Code:
        From the Mouth of Sauron

Issue:    E-12
Date:     	   03-18-94

Note:  all authors retain exclusive rights to their material.  
Reprinting is allowed for non-commercial game use only.


         First Word

Hello to all!  This marks a new start to the Mouth, the first 
issue where you'll have two editors instead of one.  Brian Mason, 
ME demi-deity, has agreed to co-edit the Mouth (which I believe I 
mentioned in the last issue).  A sucker for punishment, Brian will 
be reviewing articles, taking submissions, and adding his comments 
each and every week (unless he's off in some exotic locale peering 
at the stars and unraveling the secrets of the universe).  And I 
only had to get down on my knees and beg once....

The Mouth will have a slightly different format.  There are now 
two editorial columns:  First Word and Last Word.  We'll switch 
off in each issue, with one doing the opening comments and the 
other closing.  Another change is making Brian's submissions 
concerning stragegy and tactics for particular nations a regular 
column.  We'll provide alternative views on how to run the nation 
in question during the opening moves of the game, asking one and 
all for comments and criticism (especially criticism; it's best to 
find the flaws in the plans BEFORE they're implemented by some-
one).

Submissions:  boy, do we want submissions!  There isn't a page 
limit on the Mouth, nor any requirement that you be in twenty 
games before you send something in.  All comments, articles, 
questions, etc. are most welcome and will be printed in the very 
next issue.  An especial call goes out to the New Guys, whose 
fresh approach to ME-PBM often results in the development of 
entirely new and unexpected strategies (as I found out to my 
dismay in game 68).  Don't be shy!  Get on that keyboard and let 
your fellow gamers in on what you're thinking.

Submissions again:  if you submit something to us, we're going to 
bounce it back and forth so we can both see it.  That means that 
something that comes in on a Thursday or Friday will most often be 
held over to the next Mouth rather than put in that Friday's 
Mouth.  If you don't see your submission, hold on until the next 
issue.  If you still don't see it, that means it was most likely 
lost or perhaps never arrived.  Drop us a line and we'll try to 
find out what we did with it.

Mail:  the amount of incoming mail has finally drawn comment here 
at my work.  Given that the comments were negative, I'm going to 
ask you all to redirect your mail to my AOL account which I access 
at home.  The i.d. for this is:  kazandar@aol.com.  I'll check 
this account nightly, so you shouldn't see any slowdown in re-
sponse time (still same day).

Last, but certainly not least, there's a brand-new commentary by 
Leslie Foreman in this issue.  I'm not sure how Leslie finds the 
time with a new baby and all, but one doesn't question good fortune 
granted by the gods....

That's all for me.  Don't miss Brian's 'Last Word' at the end of the 
Mouth.

Tom



	          Encounters

Giant Spider:  COMMAND the spider = combat for all.  This result may 
work under peculiar circumstances (character has a particular 
artifact).  I'd suggest trying it with someone who has Ungolrist, or 
the other artifact (which I can't remember) that's good against 
spiders.

Giant Eagles:  Brian Lowery and Steve Latham went to the trouble of 
calculating the combat worth of Eagles.  It looks like they're worth 
about 10,000 points. It may be somewhat variable, as Mumakil are; 
Eagles in lone encounters take out a range of points rather than a 
single amount.

Ents & Huorns:  I recently had the good fortune to fight ents and 
huorns in one of my games.  Unfortunately, we were defeated after a 
protracted battle and so were unable to estimate the actual combat 
strength of the ents.  The only thing I was able to ascertain with 
any certainty is that ents are worth at least 20,000 points.


           Dragons

Angurth:  For those of you who missed my quick note last week, Act 
HAUGHTY = injured/killed for Free Peoples.  I verified this 
personally (ack!).

Once again I've been hearing rumors that GSI is going to mess with 
the encounters because of a leak, either in their office or in the 
office of I.C.E.  And once again, GSI has denied this, saying that 
they won't change the encounter lists for the 1640 game (no promises 
at all for the new game starting this summer, though).  So the final 
word is:  encounters will not be changed, have not been changed, are 
not being changed.

