In article <fihrtf$32u$1@[EMAIL PROTECTED]
>,
Jim Burgess <burgess@[EMAIL PROTECTED]
> wrote:
>1) Act completely insane to one player and absolutely sane and rational
to
>the other. The only worry I've had with this one is that the one you're
>acting completely insane with frequently will just start passing your
>letters to the other player.
Should be easier in FTF then. I've really never experimented with
trying to sound crazy, other than the mad-dog "touch me and we
both die" form which is not really craziness at all in a local
gaming community.
>2) You can present completely different potential attack/alliance
>structures to your opponents, but this gets resolved very quickly when
you
>have to move. I've usually not been able to make this work very well as
a
>result.
I've seldom found lies which are revealed in the same season
useful for anything but tactical gain. Alliances take a while to
bear fruit.
>3) You can be completely honest with one player and repeatedly lie to
>another player, this is aimed at finally building up trust with player 1.
>This really quickly becomes almost a different strategy since it is
>unlikely that the second player is going to keep re****ting your messages
>as fact to player 1.
Theoretically speaking, "She's lying to everyone but me" doesn't sound
like a good conclusion for an ally to reach, since "How do I know she
isn't lying to me, too?" follows naturally on its heels.... But in
practice this one has worked just fine for me, as part of a general
"*You* are near and dear to my heart, the rest of them are just
pawns to be played" negotiating strategy. Enlisting #1 in helping
you lie to #2, thereby making yourself seem vulnerable to him, has
its uses.
I am, regrettably, a patsy for "You are near and dear to my heart"
myself. So I know how strong it can be.
But for me this is a tactic for an already-established alliance.
If #1 and #2 are allied to each other and not to you, my
experience is that #1 will tend to stop listening once he knows
you're lying to #2. Maybe this is less apparent in internet
play, where the cost of talking is lower. In timed FTF, talk is
a limited resource and most players won't spend it on a conversation
that doesn't look rewarding.
Mary Kuhner mkkuhner@[EMAIL PROTECTED]


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