The Great PBM List, v2.1 From: bigmac@erg.sri.com (Bryan McDonald) Date: Sat, 11 Apr 1992 09:01:50 +0000 Not much new in this one, but maybe some new input will be generated. Bryan The Great PBM List ------------------ Volume 2.1, April 11, 1992 Copyrighted by Bryan McDonald (bigmac@erg.sri.com) I reserve copyright to this list, as much as I can, that is. As a holder of the copyright I am allowing unlimited distribution as long as it is not for profit and this copyright is not removed. DISCLAIMER: The information in this list comes from a multitude of sources, including players, Game Masters and owners of commercial companies. I cannot be held responsible for any information that may be incorrect, you should contact the GM or Company for the most accurate information possible. DISCLAIMER II: This is a venture of my own, and SRI International has no part in it and no responsibility in it. DISCLAIMER III: I am no lawyer, so take these for their intent. Now that the "legalese" is over. on to the fun stuff. This list is hopefully as up to date as I can keep it. If you spot errors, please let me know. Also, remember that I do this in my "copious" spare time, so if you send me something, it may take a while for me to answer you. And if you have an opinion, send it in, but please, try to format it as I have below, no more the 80 characters per line. Thanks. Also, this list is by no means anywhere near complete. Call it a random sampling, if you will. I have heard acouple of comments from people about not having all the information I ask for, and thus they do not send anything. Well, SEND IT! ;-) Please, send me even bits and pieces, I am very sure someone else who reads it will be able to help fill in the holes. Questions asked most often: Many people have written to ask how they get into these games. My best answer is to get ahold of the GM's with listed openings and ask. My second best answer is to _LISTEN_ in this newsgroup for people announcing games. Asking may work sometimes, but usually these games fill fast, so listen closely and answering fast is your best way into a game. Some have asked about the names of some games, specially the non-comercial games that are e-mail versions of commercial campaigns. You will note commericial scenarios that have the GM's name before it, and I felt I needed to do this to prevent confusion if I have multiple GM's using the same scenario. Thus, a game called "Bryan McDonald's _Realm of Undead_" is really me running the Realm of Undead scenario. Also, I have been getting a decent number of entries from Europe. In the instance of the British Isles, JANet uses a reversed domain name convention then the NFSNet and some other nets in the Internet use. I list all addresses as I would use them, so I have reversed the ordering. This means that if you are reading this in England someplace, you will need to reverse address ordering. This is mostly for consitancy sake. On other networks, the email addresses provided may or may not work, worse comes to worse, let me know and I can see if I can find you a path to use. Other Information Sources Available: MAGAZINES: American Gamer <ADDRESS?> Flagship [$50/12 issues] 3860 14th Avenue Oakland, CA 94602 Paper Mayhem (Game Catalog Available) 1518 Adams Street Ottawa, IL 61350-4770 Postspillion, a German PBM publication Contact: rschoen@mathematik.uni-ulm.de (Reinhard Schoen) White Dwarf [(UK) 2.00 pounds / (US) $4.00 per issue] UK: Games Workshop Ltd. Chewton Street, Hiltop, EASTWOOD Nottingham, NG16 3HY US: Games Workshop Inc. 3431 Benson Avenue Baltimore, Maryland 21227 RULE SETS: With the authors permissions, I have started a collection of rules for PBeM's, like the rules for 1830 and SPARF, so that people who are interested can look through the rules for their own purposes or in preparation for joining the games. I have established an anonymous ftp spool, and anyone wanting these can get them from: ftp.erg.sri.com:/pub/pbm If you are submitting to me via the spool, please send me email when you put the files into place. ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### Comercial Games (All curency amounts are US Dollars unless otherwise noted.) ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### Game: Adventurer Kings Type: Fantasy War Game Duration: 15-25ish turns Turns: Weekly(Email only on CIS), bi-weekly GM: David Snell, US Description: A completely computer moderated game of world conquest. One of its nicest features is "SAGA" the turn input/output program. You can either download your turns from Compuserve, or receive diskmailers. It also helps you avoid many errors. Opinion: An excellent game, with a lot of factors which work well together. The SAGA program makes any entry errors your own, and Dave Snell seems to really work hard to make playing an enjoyable experience. Highly recommended. Mention my name (Mike Minnotte) when requesting information, and we'll both get some free credit. - minnotte@rice.edu (Michael Minnotte) Not terribly complicated, but a good fun game, made more so by the ease of Saga. - ry@attunix.att.com (Ryerson Schwark) Company: Ark Royal Games PO Box 6378-F Aloha, Oregon 97007 Phone: 503-643-3292 Internet address: 71750.1153@compuserve.com Compuserve address: 71750,1153 Alternates: England: Elite Games PO Box 374 Harpenden, Herts AL5 5DA Holland/Germany: The PBM Express PO Box 9159 3301 AD Dordrecht The Netherlands Australia: Roma Games PO BOx 1957 Toowoomba QLD 4350 ######### ######### ######### ######### ######### ######### ######### ######### Game: Alamaze Type: Global conquest - Fantasy Duration: Roughly 30 turns <not sure> Turns: Optional two or