For those of you who sometimes get results different from those on 
the table, let me remind you:  you'll get that result a MAJORITY of 
the time, not EVERY time.  Some people are still operating under the 
extremely faulty assumption that x response gives y reaction no 
matter what.  THIS IS NOT TRUE; IT HAS NEVER BEEN TRUE.  There are
a range of results for reach response, some of which only happen 
once in a blue moon, others which happen more often.  The linear x/y 
thinking outlined above gets players into trouble because they don't 
take into account the unexpected, resulting in rumors that the 
encounter lists have been changed.

Gostir:  Gostir hasn't been sighted in about six months time, so far 
as I can tell.  That source is several players removed; the last 
reliable word I heard about the dragon (i.e., from someone who 
encountered him) was over a year ago.  Considering that I've had 
characters all over the Iron Hills/Northern Wastes area in a couple 
of games, I'm beginning to wonder if this dragon hasn't been 
'retired'.

If anyone has directly encountered Gostir within the last year, or 
who knows someone that has who they trust, I'd appreciate hearing 
about it.  The general location of the encounter would be nice too.


 Other Corrections and Notes





      ME-PBM Wish List

From Doug Bergstrom

I have an idea for a new order, here is how it goes:

Order:  Place Bounty  Action:  Emiss/Misc

This order places a bounty on the death of a certain character. A 
designated amount of gold is offered by an emissary.  The gold will 
immediately be removed or rather set aside for collection. The 
bounty will be expressed in Nation Messages for all to see. Only 
amount and character will be given: I.E.  "$10,000 has been offered 
for Elrond's death"  No offering nation or collector will be 
given/seen.  No one will know who the collectee is if the action 
happens.  Only one bounty per nation at one time.

Why?  This order could be alot of fun and fairly easy to implement 
(in my view).  Of course there might be a needed remove bounty order 
but....This order also accomplishes for those of you with extremely 
weak characters the chance to have someone else take care of things 
for you.  Besides that think of the mayhem it could cause!  
Especially those freelance nations out there.

In a couple of games we have been discussing how to balance things 
out for the DS.  It seems that with the amount of info now available 
that the DS need extremely skilled players to overcome their 
financial weaknesses.  Two things that I would like to see happen 
for the DS:  double their starting bankrolls and have the DS coming
out of Mordor to start with warmachines (why going against the likes 
of Gondor w/o any doesn't make sense) or build them at 1/2 cost.  In 
the case of doubling - this wouldn't drastically change the starting 
game - at least not position wise.  But it would give the DS a 
better leeway in getting off to a stable start (especially in 
winter).  True it could force the FP to work on agent development 
but by the time they were ready most of the gold would be gone 
anyway.  About raising initial prices for goods, I think this would 
even be more beneficial to the DS who need high prices to stay 
stable (in game 61 - just about everything is selling for 1 - real 
tough on the DS).

From Tori DeYoung

Many people contend the role the Dragon's play in battle swing the 
balance of the game in favor of the evil side (creates an unfair 
advantage).  While recruiting Dragons is not exactly easy, given 
experienced players, it happens more frequently than problably 
intended.  The following new spells are intended to balance the 
power dragons add to the evil military and create another use for 
mages. ( Which could be argued the least useful class of 
characters).

The following spell list may either start as a lost list or one that 
must be learned (no characters start with it)!  These spells can 
only be used by a mage traveling with an army who is in combat vs. 
an army with a dragon.

MINOR SHIELD VS. DRAGON FIRE
DIFFICULTY: EASY

When this spell is cast, it deflects one third (with small variable 
factor based on mage rank) of the dragons generated offensive 
strength.

MAJOR SHIELD VS. DRAGON FIRE
DIFFICULTY: AVERAGE

When this spell is cast, it deflects two thirds (with small variable 
factor based on mage rank) of the dragons generated offensive 
strength.

