[net.games.pbm] Revised pbm dippy groundrules...

myers@uwmacc.UUCP (Jeff Myers) (01/18/85)

Thanks to all who commented on the first set.  This version is vastly
revised as far as moderator involvement goes, and in the way retreats
and builds are handled.  I plan to use conditional retreats, with builds
sent in with the following turns moves.  Apparently European pbm games
use my original suggestion of conditional retreats and conditional builds,
while in the US it is common to send both the previous turns retreats,
conditional builds, then conditional moves in all at once (except for
hairy situations).

More comments welcome!

------------------------------------------------------------------------

		Suggested Ground Rules for Usenet Diplomacy
				Jeff Myers

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 ways in which they are willing
	to be contacted by others in the game to the moderator before the
	initial diplomacy period.  You will want to list your electronic
	mail address(es), US Mail address(es), and phone number(s) with
	area code.  If you do not want to be accessible by US Mail or by
	telephone, don't supply that information.

Victory Conditions:
	Victory levels  determined by the number of supply centers controlled
	after n (say, 12) moves, or when all players agree to end the game.

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 alternates move will apply, and you'll be out of the game.

Deadlines:
	Moves must be postmarked by midnight each Thursday.  Results will
	be mailed before midnight on Sundays, hopefully much before this.
	This may not leave alot of
	time for diplomacy for those far apart in usenet routings, but
	three months is a long time for a game to hang together, especially
	for the students in the crowd.

Writing Moves:
	The moderator will follow the rules faithfully, especially with
	regard to ambiguous orders; make them as complete as possible.

	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 should be submitted in a conditional
	manner with your move.  Builds/Teardowns for turn x are to be
	submitted together with your move for turn x+1.

	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.

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 can be used to help
	*broadcast* communiques, or act as a random number generator :-).
	The moderator will not become actively involved in the game in
	any other manner.

	Since the moderator is not actively involved in the game, it
	would greatly increase his or her enjoyment of the game if all
	diplomatic messages are carbon copied to the moderator.

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 mail -- you should immediately acknowledge the
	receipt of move results or other important communications.
	You may also wish to use different paths, or mailings at different
	times of day.