SpyKor Newsletter -- if you missed it before - news1.txt [1/1] From: mikec@asylum.net (Mike Childress) Date: Sat, 02 Sep 1995 00:00:00 +0000 The Korporate Review The Sudden Asylum Newsletter July, 1995 (NOTE: I am trying to be sensitive to the code of Net advertising etiquette....There are a few lines in this document mentioning fees for play. Subsequent issues of this doc will not have this information. If you feel this steps over the boundaries of Net etiquette and good taste, please let me know.) SpyKor Games Start -- Millions Panic -- End of the World Foretold by "Cecil" As a matter of fact, yes, all three statements ARE true. It is widely doubted, however, that there are any relevant causative links between these items. Millions have recently been panicking over something or other, and the smart money is betting that they will continue to do so for the foreseeable future. That's called the nature of humanity. Meanwhile, Cecil, a completely disregarded PBM gamer against whom all of you are bound to have played at one time or another, loudly proclaimed that the world would soon die in a hideous rain of hellfire, brimstone, and nothing at all even remotely nice. True to form, he was altogether ignored. That, too, one would hope, is the nature of humanity. And, finally, the first 8 games of SpyKor have been started with 6 of them now completed. This being the initial issue of the Korporate Review, we'll be focusing primarily on SpyKor and discussing: 1) the type of game it is, 2) the history of the world in which it takes place, 3) early actions each player should consider, 4) popular strategies used thus far, 5) the new ratings system, and 6) current and future game enhancements. Another aspect of this being the first issue of the newsletter is that there will be absolutely no variation whatsoever in the authoring of the columns. Yep, I will have written everything. Certainly, it does wonders for my megalomania, but in future issues, I hope to have articles, illustrations, suggestions/tips, etc. from you, the readers and players. If you have anything at all that you think would interest our audience, please don't hesitate to contact me about it. I can be reached by any of several methods: MAIL Sudden Asylum 1401 Gatlinburg Drive Pflugerville, TX 78660 PHONE/FAX (512) 990-5642, evenings after 7pm CST CompuServe 76066,2230 Internet mikec@asylum.net I look forward to hearing from you and thank you in advance for your input. Mike Childress SpyKor -- A Play-by-Mail Wargame of Corporate Economics SpyKor is a fast-paced game of intrigue and treason. Each player takes on the role of a Korporati CEO and attempts to establish him- or herself as the sole global power. To achieve this end, the CEO has several options. All of these choices are directly or indirectly subsidized by the Kor's treasury (reflected in the game as credits or "CR") and mineral resources. At the start of the game, there is a fixed and very restrictive amount of money and resources available. The CEO, however, is not forced into wild aggression and unchecked expansion as might be expected in order to increase the supply of both commodities. Instead, from the very beginning, the player can hire and use diplomats, or "reps," to sell shares of the Kor's stock, invest in the criminal underworld, or even manipulate the stockmarket. If that seems a bit too innocuous, you can always use your spies to rob the other players blind, killing their personnel, and "blowin' things up REEEAAAAL good!" When I first began developing SpyKor, I wanted to point it in a direction subtly different from that of some other wargames. Specifically, I didn't want it to simply be a matter of "explore/build/ conquer", although there have been some terrific games of this format. Arguably, that genre will always be gaming's most popular. There is some degree of that in SpyKor, too, but the player who relies solely on that strategy will not enjoy the game nearly as much as he might and will probably come away feeling a bit cheated. The reason for this is that the personnel in SpyKor, the spies and reps, play VERY significant roles in a CEO's power drive. The reps are invaluable for raising money and increasing one's staffing (even if you DO have to brainwash other players' personnel in the process!). The spies, meanwhile, working behind the scenes, can accomplish things for a CEO in secret that, were the actions taken openly, would likely bring the whole organization crashing down in scandalous ruin. How well the world perceives each Kor is reflected in the company's PR (Public Relations) rating which starts at a score of 1000. This is another wrinkle that makes the game different. The higher this score, the more likely cities will ally with your Kor, expanding your tax base and your ability to mobilize military. If it drops too low, sectors will begin to rebel and possibly secede from your organization. Production