DRAGON STRIKE
DIFFICULTY: HARD

When this spell is cast, it deflects ALL (with small variable factor 
based on mage rank) of the dragons generated offensive strength and 
there is a chance the dragon will be chased away.

What do you guys think?

The DeYoungs


 How I Got Shafted in ME-PBM

From Darren Beyer

Tom's Note:  this is a little odd.  I don't know if Darren wanted me 
to actually print this, but I couldn't resist.

A story follows:

Its midweek in Florida and Darren is thinking about doing his MEPBM 
turns.  Only this week its hard to find the time because he's 
getting ready for a trip which will take him to Washington to see 
his knee doctor.  He thinks and thinks, "what should I do?" thinks 
Darren.  Then he remembers, his home in happy Washington comes fully 
equipped with TV, kitchen, bed, couch, running water, parents, 
various food products and a fat black lab named Chelsea.  And, oh 
yes, a fax machine!   Now Darren can work on his turns at leisure at 
his happy home in happy Washington then fax them to the happy 
company known as GSI.  The only question is when to fax.  Darren 
thinks and thinks, and thinks again and decides that Sunday would be 
the best time to fax.  He will be happily flying back to his other 
happy home in Florida late on Monday and can call the happy company 
known as GSI before he leaves to make sure the fax made it OK for 
his Tuesday game, a very important game.  Perfect, Darren is happy.

Now its Sunday and time to fax.  Darren carefully puts the fax in 
the fax machine and dials the number to the happy company known as 
GSI.  The phone rings not more than once and the machine is greeted  
by a happy fax machine squeal from the happy company known as GSI.  
"Good" thinks Darren, happily, it is done, the fax machine even says 
everthing is OK.  He goes to sleep thinking happy thoughts, Darren 
is happy.

Now its Monday and time for Darren to go to the knee doctor.  This 
visit is a good one and the knee doctor happily says everything 
looks good.  Darren is happy.  He is even happier than happy because 
he has finished seeing the knee doctor early and can get on an 
earlier flight to his other happy home in happy Florida.  Better 
yet, Darren can happily be home at his other happy home in happy 
Florida before the happy company known as GSI closes, this way he 
can call to make sure his turn is there, a very important turn.  One 
of Darren's happy parents offers to make the call and change his 
flight.  Darren is happy.

Now its time to go to the airport, Darren is happy.  Darren's parent 
drives and drops him at the door to Dulles Airport and says goodbye, 
Darren is happy.  Darren goes inside and sees no line at the ticket 
counter, Darren is happy.  Darren is greeted by a smiling happy 
blonde at the US Air ticket counter named Tawny, Darren is happy.  
Darren is told that his flight doesn't leave from that airport, it 
leaves from National airport, his parent had made a mistake,  Darren 
is not happy.  Darren is told that there is no way he can get to 
National Airport in time, but he can take another flight from 
Dulles, Darren is happy.  But that it won't get into Florida until
3 hours after his other flight, Darren is not happy.

Now Darren is unhappy, not only will he get to Florida 3 hours late, 
but he won't arrive until after the happy company known as GSI 
closes.  He wants to call the happy company, but unhappily realizes 
that his security codes are on his turns which are in his luggage 
which were checked with the happy blonde named Tawny, Darren is not 
happy.

On the plane Darren sits in front of a loud child who likes to kick, 
Darren is not happy.  Darren arrives in Florida an unhappy person. 

Now its Wednesday and after Darren pays a $150 speeding ticket, he 
makes a call to the happy company known as GSI to make sure all the 
turns for his other happy game have arrived.  The happy person known 
as Stuart who works at the happy company known as GSI answers and 
says, "the following positions did not get their turns in:  11, 12, 
14, ..."  Wait a minute...Darren is player 12, this means that the 
fax did not make it, Darren is not happy.  This means that Game 45 
got missed, Darren is not happy.  This means that Darren must call 
in 2 turns Wednesday night, Darren is not happy.

