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