sohail@terak.UUCP (Sohail M. Hussain) (11/12/85)
Having participated in a couple of games of diplomacy I thought
that I would try my hand at being a moderator. Would you care to
join?
The rules attached are the same as the ones used by Jeff Myers,
uwmacc!myers. (thanks jeff)
I need to come up with a name with which to refer to this game,
any suggestions would be welcome. (E1985? or Hussain diplomacy #1)
sohail
--
Sohail Hussain
uucp: ...{ihnp4,decvax,seismo,noao,savax}!terak!sohail
phone: 602 998 4800
us mail: Calcomp/Sanders Display Products Division
(Formerly Terak Corporation)
14151 N 76th street, Scottsdale, AZ 85260
----------------------------------------------------------------------
Suggested Ground Rules for Usenet Diplomacy
Players & Countries:
If all players agree, countries will be determined by preference lists
submitted by the players (each country ranked from most preferred to
least prefered); otherwise, countries determined by lot by the
moderator.
Players must submit a list of all the electronic paths in which they
can be contacted to the moderator before the initial diplomacy period.
Victory Conditions:
As per the rules; if the game is ended by unanimous agreement, the
player(s) with the most supply centers wins.
Civil Disorder:
If a player is compelled to drop out of a game and cannot find his
or her own replacement, a replacement will
be supplied from a list of alternates, if possible. Otherwise the
standard Civil Disorder rules will apply. Players who need to drop
out are encouraged to continue to receive the move results, even
though they are no longer actively involved in the game. This also
goes for players playing an eliminated country.
If you only need to miss one turn, you may have a friend act
in your stead for a single turn (excluding the player of another
country). If you miss a turn, a call will be put out for an
alternate to take your place; if you then miss the next turn,
the alternate's move will apply, and you'll be out of the game.
A country which has gone for one or more turns without moves
submitted may still be picked up by the original player or an
alternate, whoever submits orders first.
It is strongly suggested that Alternates submit moves for each
country still in the game, in case of unsuspected NMR's by any
country (especially the first couple of years). It helps to keep
the alternates interested in what is happening and can help the
game from being unbalanced by a critical turn NMR.
Note that the units of a country in Civil Disorder may receive support
in holding.
Deadlines:
Move deadlines will be ten days apart. Moves must be RECEIVED by
the indicated due date. The GM will send out turn results no later
than two days after the move deadline. Moves will not be adjudicated
until the day after the deadline, to allow for last minute changes by
players who submitted turns early.
Writing Moves:
Retreats and Builds/Teardowns are a problem in a pbm game if you
want to get a fair number of moves in. This problem will be
resolved by forcing the players to submit these actions with
their moves. Retreats and Builds/Teardowns must be submitted in a
conditionalized form with your move. You may conditionalize these
however you see fit, but you may not conditionalize retreats on
the retreats of other players, nor your builds on the builds of
other players.
For all units which might possibly retreat in a turn, you should
specify whether that unit should be retreated or disbanded. If you
would like it to be retreated, you must submit a prioritized list
of provinces to retreat to. If the situation warrants something
more complex (multiple conditional retreats), you may qualify your
orders however you wish, as long as you are clear. For instance,
you might only allow retreats to one or two provinces, with
disbandment otherwise. A retreating unit given no orders
will disband. A retreating unit given partially ambiguous orders
will retreat randomly, with as much as you make clear incorporated.
Builds or disbandments which are not specified (or incompletely
specified) will generate a random result, with as many of your
wishes which are clear incorporated.
As retreats/builds are not conditional in ftf Diplomacy, there is the
potential to tip one's hand if conditional orders are published
in full. Consequently, only the moderator will see the actual
conditional orders, and the moderator will broadcast only the final
result of all retreats/builds.
Diplomacy:
Diplomacy can go on at any time. Remember that you
can communicate with other players separately, in small groups,
or via broadcast messages. The moderator will not become actively
involved in the game in any manner.
Since the moderator is not actively involved in the game,
all diplomatic messages should be CARBON COPIED to the moderator
(being a moderator can be boring, otherwise).
The Usenet:
During Diplomacy, usenet foulups can enhance the flavor of the
game by simulating the "fog of war" :-}. However, the problem is
more serious when you are trying to get moves to the moderator, or
get results out to the players. The moderator will immediately
acknowledge all official mail. You may also wish to use different
paths, or mailings at different times of day.
Communication can also be done through net.games.pbm when appropriate.
All turn results will be posted there, as well as mailed to all
players and alternates individually.
--
Sohail Hussain
uucp: ...{ihnp4,decvax,seismo,noao,savax}!terak!sohail
phone: 602 998 4800
us mail: Calcomp/Sanders Display Products Division
(Formerly Terak Corporation)
14151 N 76th street, Scottsdale, AZ 85260