Now it is later on Wednesday and Darren is definately not happy.  It 
is likely that Darren will not be happy for some time.  Darren may 
be put under psychiatric care after his e-mail recipients read his 
happy story and realize Darren is mental.

Darren is not happy  :(


        Strategy & Tactics:  The Noldo Elves
       By Brian Mason

How do the Noldo Elves compare to other nations?  At the start of 
the game they rank as follows (Allegiance Comparison Tables, Tom 
Walton):

                              among all      among FP

          Total Tax Base      tied for 10th  tied for 7th
          Resource Base       20th           9th
          Combat Strength     25th           10th
          Character points    1st            1st
          Artifacts           1st            1st

The Noldo is marvelously powerful, and can be  among the most fun of 
the nations to play if you  enjoy character action. Initially, the 
Noldo must decide what course of action to take, and how to best 
accomplish its goals. With many (four of eight) of its population 
centers unfortified, an large initial boost of taxes is likely to 
work against the Noldo. They might stand a chance of losing some of 
these population centers later in the game. It might be possible to 
make a marginal increase to taxes without harming the loyalty 
significantly, perhaps to 55%. They do start the game with a
relatively small gold reserve, and with their deficit they must do 
something about it quickly. They are hardly able to afford the 
troops which they have, much less field a significant force.

The most significant internal need is that of improving the economy. 
The Noldo Elves are blessed with a relatively secure area within 
which to develop, and they should begin doing this immediately. 
However, participation of the Noldo militarily in the game can only 
occur much later.  Also, the Noldo have a need to find artifacts.  
Exceeded by only the Blind Sorcerer in total mage points, the Noldo 
need to establish one or two characters as artifact locators and use 
them in that capacity.

There are also many other immediate strategies which can be arranged 
with the nearby allies of the Noldo. 

Specifically, these are:

1.	 The Noldo start with four footpads. As mentioned in my 
previous article on Strategy and Tactics for Cardolan, the Cardolani 
have no need for four locations to port their ships. Cardolan should 
determine which ones are unnecessary and have the Noldo sabotage 
those which are not. This will save Cardolan gold, increase Cardolan 
security, and improve the skill rank of Noldo agents quicker than is 
normally possible.

2.	 Cardolan also starts the game with a fleet. It might be 
advisable for Cardolan to transfer their ships to the Noldo. This 
will immediately make them stronger (combat value four instead of 
five), and will make this combined force stronger than all navies 
except that of the Corsairs and Southern Gondor. Of course, if the 
Noldo were to do this, they would necessarily need to be more 
aggressive on the seas.

3.	 Arthedain starts the game with no back-up capital. The Noldo 
should trade Arthedain Forlond or Harlond for an Arthedain village 
and town. These will have equal tax base, but the new Noldo 
population centers will have better resource production while the 
new Arthedain population center will have better loyalty.

4.	 The Noldo must decide early if it anticipates building a 
fighting army for later in the game, or if it plans on issuing lots 
of challenges. If it does not, then it should loan some or most of 
the Noldo combat artifacts to Arthedain and Cardolan.

Specific, turn-by-turn recommendations follow:

1.	 Artifacts are transferred and put into use. The 0611 navy 
moves to 0708. Elrond and Erestor learn research artifact. Tax rate 
changed to 55%. The 2209 army begins moving west to join with the 
other armies.

2.	 First emissary named. Artifacts are transferred and put into 
use. The navy formerly at 0611 combines with the 0708 navy. Elrond
and Erestor learn locate artifact. The Imladris army continues 
moving west.

3.	 Second emissary named. First emissary moves out to begin camp 
creation. Elrond and Erestor learn locate artifact true (maybe). The 
Imladris army continues moving west.

4.	 Third emissary and first camp named. Elrond and Erestor learn 
locate artifact true (probably). The Imladris army continues moving 
west.

5.	 Fourth emissary and second and third camps named. Elrond and 
Erestor learn locate artifact true (certainly). The Imladris army 
reaches Mithlond-West.