will shut down, stifling all phases of your operation. The free market will refuse to sell you additional resources. If this score ever drops to 0, in fact, the player is considered out of the game. A variety of factors will cause a player's PR to fall, but the most common is use of military forces. While military ventures are probably essential to any strategy in SpyKor (barring rep ALLIANCE missions, new sectors cannot be gained without attacking them), a player is penalized every time they are employed. The world simply does not care for warmongers. This, then, forces the CEO to fall back once again to his or her personnel to get the job done. The game is very fast-paced, and devastating warfare could conceivably break out on Turn 1. Also, the ability of reps to ally with any city that is not the capital of another Kor means a player can be almost anywhere on the map at any time. Throw in a generous mix of the underworld (Kors are frequently framed for the evil-doings of their enemies) and you have a treacherous game where information truly is king. If this sounds interesting, you may want to purchase a copy of the complete rules for $5 from the address on the back page. Naturally, this fee is fully refundable toward the set-up cost of a position should you choose to play SpyKor. The World of SpyKor (what you're getting yourself into....) In the early years of the twenty-first century, the world was in the throes of political chaos. Change, unprecedented in both frequency and scale, was destroying what little was left of the world before 2000. A host of problems (the worldwide unification strategies of the 1990's, unchecked population growth, inept leadership, failed agricultural programs, new strains of diseases) left the governments with massive debts and crippled economies. Unemployment rose to all-time highs, soaring to near 20%. Riots became more and more common. In parts of central and eastern Europe, especially, death became an everyday occurrence. Anarchy broke out anew each day. In some Asian, European, and American capitals, the riots were to last months. The armed forces could not help quell the uprisings. In many cases, they joined with the demonstrators. In others, they were overcome by teeming hordes of angry men and women, armed with little more than clubs. The ferocity of the crowds was unmatched. In the few instances that the army was successful, a blood bath usually resulted. In South America and Africa, the streets were often filled with bodies for weeks afterward. In desperation, the rulers began searching for any and all sources of capital they could find. Those who could not find any (or who would not or could not agree to the terms linked to the money) saw their countries swallowed up in civil war. In the face of ruin, religious fanaticism enjoyed a spectacular, violent revival. Armies were formed which listened only to the guidance of their oftentimes newly-born gods. They swept across the lands, viciously murdering any who would not join their cause. The lands of the Middle East were the first to fall to such zealots. Eastern Asia and the southern United States were not far behind. Some nations were fortunate enough to find funding to save themselves. Their redemption came in the guise of grants from various remarkably powerful corporations, or Korporati as they had come to be known. The Korporati were a small, loosely-knit band of rival corporations, all of which operated much like sovereign countries themselves. The CEO wielded tremendous amounts of power. Whole regional economies often hinged on their decisions and their whims. It had frequently been said that if ten of them pooled their money, talent, and power, that they could easily buy every asset in the world. Their employees were completely loyal, due in no small part to the stories that leaked out of what had happened to those who had carried business secrets to a rival Korporati. It was rumored that the men and women who headed the Korporati were not really human anymore; certainly no one ever saw them. Instead, their business activities were carried out by their representatives, polished professionals who were equally expert in fields as diverse as global economics and ancient torture rituals. Too, the Korporati had at their disposals entire armies of bio-engineered soldiers, specifically bred for the sole purpose of defending their Kor. Perhaps the most feared weapon in the CEO's arsenals, however, were their spies, the SpyKors. Never seen, their work was nonetheless known to all. In the past, they had infiltrated enemy camps and destroyed entire armies, wiped out whole cities, and stolen secret technology as if it were child's play. Those few who were captured were never brought to trial; they all escaped from whatever prisons in which they were held. It was rumored that they were no more human than their CEO overlords, that they were