Yeah, with all due respect, playing High Men in a game as crazy as Master of Magic is a little like playing an "all military, no magic" game.
Halflings and Dwarves, heck even Elves are more interesting humanlike races. And even better, go all out and play something really out there like Klackons.
Eh, I disagree. The boring race in MoM are strangely enough, the Orcs. High Men differentiate themselves enough from other races by being a "Late Game" race in Strategy Games terms.
Well. Keep in mind, I was talking to a guy who's playing his
first game and complaining that things are taking too long to accomplish. That's why I suggested Klackons, who have a really strong early game and are easy for new players to get a handle on.
High Men have a great late game, but first you have to get through the somewhat mundane early game, and they're thematically a lot less interesting than most of the other races out there (obviously). It's also a lot easier to appreciate all that High Men can achieve after playing a few games with races who can't build as much. If you
start with High Men, everyone else is going to seem kind of retarded. Which isn't really fair to the poor, poor Gnolls. :D
And while on the subject of good builds for new players: I suggest Nature & Chaos (Green/Red) spellbooks. Green has good permanent summons, like Bears, summons with neat abilities (Web), and my personal favorite spell, Nature's Eye, which will help you find nearby places to explore.
Red has direct damage, good for finishing off long range troops. More importantly, it has elementals, which trains you to use MoM's rather unique in-battle summons. (Forgot to properly defend your hometown? No problem. FIRE ELEMENTAL!)
Plus, Green and Red both have a hell of a lot of good troop enchantments. Stone Skin, etc. Taking some little swordsman and Giant Growthing him to success is a real treat.