6+.	 Continued economic development until many camps are created, 
some in rough, some in forest. The timber goes to unfortified 
population centers to build towers. After about a dozen camps are 
created then the camps start becoming upgraded, first to villages 
and then to towns. Elrond and Erestor locate artifacts which Elladan 
and Elrohir go retrieve. Glorfindel stays as a subcommander in the 
sole army where, through both army and troop maneuvers his challenge 
rank is maximized. Cirdan assists in the camp creation/population 
center development/fortification building.

Of all these moves, that of the Imladris army is least appealing. It 
is not economically wise to invest too much gold in making it an 
effective fighting force when slog much will be needed for  
character creation and the initial creation of camps. It is tempting 
to have them strike at Goblin-Gate. Even knowing that they will 
lose, it is possible to inflict damage such that it might be taken 
by someone else (e.g. Dwarves) soon after. It is also possible to 
coordinate action with the Dwarves to attack, to simply stay on 
Imladris to impeded movement, or to retire the army. I have chosen, 
what is to me, the best of these many poor options.

From Tom Walton

My thoughts on the Noldo are more general than Brian's.  I tend not 
to plot turn-by-turn, because my nation actions vary depending on 
the starting locations of characters.

- I'd have the high mage/emissaries go out and create camps right 
  away, after naming one or two new emissaries.  Elrond, Erestor, and 
  Cirdan all have nice starting ranks in both emissary skill and mage 
  skill; they could create camps and research the 'locate artifact' 
  spells on the same turn (since 'create camp' comes before 'research 
  spell').  Benefit to this:  you get good, high-loyalty camps right 
  off the bat, ones that future emissaries will be able to upgrade to 
  villages with little problem.  Drawback:  the characters in question 
  won't be able to prentice or improve other skills.  I believe this 
  to be a minor point, as the Noldo are already very skilled and 
  really don't need additional training early in the game.  By 
  spreading around the mage artifacts, it guarantees that the 50-point
  mages won't have problems researching the necessary spells.

- I'd keep Elladan and Elrohir in an army for the first five turns, 
  training up their skill ranks.  These two tend to be favorite 
  targets of the Dark Servants; increasing their challenge ability and 
  upping agent rank can't hurt.  The Noldo won't have the locations of 
  any interesting artifacts for the first few turns anyway.

- Mark the Imladris army for doom and get rid of it right away.  
  This will lower the deficit and keep the Noldo from wasting 
  characters by putting them in command positions.

- Trade Imladris for a town and village in Arthedain.  This gives 
  Artehdain a fairly secure major town in the heart of enemy 
  territory, at which he can recruit to his heart's content.  It'll 
  also mean the Noldo don't have to worry about garrisoning it 
  anymore.

General Game Play:

- The first and most important thing the Noldo can do is improve 
  their economy.  More than any other nation, they come equipped with 
  superb emissaries capable of going out on turn 1 and creating camps.  
  By using the three characters outlined above, the Noldo can have a 
  dozen camps in place by the end of turn five.  By the end of turn 
  nine (or earlier, if they created more emissaries), all of these 
  camps can be improved to villages, upping the Noldo resource base by 
  48 points and increasing their tax base by 30,000 gold.  This also 
  allows the elves to immediately train the most powerful emissary 
  team in Middle-Earth, capable of offensive action at any time.

- Other than getting rid of starting armies, I don't believe the 
  Noldo should become involved militarily in  Middle-Earth until the 
  mid- or late-game.  All of their commanders except for one are 
  better suited to other tasks:  agent, emissary, or mage.  Wasting 
  them in command positions, when both Cardolani and Arthedaini allies 
  are equally capable in this regard, somewhat defeats the purpose of 
  having such nice characters to begin with.  Instead, I would 
  concentrate on:

	 - building up a viable emissary team for offensive action.
	 - creating a small but capable group of agents to join Elladan 
           and Elrohir in their rampage across Middle-Earth.
	 - learning every lore spell in existence, then using these 
           spells to help Noldo allies gather information about the 
           enemy, track artifacts, and so forth.

