Galaxy rationale (was Captureing worlds, Alliances, etc) From: amead@s.psych.uiuc.edu (Alan Mead) Date: Fri, 17 Jul 1992 19:41:46 +0000 I have played a few PBM games that had a "background story" that in some way created a basis for "realism" in that game. For instance, if we assume that each race is different (and perhaps xenophobic) then it is probably not realistic that a single (perhaps tiny) ship would capture an enemy population of millions in a single turn. [As a side point, I'd like to point out that realism isn't nessessarily a goal in game design... I mean, is the "incoming groups" report realistic? I don't think there is anything magical about the groups being headed for *your* worlds. Why can't I get a report for alien ships headed for a neighboring world? I think the answer is that the report makes the game more playable, which is the superordinate goal in game design.] For the most part, Galaxy is ammendable to a number of "background stories". A couple I'm fond of are: (1) you [the players] have just overthrown your (collective) overlords; now it is time to see which planet (not race-you're all the same species) will forge an empire. (2) you are all in league to destroy your overlords. You have already destroyed their fleets and now they only have their capital. [This one requires that you edit the 'galaxyrc' file to make the overlord player sufficiently powerful and, perhaps, institute a few "house rules" about what the overlord player can do.] So the point of this is that Galaxy can be modified (often without altering the source code) to many different games that people have suggested. Also, I think that a short background story is useful and important. Up