four week turn around - Phone turns accepted GM: Computer moderated Costs: $6.00 (1st Cycle)/$7.50 (2nd Cycle). Description: Global conquest with roughly 1000 distinct command options. Players are given command of 1 of 15 races (Dragon, Elf, Witchlord) and victory conditions. The player must balance politics, economics, military and magic in order to be successful. Opinions: Would be a great game if not for very high numbers of both program bugs and entry errors. As is, it was an exercise in utter frustration (at a fairly high price). - minnotte@rice.edu (Mike Minnotte) NOTE: I have been informed that Pegasus owns and runs this game, but has leased rights to it to RSI (see the next entry). I have been told that the 2nd Cycle is an improved version of the original game. - bigmac@erg.sri.com (Bryan McDonald) Company: Pegasus Productions <UNKNOWN> ######### ######### ######### ######### ######### ######### ######### ######### Game: Alamaze Type: Global conquest - Fantasy Duration: Roughly 30 turns <not sure> Turns: Optional two or four week turn around - Phone turns accepted GM: Computer moderated Costs: <UNKNOWN>. Free initial game overview. Description: Global conquest with roughly 1000 distinct command options. Players are given command of 1 of 15 races (Dragon, Elf, Witchlord) and victory conditions. The player must balance politics, economics, military and magic in order to be successful. Opinions: This is a complex game; the rule book alone is ~50 pages. There is considerable need for player interaction/team games are available. A very good game of its type. RSI does an excellent job at customer service. The games may be pricey for some tastes. - stdaughney@chemical.waterloo.edu (Steve Daughney) NOTE: This game was originally listed as owned by Pegasus Productions, and RSI has bought the right to run thier own version. - bigmac@erg.sri.com (Bryan McDonald) Company: Reality Simulations Inc. P.O. Box 22400 Tempe, AZ 85285 ######### ######### ######### ######### ######### ######### ######### ######### Game: Black Empire Type: Fantasy Empire-building Duration: 1 turn/month Turns: 20 turns GM: human Cost: $10.00 setup, $3.00/turn (both cheaper in Tucson) Description: Build an empire in a fantasy world filled with large and interesting armies of various races, personages, artifacts and spells. Create your society to reflect your goals, and build your army from 90 possible unit types! From the mundane Human Archers, Pikemen, and Knights; to Naval units like Galleys and Longships, to Centaur Knights, Ogres, Wind Whales and other flying units like Griffons & Dragons, Dinosaur Knights and Pteranodon scouts, Drawf Axemen, Elfin War Dogs and Walking Trees, Gnomic Slingers and Talking Stones, Rocs, Storm Giants, Ice Worms and Eskimos Militia, Orcic Spearmen and Wargriders, Amazon Guards, Paladins, Chaos Mutants, Werewolf Legions, Vampire Knights, Morlocks, even Deep Ones, Sea Serpents, Shoggoth, and Dolphin Scouts. 12 terrain types, 22 location types (like Ruined City, Dwarf Mines, Necropolis, Elf Wood, and the standard City), 22 metaspells, 36 ancient artifacts, 30 neutral personages you can hire (like Sardior Dragonlord and Harun the Prophet), and lots more. Great fun. Opinion: This is great. A workable system for fantasy armies at last. The rules set is similar to Lords Of The Earth, the historical empire-building pbm from Wanderer, but simplified to make it more fun. I highly reccomend this pbm. -- warden@triton.unm.edu <Scott Micheel> Company: Wanderer Games 4858 East Second Street Tucson, AZ 85711 ######### ######### ######### ######### ######### ######### ######### ######### Game: Capitol Type: Space Opera Duration: <UNKNOWN> Turns: <UNKNOWN> GM: Computer Moderated Description: Strategic economic/exploration/combat/diplomatic space game. None of the areas is very detailed, but you you get a nice sampling of each. You play as part of a team against other teams. Between teams only limited cooperation is possible. Turns consist of moving resources, combat fleets and exploration fleets, constructing new ships and bases. Strategicly, combat strongly favors the attacker so there is lots of action. - bruno@convex.csd.uwm.edu (Bruno Wolff III) Opinion: Well run and good concept but very slow and very little diplomacy. - minnotte@rice.edu (Michael Minnotte) Opinion: I enjoyed playing the game once, but was frustrated by the way it was run by ABM. They had a large number of data entry erors. They would correct turns, but because of time lags involved this wasn't completely satisfactory. The botched the end of the game and let it continue for another turn after it ended. To play competively you have to be willing to split your position repeatedly and this will cost you lots of bucks (figure 3-4 positions at the end for each starting position). Detailed team coordination is also essential for victory. - bruno@convex.csd.uwm.edu (Bruno Wolff III) Company: Adventures By Mail P. O. Box 436 Cohoes, NY, 12047 (518) 237-4870 ######### ######### ######### ######### ######### ######### ######### ######### Game: Duelmasters Type: Gladiator combat Duration: Completely open-ended w/advancement to higher levels Turns: Optional two or four week turn around - Phone turns accepted GM: Computer moderated Costs: $3.25 + $1.50/warrior up to a max. of 5 in an arena Free initial set-up and rules. Description: Players manage a stable of five gladiators within an arena context against other players. The gladiators are assigned an initial 70 points in 7 areas (strength, wit, etc.) and 14 additional points are alloted to personalize the warrior. Beyond this, managers are responsible for training and