ideal for those who like to combine historical realism with metahistory. And the more I researched, the more I wanted to try certain things out. So despite all the military disasters and subsequent invasions, there was always something there which I could experiment with. I'm not suggesting that the worse things became, the more I was determined to hang on, but it did become a case of opening the game turn to find a list of required emergency orders to submit before I could actually order what I had wanted to do. Very often only the emergency orders were carried out (and the next month a new set of emergency orders were required to correct the mistakes in the previous month's, etc). So up to an extent my style of play was determined by always having to crisis manage my orders. I became adept at running multiple game lines so that in any given month at least one thing would continue to move forward positively even if all the others failed.
Of course I could have made it easier for myself if I had simply allowed King James to convert to the Church of England and made it a religious war of survival for the Church of England, but that would have been completely against how the historic James Stuart understood his Catholic faith. Like his father before him, he was convinced that he had the divine right to rule England, and that right was given to him by God - not a protestant God, but the God who made himself known to and through the Catholic Church. His grandfather (Charles I) had been executed (or murdered as the Stuarts correctly claimed) on a wave of extreme protestant-inspired rebellion; his father had refused to compromise in his Catholic faith and found he was deserted by protestant traitors - so he knew the risks he was taking on by standing by his beliefs. But he had also seen his uncle (Charles II) restored, an uncle who although he was obliged to outwardly conform to the Church of England, died a Catholic. Should the historic James Stuart have lived a hypocrite like his uncle, pretending to give up his faith to increase loyalty to the crown, or like his father and grandfather, stood by his beliefs and sought to convince his subjects, ultimately leading them back to the true faith? Everything I have read about him suggests he would have chosen the harder path. And when you have a game character who historically would have chosen that path, it should (as a player) encourage a certain resilience.
Perhaps as advice to players attempting to do the impossible:
- write down what it is you want to achieve and develop a plan, preferably multiple plans, to achieve it. However impossible the objective may be and however unrealistic the plan may first appear there are usually ways to make it happen. Writing orders in advance to cover many months is one way to keep plans moving forward, though it is important to be selective which orders are submitted each month.
- appreciate that most of the time, most of what you are trying to do will go wrong. So you won't make the honour table, you will take economic hits, units will rebel, characters will be much more easily led astray by foreign powers, etc, etc. Just because things go wrong you don't have to change your objective/plan. The quickest way to ruin any position is to chop and change what you do, for then you are simply reacting. One reason why England was in such a mess was because it had a string of players who tried it for a few months, then dropped; the next player picked it up and tried something completely different; then by the time the game had reached 1705/06 England had repeatedly swapped sides in wars, betrayed everybody including most of his own ministers; out of desperation the player then killed his own character and split the country in a civil war. Even the old newspapers don't fully do justice to the chaos. Instead of raising/lowering taxes gradually, it was either punitive rates or no taxes at all, so economically it was just mad. When you have that kind of continual change it destroys a position very quickly. The remedy is to stick to the plan so everyone knows where they are, whether they like it or not. Only then can you rebuild your reputation with other players and your own ministers. There were long periods where if in any given turn only 70% of my orders went wrong, I would count that as a good turn (after all 30% of my orders would have gone OK). It is just what you have to put up with - there is no point in getting upset about it. Just find another way of doing what it was you set out to do.
- you will also probably find that well meaning players will suggest compromises or appeasement to try to help. Sometimes that might be the best or most practical option, but test it against what your objective is. It is always tempting to compromise in the short term, but if you keep compromising then very often the long term objective becomes unreachable. I always had the long term objective in mind and would only compromise if it did not deflect me from that objective.
- ultimately remember that you make the decisions: it is your position which you are paying to play. If you don't like any of the options, then it is up to you as the player to come up with another one. More often than not other players will respond positively if you explain your reasons and both parties benefit. It doesn't always happen, but often players become fixated on what really isn't that important because it is what has worked in a different game or they haven't thought about alternatives. There is never only one way to play a position, however successful a previous player may have been.
- don't neglect diplomacy. It can be invaluable to discuss ideas/objectives with friendly players: they may be able to suggest alternative ideas for you, and even if they can't it really does help morale when things are tough to have good allies and plenty of letters to write. Friendly players are not necessarily allies, they could be neutral or even enemies - I have found that telling an enemy what you are going to do is a particularly useful device. Some of the time they just dismiss what you write or explain why you can't do it. There are few better ways to learn how they look at things and respond to challenges. I tend to work on the assumption that my enemies know as much about my strengths/defences etc as I do, but that knowledge is of only minimal use to them if they can't work out how to use it to my disadvantage. Diplomacy with inactive positions is also important: it is not often reported in the newspapers, but positive relations with inactive (or rarely played) positions can improve returns for trade and enemies may find it harder to turn nations they assumed were neutral if you have put the effort in to building up a positive relationship with them.
As has been mentioned, not everyone plays the game in the same way. I do have a rather unique playing style which is not for everyone. It has the disadvantage that it is usually obvious when I join a game as I am instantly recognised. But hopefully I approach each game after researching the character/nation I am playing. Pope Clement in G10 is in some respects much more flexible in matters of religion than King James in G7, but then he has the authority of the Papacy to be more flexible and does not need to concern himself as closely with armies or the survival of his country. The historic Pope Clement was a canon lawyer and diplomat so will naturally favour those solutions, whereas the historic King James saw lawyers as troublemakers who (in Parliament) made it impossible for his grandfather to rule. Both are determined and resilient in their own way, but for King James that resilience is linked to his own survival whereas for Pope Clement the resilience comes from his adherence to Catholic teaching and (sometimes inflexible) church procedure. Pope Clement would like to be flexible, but has to find the reason to be so. It depends on your definition of a lawyer: is a lawyer there to tell you what you cannot do, or to find a way for you to do it? For King James it is the former whereas for Pope Clement it is the latter.
Of course none of the above guarantees success, but it might help players stick it out when things get a bit rough.