- Rather than going on the offensive early on, the Noldo should 
  stabilize their position and preserve their character base for when 
  things really get heated in Middle-Earth.  By using my plan here, 
  not only will they be able to respond to emergencies, but they'll 
  also be able to support their allies with gold and resources.  
  Again, why do the fighting when Arthedain and Cardolan are just as 
  capable?  Send them the goodies to recruit and maintain troops, and
  concentrate on other tasks which the Noldo characters are better 
  suited.

- Do NOT engage in challenge games with the Dark Servants.  This 
  behavior is not only dicey, it allows them to second-guess their 
  opponent by stacking all their best artifacts on some new character, 
  then hunting down Elrond and issuing a challenge - end of Elrond.  
  There's no sense in taking this risk when a loss will mean the end 
  of a particularly skilled mage/agent/emissary.  This is contrary to 
  popular wisdom, but I believe the capabilities of a decent character 
  with mage/agent/emissary rank are far more valuable than his ability 
  to cut others into tiny pieces.  Losing a good emissary or agent, 
  especially, could cripple Noldo plans (and when you lose a starting 
  Noldo character, you generally take a big loss in two or three 
  skills).

Now this may appear to be a 'no-risk' strategy often followed by 
Noldo players in our games.  As most of us know, many Noldo refuse 
to get involved in the action, instead being more interested in 
wracking up victory points.  My plan is similar to this anti-team 
behavior in the early game, but here's where it differs:

	 - the Noldo can, after turn ten, provide enormous amounts of 
           gold and supplies to allies.

	 - after turn 15 or so, the Noldo can put together a credible 
           emissary team which is also capable of locating/tracking 
           artifacts and characters.  Since the team will be constantly 
           moving, the Noldo kill two birds with one stone:  stealing 
           enemy pop centers, and keeping their best mages (with all 
           those lore spells) away from enemy agents (since they won't be 
           able to catch up with the team).

	 - the Noldo agent group can, early on, steal gold and sabotage 
           unwanted harbors.  Later, they're quite capable of putting the 
           screws on individual nations, giving their allies needed 
           relief or crippling a target prior to a big strike.

	 - under this plan, the Noldo act as a primary information- 
           gathering nation.  Their ability in this regard is unmatched 
           on the Free side, and information is always critical to the 
           war effort.

As a final note, putting together a small, elite cav force in the 
mid-game would be a good idea.  This gives the Noldo a decent home 
guard and, with their transport/road movement capacity, allows them 
to intervene should some disaster befall an ally.


         COMMENTARY:
      by Leslie Foreman

I was listening to some friends talk about The Game the other day 
and the focus of their discussion was the loyalty present in their
pop centers.  There are many aspects of The Game which I do not 
understand and others that I find confusing.  The loyalty issue is 
one which I find confusing - we are discussing the loyalty of 
fictional characters and how to improve it.  Now, if you really want 
to talk loyalty, let's talk dogs.  That is loyalty in a nut-shell.  
The saying is "Dogs are man's best friend," not "Dwarves are man's 
best friend."  With that said, maybe we should rate the loyalty of 
the pop centers with a canine reference.

The camp, therefore, would have the loyalty of a chihuahua.  This 
breed is small, like a camp.  It is less able to defend itself if 
attacked, like a camp. There are no frills on this dog (not even 
hair if you call that a frill) like a camp.  Camps have the basic 
requirements to be a pop center just as chihuahuas have only the 
basic requirements necessary to be a dog.

As we move to larger pop centers, we reach the village.  A village 
is as loyal as a poodle.  This breed is larger than a chihuahua as 
a village is larger than a camp.  This breed also has other 
attributes which are not present in the chihuahua. Poodles have some 
hair on their bodies and they do have a bark.  Therefore, the 
inhabitants of a poodle level pop center would have more comfortable 
(i.e. more insulated) houses and they are better able to sound alarm 
when they come under attack.  The only disadvantage of living in a 
poodle level pop center is that the population has odd haircuts, 
ribbons and painted toenails.