strategy. There is also considerable space in the game for role-playing and diplomatic interaction with other players. Opinions: Looks simple, but the game is brilliantly programmed and a continuous learning experience. Results are laser printed. RSI does an excellent job with customer service. Although the game is costly, it is very addictive and well worth the price. - stdaughney@chemical.waterloo.edu (Steve Daughney) Duelmasters is one of the friendliest games I've been involved in. Role-playing is highly en- couraged, the Duelmasters Sponsor program can put beginning players ("newbies") in touch with the most experienced and successful managers right away, and Customer Service has taken a definite turnaround. The results are beautifully printed, and always full of surprises. A little on the expensive side (as much as $10.75/turn) but for my money, it's definitely worth it! - dfcleary@ucdavis.edu (Dennis Cleary) Company: Reality Simulations Inc. (RSI) P.O. Box 22400 Tempe, AZ 85285 ######### ######### ######### ######### ######### ######### ######### ######### Game: Feudal Lords Type: Medieval strategy Duration: 6-12 turns. Turns: 2-3 week turn around. Slow (monthly) games probably available. Turns can be sent and recieved by email. GM: Computer moderated. Desc: You are a duke trying to become King Of England after the death of King Arthur. You have a limited number of orders to raise and move your army, build up your castle and feif. Opinion: Okay idea, bad execution. Knowing which actions are good is key. - purtill@dimacs.rutgers.edu Company: Flying Buffalo Inc. P. O. Box 1467 Scottsdale, AZ 85252-1467 (602) 945-6917 MCI: 0001138241 CIS: 70030,240 ######### ######### ######### ######### ######### ######### ######### ######### Game: Hyborian War Type: Global conquest - Fantasy Duration: Roughly 30 turns <not sure> Turns: Optional two or four week turn around - Phone turns accepted GM: Computer moderated Costs: Dependent on kingdom size: $4, $6 or $8. Free initial set-up and rules. Description: Global conquest in the world of Conan the Barbarian. Not nearly as comlpex as Alamaze, but still complete with espionage, magic, trade, politics and war. Player interaction is highly encouraged and addresses are supplied. Opinions: This is a fair but not great game. First-time players are often discouraged because the game can be dominated by veterans who have learned the ropes. Not nearly as enjoyable as Duelmasters. RSI customer service is top-notch and the results are laser printed. - stdaughney@chemical.waterloo.edu (Steve Daughney) Company: Reality Simulations Inc. (RSI) P.O. Box 22400 Tempe, AZ 85285 ######### ######### ######### ######### ######### ######### ######### ######### Game: Island Takeover Type: Stategic simulation Duration: 20-25 turns Turns: 1/2/3 week turnarounds available, email turns available GM: unknown Costs: $2.50 postal turns, $1.50 email turns. You can purchase a complete game for a fixed amount, $45 postal, $25 email. Description: Island Takeover is a territorial takeover game set on an island. Between 7 and 10 players will vie for ownership of this island. The game will last typically between 20 and 25 turns. Opinion: Company: Eclipse Consulting Inc. 7701 Tamarron Drive Plainsboro, NJ 08536-4337 (609) 275-1062 ######### ######### ######### ######### ######### ######### ######### ######### Game: Isle of Crowns Type: Strategy/Tactics Duration: 20 turns. Turns: Bi-weekly turns. Faxes accepted. GM: Computer Moderated Costs: $4/turn, $60 for the entire game paid in advance. Setup is free. No turn phone-in. Description: Player runs a barony on a 24-barony island. Object is to control more sectors than anyone else by turn 20. Game consists of armies, fortresses, outposts, walls, Captains, wizards, dragons, rogue races, and ships. Game has one winner, with no prizes. Opinions: The balance of the game is excellent - maybe too good. Lucky placement plays a significant role in victory, and this may frustrate players determined to win. Skillful play is still the most significant factor, so players determined to do well should have no problems. It will appeal to UCSD empire players. I highly recommend this game. - griffith@dweeb.fx.com (Jim Griffith) Company: Adventures By Mail P.O. Box 436 Cohoes, NY 12047 (518) 237-4870 ######### ######### ######### ######### ######### ######### ######### ######### Game: It's A Crime! (Gang vs. Gang) Type: Strategical/modern day Duration: 36 turns or less Turns: Minimum 11 days per turn. Faxes accepted. GM: Computer Moderated Costs: $1.50/turn (4 orders), $3.00/turn for a double order turn (10 orders, competetive players will want to issue double order turns every turn), $1.50 extra for "extended New York Post reports", $1.50 extra for phoned-in orders. Setup is free, first two turns are free. Description: Player is the leader of a 1990's New York street gang. City is a 100x100 grid with 500 initial gangs. Gangs have a number of different orders they can issue to build their strength and hose rival gangs. Opinions: The game parameters are simplistic, because the game was originally intended as a test game. The game does contain "magic numbers" that give an experienced player an advantage over an inexperienced one. The variability of orders makes the game a lot of fun. GAMES Magazine placed it in its top 100 games a few years back. I highly recommend it. - griffith@dweeb.fx.com Opinions: This is a decent game for people new to the pbm market to cut their teeth on, except for that fact that every time you turn around they have another $1.50 charge to hit you with afteradvertising that it is an inexpensive game at $1.50 a turn. Being 100% computer moderated also lends an air of sterility to it. - bigmac@erg.sri.com (Bryan McDonald) Company: Adventures By Mail P.O. Box 436 Cohoes, NY 12047 (518) 237-4870 ######### ######### ######### ######### ######### ######### ######### ######### Game: Legacy Of The Panther Type: Wargame Duration: Close ended, victory conditions apply. Turns: Fortnightly. GM: Computer moderated with GM intervention when players need help. Costs: Approx. 