ghosts from the information Net that encircled the world. Despite the unsavory images associated with the Korporati, the leaders of the remaining nations had little choice but to deal with them. The CEOs offered huge amounts of money and limitless information to sustain the governments. In a matter of months, all the economic problems being faced would be resolved. In return, they demanded that all executive actions taken be discussed and agreed upon with them. Those leaders who hesitated died in inexplicable accidents. The others quickly agreed to the terms. Nothing promoted cooperation so well as the threat of complete annihilation Within a year, even they were forgotten. The Korporati quickly moved to maximize their new-found power. Finally, they were ready to turn their sights on each other. Okay, I'm in a game. What should I do? (And what are the other players going to do to me?) Everyone has their own special strategies, but these are some universally accepted things to consider doing early on: 1) Sell at least 30 shares of your stock. It's the only quick and easy way to get money at the beginning of the game. 2) Buy more reps, two or more if possible. At the outset, Leadership tends to be quite valuable as it allows you to ally with independent city sectors. 3) Send your armies out in all directions to grab the surrounding sectors, especially the mountains since resources can be scarce. 4) Use your reps to ally with other nearby cities or those cities close to mountain ranges. 5) Use your spy to steal back the very stocks you just sold. 6) Buy as many resources as you can. 7) Unless your strategy is deadset against it, try to get as much Vice as you're comfortable with. The payoff is too nice! But beware the potential PR loss if you're discovered. 8) Build armies in your depleted HQ. Do NOT leave it unguarded. In a turn or two, your anti air units could be destroyed by bombing runs and sabotage missions leaving your capital wide open! 9) Do an INVESTIGATE SECTOR mission on your HQ to find at least 1 player for whom your capital is a secret victory condition. What can I expect from the enemy? In addition to the 9 strategies listed above, you should also be aware that some players use the following approaches against each other: 1) Blanket opposing sectors with as much plague as possible (especially if you have a high Vice level which will allow you to frame others for your evil deeds). 2) Assassinate/convert rival reps on Turn #2. This is not allowed on Turn #1, but even so if a Kor's reps are wiped out as early as Turn #2 before respectable fiscal plans have been laid, the results can be devastating in no time. 3) Even though it's generally a bad idea, someone is ALWAYS likely to bomb someone's HQ on turn 1. 4) Instead of stealing their own stocks back, some Kors prefer to steal the 10 Infinite Pleasures shares. They're worth a lot more, but competition for them is frequently high. (And you CAN sell stocks the same turn you steal them...) 5) Watch your stock! Economic players will start stealing your shares early on or using their reps to drive down the value on the market. This type of player also likes to use the STEAL CREDITS mission so think about putting your money in some fund other than AVAILABLE and transferring it in as you need it. GOT A FAVORITE TIP? SEND IT IN FOR THE NEXT NEWSLETTER. The Victory Point and Ratings System Beginning with Game 9, there will be two new features in SpyKor. The first is a Victory Point system which will score you each turn of the game. How do you get Victory Points? Each turn, you will be given a number of Victory Points based on the following criteria: +* you receive your Tek level squared in Victory points +2 for each level of Security +5 for each level of Industry +10 if you corner your commodity on the stock market +1 for every 10 points of PR > 700 -1 for every 10 points of PR < 500 +1 for every 5K CR of NetWorth +1 for every 100 pts of skills/ each spy/rep +.3 each militia unit +.5 each drone unit +.8 each veteran unit +1 each guard unit +.5 each bomber or fighter unit +1 each stealth fighter/bomber unit +.3 each anti air unit +.5 each fortress +1 each SAT +1 for each sector you own +1 for each sector Loyalty > 75 -1 for each sector Loyalty < 35 +1 for each population point -1 for every 2 unemployed population pts. -1 for every 2 starving population pts. There will also be an overall Ratings System. This will accrue each player's standings throughout all their games and will exhibit their mastery for all the world to see. Ratings points are obtained by the following method: +20 if you win a game +5 for sticking a game out to conclusion or the point at which you're crushed +5 for each Kor you destroy +10 if your HQ does not move during the course of a game -10 if you drop the game a "normally defensible position," meaning we won't penalize you if you drop after your spies and reps are