Help: PBM Design Issues From: Delboy@bumblbee.demon.co.uk (Derek Sorensen) Date: Sun, 30 Apr 1995 00:00:00 +0000 Help! I am in the process of writing a Science-fiction, resource- management/conquest PB(e)M game. The game will be for between 6 and 12 players, with turns weekly or fortnightly, depending on the game. I would aim to have a 24-hour turnaround for turn results. There are however, some possible problem areas which I would like some advice in solving. These are to do with the management of a PBM, rather than the game itself but still form part of the design of the game (I think). The problems: 1) How do I deal with players who drop out of the game, either after a few turns, or even in the closing stages of the game? I think that it is quite likely that players who are not doing well might drop out if they are obviously losing, and I believe I can cope with that, but what about players who drop out who have a major presence? 2) How best to deal with misorders? For example, if a player orders a unit he does not have, and fails to order another one, should I refer back to the player asking for checking? This would obviously add to the turnaround time for results. 3) How to deal with late orders? (I know that Quest RPG uses 'catch up' turns, but this seems to have limited use in a game of the size of mine.) I would appreciate any input on these issues, and also any other design issues I may have overlooked. I hope this question is not off topic, but if it is, please could someone direct me to the appropriate group. Regards, Derek Sorensen. -- Derek Sorensen, Bumblebee Games, Milton Keynes, UK email: games@bumblbee.demon.co.uk for information on Bumblebee Games Referenced By Up