1.25 pounds sterling per turn (est.). Description: Player owns an 'area' of land and begins at level 1. The object is to reach level 5 and have as many areas, troops and wealth as possible. A points system exists and is used to determine the winner of more recent games. Multiple characters are permitted. Opinions: Excellent but expensive. Can get a little stale when the ability to recruit new troops is lost (at level 3) and military action becomes more difficult. Ruthlessness is recommended! - sjw@ukc.ac.uk Company: West Pennine Games 15 Carr Bank Drive Ramsbottom Bury Lancashire BL0 9DG England ######### ######### ######### ######### ######### ######### ######### ######### Game: Legends Type: Fantasy RPG Duration: Depends on existence of victory conditions Turns: 2 turns/month allowed, 1 production turn/month GM: various (multiple games in progress) Costs: <UNKNOWN> Description: NOTE:There are two modules, both described below. Crowns of Avalon: Fantasy FRP with action occuring from a stategic level to a personal hero level. An interesting world full of high adventure and political intrigue. There are a number of political factions, each with it's own agenda, or it is possible to start your own if you have enough people rallied around your cause. Plenty of monsters to fight, treasure to be won, and NPC's to convert or conquer. Realm of the Immortals: Same as above, but with a theme. The land as it exists is in peril of being couquered by the Overlord who has been laying seige to various cities for anumber of years. The Overlord is generally a nasty person, being concerned with raising undead armies and sending them against his enemies. Opinion: Great game. Plenty of options and directions you can choose for your City/Town/Adventurer Party/Epic Hero. Although busy, the folks at Midnight games are very good about handling special requests and answering questions. Turn handling is prompt. - gcook@garnet.berkeley.edu (George Cook) The game emphasizes flexibility - there are around 200 different orders you can issue, plus "special orders" which let you do non-standard stuff. This is a *lot* of fun to play, especially if you have friends in the same game. Main problem is that Midnight Games' phone line is *always* busy - griffith@dweeb.fx.com (Jim Griffith) Company: USA: Midnight Games 130 E. Main Street, Suite 305 Medford, OR 97501 (503) 772-7872 Europe: Rhann Postal Games 8 Batchelor Green Lowford Southampton, Hampshire ENGLAND S03 8FL ######### ######### ######### ######### ######### ######### ######### ######### Game: Lords of the Earth - Campaign 4 Type: Historical/Strategical Duration: Open ended. Turns: 4-6 week turn around. Email turns accepted. GM: Human Moderated (contigency orders accepted). Costs: $3.50(US)/turn (no additional costs) $5.00 mapset (updates cost this much if unwilling to update) $10.00 Rules New Player startup set: $20.00 (maps, rules, 2 turns) Description: Player runs a country in 1150+ AD. Whole world simulation. Excellent maps. Opinions: Company: Wanderer Games/David G. Adams 209 Alvarado NE #A Albuquerque, NM 87106 (505) 268-0876 seattle@hydra.unm.edu (David G. Adams) ######### ######### ######### ######### ######### ######### ######### ######### Game: Middle-Earth Play-By-Mail (ME-PBM) Type: Conquest/Adventure (Fantasy) Duration: (Averages 25-40 turns) Turns: 2 or 3 week turnaround. Phone turns accepted (+$3) GM: Computer moderated Costs: $6.50/turn, $25.00/$12.50 for first/following setups (150+ Page Rulebook, 2' * 3' Full Color Map of Middle Earth, 3 Mounth Subscription to GSI strategy magazine, 2 Free Turns) Description: Conquest and Adventure in J.R.R. Tolkien's fantasy world of Middle Earth. In each game, there are 25 players who take on the role of a Dark Servant (10), Free Peoples (10), or a Neutral (5). The goal of the game is for Good to destroy all of Evil (or vice versa). An optional victory is attained by delivering the ONE RING to Mt.Doom or to Sauron. Each player controls a kingdom and individual characters. In many ways similar to Alamaze, but more developed. Opinions: THE BEST PBM I HAVE EVER PLAYED!! Your turns are laser printed and you recieve updated kingdom maps every turn w/ updated character sheets for your heros. If you in in love with Tolkien's books, this is THE GAME for you. ME-PBM has been programed in consultation with Iron Crown Enterprises (I.C.E.), makers of the Middle Earth Role Playing System. - Zach Harman (zharman@umaxc.weeg.uiowa.edu) Company: Game Systems Inc. (GSI) P.O. Box 160129 Miami, FL 33116-0129 (305) 274-5559 ######### ######### ######### ######### ######### ######### ######### ######### Game: Mobius I Type: Science Fiction Duration: 25-35 turns. Turns: 2-3 week turn around. Slow (monthly) turnaround also available. Turns can be sent and recieved by email. GM: Computer moderated. Costs: $7-10/turn, $5 setup, $3 rules. Description: Fairly complex game involving colonizing other planets and fighting on planets and in space. Also has a role-playing element (you have a bunch of characters to run your empire). Opinions: Too complicated to be playable, not complicated enough to be realistic. - purtill@dimacs.rutgers.edu (Mark Purtill) Having been a