wiped out and you're down to 1 sector, or some similarly sad situation. While this Ratings system will not officially begin until Game 9, those players who have taken part in previous games may send me a reconstruction of their accomplishments, if they like, for an after-the-fact awarding of Ratings points. Also, for every 100 points awarded to a player in the Ratings system, (s)he may permanently rename one of the stocks in the SpyKor market. Where are we going, where have we been, and what the hell is that big, lumpy thing that keeps asking for raw meat? SpyKor has undergone a great many changes since it was first introduced to a group of my friends. At first, it was merely a free-form role playing game. That got old REALLY quickly! Then, it was a bare bones combat game. While the system used was somewhat similar to what is currently in place, there was so little depth that the game became boring, say, after the first five minutes or so. After that came 2 years of slowly adding features until it became the game that it is today. That is not to say it is as good as it ever will be, of course. I feel that any really good game should continue to evolve as its GM and players feel it should, imbalances being resolved here, new features being added there. SpyKor will forever be changing in several small ways as long as the players keep submitting new ideas. I realize that this lack of long-term consistency will bother some players, but I hope that none of the changes will be so drastic that any current or future strategies become unusable. My main goal is to provide a game that is shaped according to my interests and those of my players. A couple of rule changes you should be aware of: Effective immediately, in addition to the Victory Point pluses, cornering the market in your commodity now pays 25% of the portfolio's total value and gives you +25 PR per turn. Quite a boost from the old rates! Effective in Game 8 and onward, you can only launch 5 plagues per turn. Finally, there will be a listing printed at the end of each game, showing the most effective Kors of all time in several areas (largest military, highest net worth, most effective spies/reps, etc.). Now then, on to the possible directions Sudden Asylum could go. I am currently working with a couple of folks in the early, very early design of a PBM RPG based on the SpyKor world. Tentatively called "Matrix Rising," the game will allow gamers to take on the roles of individual characters traveling the immense mess that the Kors have made of the world. Some of the character classes being considered are: Crusaders (religious zealots who raise armies to combat the Kors), Survivalists, Punks, design-your-own mutants, Stalkers (pathological mutant hunters), Roadies (a la Mad Max), and a lot more. I wouldn't expect to even begin playtesting this until 1996, though. We are also looking into licensing games from other companies to broaden our offerings. Hopefully, we'll have 1-2 more games in the works by the end of 1995. How can we make our current system better for you? There's been a lot of talk in the hobby lately about PlayByElectronicMail, and the debate has raged back and forth on this. At this time, SpyKor IS played on the Net and CompuServe, but it is not a true PBEM game. Would you like it to be? Or is it best played via the postal mail? Please take the time to answer the following questions about SpyKor and future directions of Sudden Asylum so that we can implement the changes you want most. Thanks and see you next issue (November?), Mike Childress SpyKor Costs: Postal Game: (2 week turnaround) Rules, setup and free Turns 4-6 $10.00 Regular Turn fee $5.00 Email Game: (10 day turnaround) Rules, setup and free Turns 4-6 free (rules are in the CompuServe PBM Forum library or can be had via email by requesting them from the addresses shown at the end of the newsletter.) Regular Turn fee $2.50 1) Do you have access to an information service? _____________________________ 2) If so, which one(s)? _____________________________ 3) We are considering several possible customer service "step ups" over the coming months. Please tell us which you would use and how often: (A) An FTP address _____________________________ (B) A Web Homepage _____________________________ (C) Fax upload/download on demand (meaning you could call, enter a code, and have your turn faxed to you or fax your turn sheet into us) ______________________________ (D) A graphical program interface so you could enter your data and Email the file to us. ______________________________ (E) Any other customer service issues you'd like to see us address? ______________________________ ______________________________ ______________________________ ______________________________ Mail form to: Sudden Asylum 1401 Gatlinburg Drive Pflugerville, TX 78660 Email address: Internet: mikec@asylum.net CompuServe: 76066,2230 Phone: (512) 990-5642 Up