NMR's are not that bad

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Expand view Topic review: NMR's are not that bad

Re: NMR's are not that bad

by Aereaux » Wed Oct 10, 2018 1:51 am

dargorygel wrote:
Tue Oct 09, 2018 11:25 pm
Couldn't find which article you meant, dippy.
I assume they are referring to "Ripples in the Runway of Airstrip One" on page 22.

Re: NMR's are not that bad

by dargorygel » Tue Oct 09, 2018 11:25 pm

Deeply_Dippy wrote:
Wed Oct 03, 2018 7:01 pm
I'd refer you all to the article in Diplomacy World #142 that touched on this very issue.

This is the link: http://www.diplomacyworld.net/pdf/dw142.pdf
Couldn't find which article you meant, dippy.

Re: NMR's are not that bad

by Carol » Tue Oct 09, 2018 3:13 pm

I once deliberately entered no orders on a spring turn after realizing that my neighbors were unable to deploy more than 1 unit against any of the provinces I held. The idea was to trick the other players into thinking I abandoned the game and making bad moves. But the joke was on me because the very player I wanted to convince that I abandoned the game actually abandoned the game for real on the same turn.

Re: NMR's are not that bad

by Deeply_Dippy » Wed Oct 03, 2018 7:01 pm

I'd refer you all to the article in Diplomacy World #142 that touched on this very issue.

This is the link: http://www.diplomacyworld.net/pdf/dw142.pdf

Re: NMR's are not that bad

by Claesar » Wed Oct 03, 2018 6:03 pm

Fortunately, if you email the mods ([email protected]) we will prevent NMRs, if we're available in time. So it's possible to play virtually NMR-free (in non-live games), with some extra effort.

Re: NMR's are not that bad

by thdfrance » Wed Oct 03, 2018 5:57 pm

Not THAT bad, yes...but they are unfortunate for everyone involved. I still think it takes away from the overall playing experience. Not that I haven't been guilty of it myself on some shorter games.

Re: NMR's are not that bad

by Durga » Wed Oct 03, 2018 4:20 pm

No moves received

Re: NMR's are not that bad

by mainsdan » Wed Oct 03, 2018 4:04 pm

I may be r/wooooshing right now but what does NMR stand for?
Is it the same as a NOR?

Re: NMR's are not that bad

by Foxcastle » Sun Sep 16, 2018 4:40 pm

Szpoti wrote:
Sat Sep 15, 2018 6:45 pm
I have always understood them as an integral part of the game. Sometimes, indeed, they can be used tactically.
Since you have little/no control over others’ NMR—and thus they can’t be used tactically—can you explain how your own NMR is ever a good move tactically?

Re: NMR's are not that bad

by Szpoti » Sat Sep 15, 2018 6:45 pm

I have always understood them as an integral part of the game. Sometimes, indeed, they can be used tactically.

Re: NMR's are not that bad

by Durga » Fri Sep 14, 2018 12:36 pm

They are bad.

Re: NMR's are not that bad

by dargorygel » Fri Sep 14, 2018 12:06 pm

But don't get me wrong... they aren't fun! And I hates them...

NMR's are not that bad

by dargorygel » Fri Sep 14, 2018 12:00 pm

NMR’s are not the end of the world.

When I began playing Diplomacy ftf, the rules included the idea of the NMR. NMR’s did not end the game, cause despair, or make us mutter about, ‘unfair!’ In fact, the idea was that sometimes governments fall… and armies and navies sit for a season. (Think Russia in WWI…)

Now of course, some NMR’s benefit some players on the map more than others. And the benefits seem random. AND most of us play Diplomacy because we shy away from dice… But I am becoming more convinced that NMR’s are just a game hazard. They happen. Deal with it.

Like an injury in a football game. (Few of us would say, “cancel the game! Our left tackle pulled a hamstring!) Or like an unexpected road construction site on the way to work. (Wait! I should get to go home! This obstacle is unfair!)

Instead… just like you should always ‘expect’ a stab in gunboat, we should play Diplomacy with the possibility of that annoying NMR in mind. And the ratings let us see how ‘likely’ it is.

But NMR’s are not the end of the world, OR the game.

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