long time FBI customer and a Mobius player, I felt that the review for that game was rather unjustified. The game is certainly somewhat more complex than, say starweb, but considerably simpler that Empyrean Challenge (to stay in the same genre), very well run (FBI's customer service is absolutely the best, their error rate extremely low and their turnaround quite regular) and I would recommend the game heartily. It is interesting for its introduction of some role playing into what is a primarily strategic game. Try it! - Henri_Hayim_Farhi@cup.portal.com Good service, but be prepared to spend a lot of money and a lot of time number crunching. Not bad, but not great either. - minnotte@rice.edu (Mike Minnotte) Company: Flying Buffalo, Inc. P. O. Box 1467 Scottsdale, AZ 85252-1467 (602) 945-6917 MCI: 0001138241 CIS: 70030,240 ######### ######### ######### ######### ######### ######### ######### ######### Game: Monster Isle Type: Fantasy RPG Duration: Open ended. Turns: 8 business days (a week and a half). GM: Computer run, human moderator for questions & problems. Costs: $4.00/turn (no additional costs) Rules & Setup *FREE* Description: Player plays a monster (orc, goblin, elf types) washed up on shore of Monster Isle, there to survive, have fun, kick butt, and generally act monsterish. Opinions: Huge mongo game; can accomodate 15,001 monsters in the same game (the map is about the size of Australia). Computer keeps track of over 2100 statistics for each monster, and over 120 for each square. Beautiful custom laser-printed results every turn. - warden@triton.unm.edu (Scott Micheel) Company: Adventures By Mail P. O. Box 436 Cohoes, NY, 12047 (518) 237-4870 ######### ######### ######### ######### ######### ######### ######### ######### Game: Orions Nebula (SHUTDOWN) Type: Space Opera Duration: Open Ended Turns: 3-4 week turn around. CIS/MCI turns accepted. GM: Computer Moderated. GM intervention where needed. Costs: Rules Package and Setup: $15.00 Starship/Ground Party/Black Market Turns: $6.50 City/Starbase Turns: $9.50 Description: Player runs Starship/Starbase/City positions as members of chosen races, starting with no knowledge of each other. Turns cover all independent actions, including special actions allow some role playing and creation of new tech/procedures in game. Opinions: Working towards being the best of its class, the NEB is still very young, and Ground Parties still in play test. This is a game for the long haul, and will see some nice flexability as players get comfortable. - bigmac@erg.sri.com (Bryan McDonald) NOTE: Financial troubles have caused Orpheus Publishing to shut down the game and it may be a while before it returns. (May 1, 1991) - bigmac@erg.sri.com (Bryan McDonald) NOTE: I just received a letter from Orpheus closing the Neb for good. Impossible money problems seems to have been their demise. (Aug. 7, 1991) - bigmac@erg.sri.com (Bryan McDonald) Company: Orpheus Publishing Co. P. O. Box 26678 Benbrook, TX 76126 (817) 249-1677 CIS: 71350,2567 MCIMAIL: orpheus@mcimail.com ######### ######### ######### ######### ######### ######### ######### ######### Game: Out Time Days Type: Role Playing - Fantasy/Science Fiction Duration: Open ended (End World Scenario some years down the road). Turns: Once a week. Excellent turn around. CIS/Phone turns accepted. GM: Human Moderated, Computer Assisted. Costs: $15 Startup (profesional manual, 5 free turns). $5.00/position, $3.00 for spin-offs Very limited spin-offs allowed, average player cost $8/week. Description: Players run Time Traveler characters stuck in a world with very different rules. Role Playing amongst players is the emphasis, as is team playing. Opinions: 1)Best RPG I have seen on the market. The GM is highly involved and cares about his game and that his players enjoy it. This game is definitely for people wanting to role play with others, not against the game itself. - bigmac@erg.sri.com (Bryan McDonald) Company: Twin Engine Gaming 3254 Maple Leaf Court San Jose, CA, 95121 (408) 270-2466 ######### ######### ######### ######### ######### ######### ######### ######### Game: Scavenger: Adventures Across Five Dimensions Type: Fantasy/Science Fiction competetive role-playing Duration: Indefinite Turns: Fourteen day turn cycle GM: Human moderated, computer assisted Costs: Free set up package including character generation, rules, and one postal or two e-mail turns. Postal turns cost $2.79. E-mail turns cost $2.50. No hidden fees. Description: Ten characters race against each other to recover items scattered across five dimensions. The game can go even deeper than this, enabling players to question the entire purpose of the Hunt. Other services: e-mail and call-in turns. BBS, fax, and voice mail planned for September '91. Opinions: Company: MAD Turkey Enterprises P.O. Box 948236 La Jolla, CA 92037 mturkey@pnet03.cts.com ######### ######### ######### ######### ######### ######### ######### ######### Game: St. Valentines Day Massacre (United States Version) Type: Gang lord simulation Duration: Closed, victory conditions apply. Turns: ~4 week turn around. GM: Computer moderated. Description: Gang Lords rise in stature base on gang member power and the financial sucess of various premises and rackets. The system is new to the United States, but established in Great Britain. Opinions: So far I like it, but only two turns have passed. I will update this report once a few more turns have gone by. (May 9, 1991) - bigmac@erg.sri.com (Bryan McDonald) Company: Vortex Simulations P.O.Box 317 Ft. Meade, Maryland 20755-0317 (301) 621-9561 ######### ######### ######### ######### ######### ######### ######### ######### Game: