Selecting strategic focus/direction: Brybury
Posted: 06 December 2010 07:03 PM
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I am curious what people are finding in terms of how to focus efforts in Brybury Coast - There are multiple possible issues, and no clear stated goal for the scenario. 

I am not sure how to focus my organizing efforts since it seems I can’t select an issue specifically - so I am not sure which issue I am addressing when I “meet” with someone.

What are the “goals” of the scenario?  “Just build a movement” or . . . reading the news and then deciding who to target, etc.

Anyone else having experiences or thoughts along this line?

~mattiepdx

p.s. Sorry if this is posted in the “wrong” forum thread, I couldn’t figure out how to start a new forum topic on Strategy.

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Posted: 13 December 2010 09:33 AM   [ # 1 ]
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Yes, there are multiple issues and no stated goal, at least no goal is stated by the scenario designer. This essentially means that you can determine what are you going to fight for as a Movement. You do this by setting your Positions on various Issues in the Movement Manifesto (bookshelf at right, orange notebook). You should however fight against corruption, otherwise there’s no conflict (You can for instance try and set the Movement to fight against the establishment of the anti-corruption commission and see what happens). Once you decide what you’re fighting for then you build the movement (raise momentum) and try to undermine the regime (lower viability). Make sure you read the news, which sometimes reveals opportunities that can be exploited.

When you meet with somebody, you discuss all the issues and share with that person the movement’s position on all of them. This is because it is a bit to complex to have several meet tactics (although you could create Meet tactics for specific purposes in the scenario builder). The result of a succesful meeting is stronger affiliation between two people who met.

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Posted: 14 December 2010 06:07 PM   [ # 2 ]
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This offers a more detailed reply to the question on selecting a strategic focus as well as comments on the purpose of the game. People Power is not like other games, even strategy games. When you first play any game, you’ll play poorly, until you learn the tools and features. With most games, the goal is to play efficiently—to win in the least number of turns.

People Power is not just about winning – it encourages experimentation. We want you to make mistakes and ‘play poorly’ because the fun in People Power comes from building and managing a nonviolent movement and learning from experience what are the best actions to take and when. What’s best in one scenario may not be in another. Results will be different even in multiple plays of the same scenario. As in the real world, a bad decision or a major setback doesn’t mean you’ve ‘lost.’ You can recover from mistakes and still achieve a positive result for your movement. We expect that such experiences will be the most satisfying part of playing People Power.

We could tell you upfront what specific tactics will work well in specific situations; we could even explain how the game math is engineered – which would guarantee that you’d play ‘better’ from day one. But if we did that, we’d be cheating you – depriving you of the learning experience which is the purpose of the game. People Power is built on the idea that people learn certain skills more effectively through personal, trial-and-error experiences than they do when they are simply given information.

We assume that players in our online community will use the Forum to share knowledge and compare notes, or even write their own strategy guides. But we hope you’ll take some time to play on your own, not trying to ‘beat’ each scenario quickly, but experimenting to see what happens. There’s a lot to be learned from winning, losing and everything in between.

At the start of each scenario, you’ll see news items which tell you about core issues and conflicts. Your job is to assess the situation, choose a goal and chart a course of action that will achieve it. The central issues are listed in the Movement Manifesto notebook (on the bookshelf). For each issue, the movement has a position: neutral, for, or against. You’re allowed to change these positions, and you may want to. Each issue implies a goal to achieve in the scenario. Also on the bookshelf, look in the Country Information notebook, for important background information that will help you understand the context of the issues.

Issues may imply ‘victory conditions.’ For example, if you succeed in compelling the government to create an Anti-Corruption Commission, the game will recognize it a victory for the movement. Even if you achieve a victory condition, you can continue playing, to see what else you can accomplish. There are also ‘supporting issues,’ which won’t give you an outright victory, but will probably boost the movement’s Momentum and win new allies. Some issues may not be important to the movement per se, but they can be important to other characters or groups. The movement may consider making a devil’s bargain, supporting an issue they don’t like or don’t care about as the price of support from other influential people – while risking the loss of support from others who have already joined the movement!

You are challenged to decide which issues to emphasize, and then see what happens when you start performing tactics toward those goals. We think you’ll will find as much fun in this experimentation as in ‘beating’ each scenario. Please come back here and post your play experiences so we can see how you’re doing and so other players can compare notes!

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Posted: 24 December 2010 12:59 PM   [ # 3 ]
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The hardest thing for me was determining what other actions I can take to make the relationship between an Agent and a Target more positive. Sending letters and meetings worked a few times, but are there any other actions that can increase the relationship directly?

How does a picket of the Courthouse impact the relationship between the Agents and the Attorney in the Courthouse?

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Posted: 26 January 2011 01:56 AM   [ # 4 ]
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Issues may imply ‘victory conditions.’ For example, if you succeed in compelling the government to create an Anti-Corruption Commission, the game will recognize it a victory for the movement. Even if you achieve a victory condition, you can continue playing, to see what else you can accomplish. There are also ‘supporting issues,’ which won’t give you an outright victory, but will probably boost the movement’s Momentum and win new allies. Some issues may not be important to the movement per se, but they can be important to other characters or groups. The movement may consider making a devil’s bargain, supporting an issue they don’t like or don’t care about as the price of support from other influential people – while risking the loss of support from others who have already joined the movement!

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Posted: 06 February 2011 11:39 AM   [ # 5 ]
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On the your first problem: what is the native resolution of your display (monitor)?  Have you tried selecting a different resolution? You can do this from the main menu, which is accessed by clicking the red megaphone at lower right; if it’s cut off on your screen, hold down the ‘alt” key, press G,

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Posted: 21 August 2011 06:28 PM   [ # 6 ]
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just playing the scenario and have to say that it is veeery frustrating to say the least!
it seems impossible to get to grips because not a single strategy seems to work.
p.e. take character Howard Beat: he presents the same issues, is more than favourite for the movement,yet it seems impossible to recruit him (after about 20 attempts!). the recruitment report says over and over that he shows genuine interest but is not ready yet. it might be very useful to know what’s still missing!!

not to mention most other strategies that mostly have no effect at all. the only thing that seems to work is the meeting with characters. however, that does not make exactly a lot of sense if there is no progress in sight.

probably i am just too stupid for this kind of game. however, in order to spread the enthusiasm to a bigger crowd i suggest to provide a minimum of comprehensive gameplay.  the advice to “experiment” around is nice, but after about 10 hours of experimenting throught different scenarios i temporarily give up, unfortunately with little urge to recommend PeoplePower.

Pleas help!!

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Posted: 13 July 2012 06:41 PM   [ # 7 ]
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Deepanshu - 26 January 2011 05:56 AM

Issues may imply ‘victory conditions.’ For example, if you succeed in compelling the government to create an Anti-Corruption Commission, the game will recognize it a victory for the movement. Even if you achieve a victory condition, you can continue playing, to see what else you can accomplish. There are also ‘supporting issues,’ which won’t give you an outright victory, but will probably boost the movement’s Momentum and win new allies. Some issues may not be important to the movement per se, but they can be important to other characters or groups. The movement may consider making a devil’s bargain, supporting an issue they don’t like or don’t care about as the price of support from other influential people – while risking the loss of support from others who have already joined the movement!

 

You should however fight against corruption, otherwise there’s no conflict (You can for instance try and set the Movement to fight against the establishment of the anti-corruption commission and see what happens).

 

 

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