[net.games.frp] More on PBM

jagardner@watmath.UUCP (Jim Gardner) (06/11/85)

[...]

Again, I'll start with disclaimers: I have very little firsthand
experience of PBM games, even the ones I describe here because I'm
new to the field.  I am submitting these articles for people who
may be curious, and also in the hopes that someone out there with
a more extensive background will submit something about his or her
experiences.

Last time I talked mostly about Heroic Fantasy from Flying Buffalo
Inc.  For $5.00 U.S., you can get all the rules to all of FBI's
PBM games by sending to

	Flying Buffalo Inc.
	P.O.Box 1467
	Scottsdale, AZ  85252-1467

This time I'll talk about stuff from Adventures By Mail (ABM).
The big two (in my opinion) are Crasimoff's World and Beyond the
Stellar Empire.

Crasimoff's World is an FRP campaign game.  Crasimoff was the
ruler of the Astoffs, a race of sorceror/scientists who dominated
the planet before they managed to kill themselves off playing with
mutant viruses.  Now that the Astoff Empire has collapsed, the
human inhabitants of the world are beginning to emerge from their
state of serfdom and are venturing forth to see what's what.  They
were purposefully kept from communicating with anyone outside their
small villages, so there are no maps of the world, and precious
little information about what one will find out there.

You start off as one of three types of groups: Adventurers, Coastal
Merchants, or River Merchants.  Your group will almost certainly be
human, although there are also dwarves and swampmen on the planet (and
likely a handful of Astoffs surviving to cause real trouble, though
thank heaven, I haven't run into any of them yet).  You begin your
journeys from your hometown with a party of 9 characters.  There are
several possible character classes: Fighter, Mage, Priest (cleric),
and Leader (who can do a bit of everything).  Other character classes
exist on the planet, but you have to pick them up during your
adventures (and of course if you thoroughly trust that easygoing Thief
you meet in some unknown Inn, that's your problem).  Increases in
abilities (i.e. skill levels) are automatically granted every three
turns, just for surviving.

As with FBI's Heroic Fantasy, the rulebook for Crasimoff's World
contains only the bare essentials -- there's a lot more you'll have
to pick up as you go along.  For example, there's a full-fledged
war going on between the gods out there, and joining one side or
the other will give you a lot of goodies courtesy of your new divine
patron; of course, it also curtails some of the things you can do
(the god of Light frowns on gross destruction, for example) and
earns you a mess of enemies.

Also, from reading articles in Flagship (a British-based magazine
on postal gaming), the British version of Crasimoff's World has a
number of players who have banded together in groups to grab control
of various parts of the planet.  These players exchange maps (very
valuable information), organize group actions (e.g. sieges), and
so on.  The U.S. Game is younger and therefore doesn't have the
same amount of organization among the players as yet, but I suspect
it's just a matter of time.

Beyond the Stellar Empire is a SF game primarily based on
inter-stellar trading.  Combat does happen from time to time, especially
against pirates, but this is not a hack and slay game.  Every
player is expected to attach him/herself to one of several trading
guilds and to take orders from time to time.  Rising through the
ranks of the trading guild means you have fewer orders to take.

Beyond the Stellar Empire is notorious for the amount of
inter-player diplomacy that's necessary.  People spend large
amounts of money on phone calls and postage, co-ordinating ships
and shipments.  This is characteristic of many of the big PBM
games.  Because the average game has dozens of players (if not
hundreds), there is simply no way you can succeed on your own --
the opposition is too big.  Therefore you must have allies, and
since the people playing your allies are spread all over the
continent (and beyond), communication expenses can become
astronomical.

Anyway, the price for Crasimoff's World is $3.00/turn ($15 for
set-up and 2 free turns); Beyond the Stellar Empire $4.00/turn
($17.00 for set-up and 2 free turns).  As you can see, PBM is not
cheap.  An apocryphal story tells of one player who spent $10,000
in one year on PBM games.  However, if you're tired of playing the
same old games with the same old people, you may want to give PBM
a try.  Address of Adventures by MAil:

	P.O.Box 436,
	Cohoes, NY  12047

For more information on PBM games, I would recommend Flagship
magazine, issued quarterly $3.00/copy.  In North America, it is
distributed by Flying Buffalo (address given at start of article),
but it is definitely not a house organ.

				Jim Gardner, University of Waterloo