Stargazer Type: Galactic Empire Building Duration: 2-3 week turns, 20-30 turns Turns: $5 set-up, $3 per turn GM: <UNKNOWN> Description: Players become the leaders of alien races that have just discovered the secret of StarTravel. The players must race to explore and control the galaxy while having to contend with each other and the unknown of deep space. Players find themselves challenged in many ways as they take on the roles of Diplomat, Politician, Head of Military, and Business Person. Success depends as much on diplomacy and behind the sceens deals as it does on military strategy. Company: Frontier Game Company P.O. Box 601 Mishawaka, IN 46546 kknudsen@happy.helios.nd.edu ######### ######### ######### ######### ######### ######### ######### ######### Game: Starlord Type: Space Opera Duration: Open ended. Turns: 2-3 week turn around. GM: Computer moderated. Description: You have a command ship that can move around a 2-D galaxy, and a bunch of ships. You can only move those ships with 7 squares of your command ship, and your goal is to become emperor, and then to stay emperor. Opinion: 1) Easy to play and pretty results, but essentially brainless and dull. - minnotte@rice.edu (Michael Minnotte) 2) Nice color printouts only redeeming feature. - purtill@dimacs.rutgers.edu (Mark Purtill) Company: Flying Buffalo, Inc. P. O. Box 1467 Scottsdale, AZ 85252-1467 (602) 945-6917 MCI: 0001138241 CIS: 70030,240 ######### ######### ######### ######### ######### ######### ######### ######### Game: Starweb Type: Science Fiction Simulation Duration: 10-15 turns. Turns: 2-3 week turn around. Slow (monthly) and email (weekly) turnaround also available. Turns can be sent and recieved by email. GM: Computer moderated. Description: As one of six types of position, you try to score points (in a different way for each type), using a limited number of fleets. Each world connects to several others in the "web" and can build ships or industry. Opinion: Classic! Lots of ways to win, for diplomats and generals alike. - minnotte@rice.edu (Michael Minnotte) Lots of diplomacy, game system simple but not trivial. I like it. - purtill@dimacs.rutgers.edu (Mark Purtill) Not just lots of diplomic but **LOTS** of diplomic--but remember, that's usually by phone (FBI also has blind, net, and other variants). My phone bill was too high! - amead@psych.uiuc.edu (Alan Mead) Company: Flying Buffalo, Inc. P. O. Box 1467 Scottsdale, AZ 85252-1467 (602) 945-6917 MCI: 0001138241 CIS: 70030,240 ######### ######### ######### ######### ######### ######### ######### ######### Game: Swords of the Gods Type: Fantasy Simulation (World Conquest and Hunt) Duration: <UNKNOWN> Turns: 2 week turnaround (probably other options as well) (was $3/ turn in 1989) GM: Computer Moderated Description: Based on Saberhagen's Book of Swords series, each player is a minor noble trying to capture the twelve swords of power (which will presumably lead to world domination; you don't actually have to conquer everything). Essentially a relatively simple wargame. Things are complicated by the presence of spell- casting wizards, the swords (each with its power), and twelve gods which provide boons for their favorites and problems for their most hated lord. You must also balance soldiers to fight for you with keeping enough peasants in the field producing food and increasing your popoulation. Opinion: An inexpensive, simple, fairly interesting game. Nothing spectacular. - minnotte@rice.edu (Michael Minnotte) Company: Galactic Simulations <UNKNOWN> ######### ######### ######### ######### ######### ######### ######### ######### Game: TAKAMO Type: Space Empire-Building Duration: Open ended. Turns: From 1/ten days to 1/month, depending on which galaxy. GM: Computer run, human moderator for questions & problems. Costs: $2.50 to $15.00/turn Rules/Setup/2 free turns all for $10.00 Description: Players play empire builders, nomads, pirates, smugglers, traders, agribusinesses, miners, or (ick) cybers in a quest to explore the galaxy and tame it while making lots of bucks and trying to avoid getting into interstellar wars (or perhaps trying to start some). Opinions: Interesting game, not *too* complicated, but full of complex details that may arise during play. Long-running game, the first galaxy started in 1983. There is a closed-ended version too, TAKAMO II. - warden@triton.unm.edu (Scott Micheel) Company: Advent Games PO Box 81674 Lincoln NE 68501 ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### Non-Comercial Games ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### Game: Bretton Woods Type: Economy simulation Duration: Open ended (started in March 1987!) Turns: 5 weekly Status: Open. Some 30 players active. New players are always welcome. Description: Every player reigns one land which can specialize in agriculture, energy export or mineral resources exploitation. Countries can build up industries to produce and ship goods, but can also build (and use) weapons. Pretty abstract game: No geography, no maps. Basic knowledge of the German language required! Opinion: GM: reissen@mathematik.uni-ulm.de (Bernhard Reissenauer) Check Date: Aug 1, 1992 ######### ######### ######### ######### ######### ######### ######### ######### Game: The Defense of Con-Fion Type: Fantasy Duration: Open ended. Turns: 1/2 to 1 week Status: Closed. Running smoothly. Small waiting list. Description: A group of young nobility, sent to a frontier fort to learn how to conduct themselves in actual combat. Most of the characters have been given officer ranks for training purposes (although a couple have other things going on). Game uses the same home-grown