Towns are the first pop center that really looks like a place where 
people may chose to live.  That being the case, I have selected a 
breed which actually looks like a dog that people would chose to 
have.  The town is represented by a schnauzer.  It is a good looking 
dog, with a bark and a relatively good personality.  Many civilians 
travel to towns when they go on vacation - they love to see all of 
the men with the cropped ears.  I feel sorry for the people who live 
in a schnauzer level pop center for only a short period of time 
before its loyalty status changes.  In that case, they have suffered 
the discomfort of the ear cropping for no good reason.  I think I'd 
be really ticked.

The beagle represents the major towns.  They are not very large 
dogs, but they are extremely loyal.  They are flexible in that  they 
can live inside or out.  They do not tire easily and they enjoy a 
good game.  Their biggest asset is that they are very loud.  You 
cannot get much by a beagle without him knowing it and sharing it.  
Since they represent a major town and not a city, it needs to have 
a better way to defend itself.  That being the case, a beagle can 
run away very effectively, if necessary.

Lastly, the city.  Can you predict which breed I chose for this pop 
center?  A collie? No.  A rottweiler?  A doberman?  No, but all good 
guesses.  I chose a pit bull.  I have never actually met one, but 
their reputation precedes them.  In The Game it is important that a 
pit bull level pop center has a  reputation too.  Some of these dogs 
are said to be nice, others would just as soon take off your arm. 
I am confident that some cities are nicer than others.  For example, 
the pit bull level pop center is large enough to  have a thriving 
theatre district and a Sauron Cinemas franchise, if they choose to 
do so.

Finally, these changes would affect the naming convention of the pop 
centers in The Game.  If you included the breed in the title of the 
pop center you would be providing a lot of information to your 
allies, and alas your enemies. (Sacrifices may be required.)  What 
does the name Barad-dur say to you - very little.  Now, Barad 
beagle, that works for me.  Good gaming until we meet again, maybe 
at Carn Canine.

          Last Word

Hello all. Tom has graciously allowed (read, I  begged him) me to 
share in the glory (read, work) of the task (read, drudgery) of 
preparing for publication "The Mouth."

As some of you already know, I am handling some of the regular email 
of "The Mouth" as well as mailings to most new and all future 
subscribers.  Those of you needing back issues of "The Mouth" or the 
general info files, please email me (mason@chara.gsu.edu) and I will 
get them to you faster than a woodman can drop.

Along the lines of email addresses, would mail sent to root@old- 
forest.middle-earth.gov go to Old Man Willow or Tom Bombadil?

I don't believe Tom and I have yet worked out how we will split up 
editorial responsibilities, but we do share a few general editoral 
ideas, among them are that any thing you send in is ripe for 
publication. "The Mouth" is designed for the player of me-pbm, and 
if you have some comment, strategy idea, question, work of fiction, 
et al. it'll go in the next issue.

On the next issue, we've reached an ominous number, issue 13, and 
scheduled delivery falls on another red letter day, that of April 
Fool's. Tom and I have cooked up a few ideas but we're in need of 
other submissions along a less serious vein.

And on submissions, we need them! Large numbers of them, on a 
regular basis. What do you want? Make up a "Wish List." What do you 
not like? Make up a "How I got shafted in me-pbm" list. Got an 
interesting idea or strategy? Pass it along.  Do you have new 
information on encounters or dragons? Share it! Any questions? Ask 
them.

In the future, submissions for "The Mouth" can be sent to Tom 
(kazandar@aol.com) or myself (mason@chara.gsu.edu) as the 
spirit moves you.  However, in the interest of doing our part 
against the Second Law of Thermodynamics, only send your submission 
to one of us. We do not want to find out that we both received and 
prepared the same article!

Ah, one final point. In my discussion of editoral ideas that the two 
of us share, I failed to mention one point that we both agree on:

The Dark Servants are going down in game 97.