Yes. That is my name. Dirhaval. I used to be called that. My name is Dirhavel.
Okay. I found some free time after moving over the States; 7 cities in 7 years. Vastor got me to login from MECCG.net.
The reason for the new name (Dirhavel) is that the Dirhaval account is tied to an old, dead email.
I forgotten the pxwxoxrxd to it; I might remember it someday.
Great to see the dream cards growing; and the Maps! Wow. I have seen the maps that go to the Haragaer and to Talathant.Great!
I like to help in a limited way.
The main goal I see is to provide more cards and expansions for more fun.I agree with that. FATE is there to collect everything into a final showdown.
With Endor being explored, FATE is on hold; I will go back to it and tidy pieces as we go along, but no major deck building as before.
Yes, I made a new addition to the FATE game; the old had 40 players west of Talathant. Now I made it for 64 players of the MERP Endor.
I got to get these names right. Okay. Fate is the 40 player showdown to get to 20 players for the last war. So 40f for playing west of the Talathant.
64e is the Endor game that includes all cards for consideration.
Okay. 64e is 64 players in one game. Something to the effect of the 1000s of the Third Age in terms of culture.
64e will have no carry-overs of game results into 40f; 64e is a tournament based on MP only to see who
picks which avatar in 40f...so no reliance on alliances. For now each white player will compete for its 20 40f slots; the black players will
be paired with one another minus dragons and balrogs for 10 slots, dragons for 2, balrogs for 2, Mouth and Rogrog for 2 slots.
The remaining 4 slots will be the losers with the higher MPs of the losers. I can explain later. So this is different than 40f in that
heros can go back to MECCG and influence away resources from one another and intense fighting between the balorgs and dragons with each's race can happen.
The 32 white players will have 8 for each race: man, dwarf, elf, and wizards....umm 5<>8. How about lesser wizards in pairs? 3 skills, 6 DI followers of the six lesser Valar?
Why not? Idea came from Hall of Fire RP online guides. You know...how is that "wizard" was a common name in Eriador; 5 wizards only? Yes, there were chalatans and evil mages,
but really why not?
So, I have rough draft of the 64 players, locations, and Divisions already..I just need the cards for expansion.
A chance meeting they say at the Carrock. Vastor is making new cards; great. Well, he is using the expanded map. My 64e uses the MERP map.
I see how some folks do not like Fate, which is fine; they can take what pieces he likes and discard the rest. I will help with the expanded map project, but would like
to focus on the MERP portions.
This is what I have done to help in the past; let me know if it is still good:
Take the new card text and place it in a WORD file for organization, make spreadsheets with maps, characters, and such.
I have gone through the following this year: Sunlands, Dominions, Court, and Chy. What about 500 cards.
Mappings west of Talathant with region type, sites, playables, and soon characters.
extensive character listing with macros to place groups into comments. so if you want to know the number of W/R nando elves I got that right here.
Number of Sc/Sa in the Uttersouth territory that too. Oh, the names of all 4/0/5/8 characters? that too.
Working on a similar s/s for sites; I got it already but with new havens I need to fix the linking.
So I can put text in WORD and organize it.
I am a stickler to "start" with character stat making on what has been done and to keep a pattern. For example, you got nine 7-mind elves in Utter south and one such man? not working.
Try again. The new characters I made do fit a pattern: try to get a minion and hero mix of skills so to fill each 10 double-skill slot, and mind spread to have a good deck.
Again: it is a starting point.
I used that MERP LOME guide for dwarven names and tribes. Okay not all the tribes have equal dwarves, so not totally fitting to the LOME, but close.
I already made stats for 117 dwarves: each tribe included with roughly a good mix at each major dwarf region (far north, yellow, wind, red, and Chy).
Some minions too. Each tribe has one 7-mind, 6-mind, and 8-mind dwarf. Some women dwarves too. however, I think you guys are reducing
the minds of non-MECCG dwarves, which is fine with me. Let me know what bar you are using. No 7+ minders anymore? I do like the idea
to make non MECCG characters less powereful mostly, but we need to keep the new lands worthwhile to play..heck I like the Sunlands a O bunch.
I like how the Dragon Lords got cut down in number; ya I remember endorsing making every dragon a Lord.
Some feedback. Like the new race subtypes, and site subtypes like oasis.
Again 64e is there to showcase each territory's gems to get MP. So I would like to see an almost all-hobbit deck in Eriador.
Why, Mayor, Fealty Sworn, Sting, Ent draughts on Bullroarer Took....wow. Maybe a wose/petty dwarf deck in the White mountains.
However, it seems the Fate decks may not change much since those lands have been pretty much settled in dream cards.
But I will review everything anyway.
This is going to be great; something to do at age 90 on the beach playing 40f with my buddies!
That is it for now.