system as The Wizard-King's Son (and is set in the same campaign world at approximately the same period in time.) Opinion: GM: inb@creare.uucp (Ian Brown) alternatives: creare!inb@Dartmouth.Edu creare!inb@dartvax creare!inb@dartvax.Dartmouth.Edu Check Date: ######### ######### ######### ######### ######### ######### ######### ######### Game: Diplomacy (The Judge) Type: Wargame, strategy Duration: For a typical game, 6 months Turns: For a typical game, movement and retreats (and builds) once a week Status: For a list of available games, send the message LIST to JUDGE@U.WASHINGTON.EDU or contact Eric Klien ERIC_KLIEN@CUP.PORTAL.COM or Daniel Loeb LOEB@GEOCUB.GRECO-PROG.FR Description: Diplomacy (c) Avalon Hills. Seven players represent the 7 countries of pre-WW1 Europe. Each attempts to gain control of Europe. Negotiation is the key to success in this game. The ELECTRONIC PROTOCOL is an electronic magazine (Eric Klien editor) which prints the results of the games and tallies the results. Many EP sponsored games are run on the JUDGE. The Judge can assist a human GM in his functions or in some cases completely replace him. Chapter two of EP is devoted to EP-sponsored human-run games on the Judge. In addition to ordinary DIPLOMACY, the Judge supports the following variants: youngstown - 10 players loeb9 - 9 players pure - simple 7 player version chaos - 34 players britain - 7 players, england starts with 6 armies 1898 - 7 players, 1 unit each crowded - 11 players machiavelli - economic variant gunboat - secret identities grey or black press - anonymous or false message There is a LISTSERV mail dist. tool at DIPL-L@MITVMA.BITNET. Opinion: Players should look for games on the Judge run by GMs who they trust. Beginners should avoid the more complicated variants, but experts enjoy them. Lots of fun. GM: Depends on game, but good contacts are Danny Loeb (loeb@geocub.greco-prog.fr) and Ken Lowe (jdr@u.washington.edu) Check Date: August 10, 1992 ######### ######### ######### ######### ######### ######### ######### ######### Game: Dividende et Impera Type: Finance (stocks and bonds) game Duration: Open ended Turns: 5 weekly Status: Open. 17 players active. New players are always welcome. Description: The players can buy or sell stocks of corporations (or create new corporations). The corporations battle on two product markets. The more stocks of a corporation you hold, the greater is your influence on its policy. Basic knowledge of the German language required! Opinion: GM: hasch@mathematik.uni-ulm.de (Martin Hasch) Check Date: Aug. 1, 1992 ######### ######### ######### ######### ######### ######### ######### ######### Game: En Garde! Type: Historical Duration: Open Ended Turns: 3 Week turns Status: Open, contact GM Description: En Garde! is a semi-historical game/simulation representing many of the situations of an Errol Flynn movie set in the Seventeenth or Eighteenth centuries. In En Garde! a player finds himself born into and educated in a world where social climbing is a way of life, and status is a goal to be perused even over money. There are people to be used, friends in high places to be cultivated, enemies to be humiliated, the Cardinal's guard to be trounced, lackies to be abused, the hand of a fair damsel to be won, and the ear of the King to be gained. Come with us now, to those vibrant, bawdy days of yore... Opinion: Our game is played very toungue-in-cheek, and I was tempted to put humourous for type. It's fairly easy to pick up. It has been converted to PBM from an original roleplay system developed by GDW. It's been running for about three years now. (GM) GM: A.C.Crook@newcastle.ac.uk Check Date: Nov. 1, 1992 ######### ######### ######### ######### ######### ######### ######### ######### Game: Erling Mork's _Paranoia_ Type: Fantasy/SciFi/Humorous Duration: Open Ended Turns: 1 turn every 5 days (flexible) Status: 1 player needed (March 13, 1991). Description: A rpg of a darkly humorous future. Very funny if played right. Emphasis on creative ways to kill other players (ie, good role-playing) and participation. Not bogged down by many rules and numbers. Opinion: GM: erlingm@ifi.uio.no (Erling Mork) Check Date: March 1, 1992 ######### ######### ######### ######### ######### ######### ######### ######### Game: The Hunted Type: Fantasy Duration: Open Ended Turns: Flexable, no specific time frame. Status: Closed, contact GM. Description: AD&D 2nd Edition (Modified): Player characters are being chased by the minions of an evil sportsman who also happens to be a wizard. No hit points, descritptive system in its place. Levels 8-10. Opinion: The game is very open-ended and freeform, which can cause problems from time to time but makes it extremely exciting for me. - chupp@athena.cs.uga.edu (Sam Chupp) GM: chupp@athena.cs.uga.edu (Sam Chupp) Check Date: Dec 1, 1991 (Gm apparently lost email address) ######### ######### ######### ######### ######### ######### ######### ######### Game: Knut Mork's _Castle Greyhawk_ Type: AD&D 2nd edition Duration: Open ended. Turns: 1/2 to 1 week Status: Closed. Running smoothly. Description: A team of six is rooting through the dungeons of Castle Greyhawk, for various reasons. Opinion: GM: kmork@ulrik.uio.no (Knut Mork) Check Date: March 15, 1992 ######### ######### ######### ######### ######### ######### ######### ######### Game: Light & Dark Type: AD&D (2nd ed.?) Duration: Open ended. Turn: Varies. Status: <UNKNOWN> Opinion: Running slowly at the moment... I don't know how many of us there are...we're trying to find some guy (the sentinel, whatever that means) and find out what he wants. - kmork@ulrik.uio.no (Knut Mork) GM: d89-prn@sm.luth.se Check Date: March 15, 1992 ######### ######### ######### ######### ######### ######### ######### ######### Game: McAllister's _Marvel Superheroes_ Type: Marvel Superhero RPG (variant) Duration: Open ended. Turns: Felixible Email, general updates once a week if needed. Status: Full, open waiting list. Description: Marvel RPG based, the GM generally follows the advanced rules. Battles are run by GM. Players rollplay between battles. Based in Jamaica. Opinions: GM: mrmca@tramp.colorado.edu (Mike McAllister) Check Date: March 1, 1992 ######### ######### ######### ######### ######### ######### ######### ######### Game: Myth Inc. II ("Missing Too" for those non-Asprin Fans) Type: Fantasy RPG Duration: Open ended but with specific missions to break time up Turns: Turns are weekly, although short questions are answered when time is available Status: Closed to new charactes Open if someone wishes join as a henchling Currently have 14 characters and 3 henchlings Description: Participants are members of the expansion of MYTH Inc. II Game is based on Myth series by Asprin. Current mission is to track down some missing Deveels. Opinions: GM: ghost@ra.nrl.navy.mil Check Date: August 1, 1992 ######### ######### ######### ######### ######### ######### ######### ######### Game: Usenet Free Wrestling Simulation (formerly known as: Professional Wrestling Gamer's Electronic Alliance) Type: Simulation/RPG, Sport Duration: Open Turns: Weekly, with an occasional supplement Status: More or less closed; I will set up a waiting list if too many people show interest. Description: The game is based on my PWGA role-playing game system, posted on rec.games.frp and rec.sport.pro-wrestling some time ago. Each player creates one or more ficticious wrestlers (current limit set to three characters per player), sets up matches with the other managers, writes interviews, etc. The matches are simulated according to the managers' strategy and the persona of the involved characters. To enter the game or request a free copy of the PWGA game system, send e-mail to the GM. Mastering the rules takes 3-4 hours; creating a wrestler can take an hour the first time and less than 10 minutes after some practice. - supermeo@homer.cs.mcgill.ca (Francois-Dominic Laramee) Opinions: GM: supermeo@homer.cs.mcgill.ca (Francois-Dominic Laramee) Check Date: June 1, 1992 ######### ######### ######### ######### ######### ######### ######### ######### Game: Purtill's _Republic of Rome_ Type: Historical Recreation Duration: Closed: 6+turns to complete. Turns: 1 per month. Active diplomacy between turns. Status: Full, accepting waiting list (Sep. 23, 1991). Description: Politics in Ancient Rome, based on Avalon Hill board game. Opinion: GM: purtill%idacrd@princeton.edu (Mark Purtill) Check Date: Septemeber 1, 1992 ######### ######### ######### ######### ######### ######### ######### ######### Game: Rob McNeur's version of Russell Wallace's _Galaxy_ Type: Strategic space game, computer moderated Duration: Until Victory conditions met; months+, but many players don't survive in the game that long (weeks, months). Turns: 2 per week Status: Multiple games, each closed once started, waiting list for new games kept or as replacements for dropouts Description: Participants issue movement/production orders for their empire. Limited information; empires start slow and grow. Victory condition is one player having a majority of possible production or being sole survivor. Games vary between 15 to 40 players depending on numbers waiting. Opinion: Simple to play, can get complex as numbers of planets and ships gets up. A lot of diplomacy between players can make things quite cutthroat. - Rob@CCC.govt.nz (Rob McNeur) NOTE: Server version being worked on (slowly) GM: Rob@CCC.govt.nz (Rob McNeur) Check Date: October 1, 1992 ######### ######### ######### ######### ######### ######### ######### ######### Game: Russell Wallace's _Galaxy_ Type: Strategic space game, computer moderated Duration: Until victory conditions met; perhaps 2 years? Turns: Weekly. Status: Closed? Description: Participants issue movement/production orders for their empire. Limited information; empires start slow and grow. Victory condition is one player having a majority of possible production. This game has approx. 25 playes in it. Opinions: Simple system, looks like it will eventually become complex to do turns... but the best thing about this game is it's free, and the moderator is very good about running turns every week. And he'll give you the source code to boot. - gl8f@virginia.edu (Greg Lindahl) Simple system, but commands are very awkward. Players who hang in there will find the commands a bit less awkward after a while, and they will be rewarded with some tough strategic decisions that pop out of the simple system. Much of the challenge is in designing and building starships to explore, transport, and fight as well as possible against your opponents' starships. You also have the option of investing in technology. The need for diplomacy is normally limited, partially because all the players are equals initially and trading is not possible. Overall, I have found it very enjoyable. - hall@rocky.bellcore.com (Michael R. Hall) Challenge: Anyone interested in setting up a server to automagically run turns? :-) GM: RWALLACE@vax1.tcd.ie (Russell Wallace) Check Date: June 12, 1992 ######### ######### ######### ######### ######### ######### ######### ######### Game: Slocum's GURPS _Tekumel_ Type: GURPS with homebrew Tekumel modifications Duration: Open ended. Turns: Approx. every 2-3 weeks. Status: Full; waiting list is open (as of April 10th, 1991). Description: Tekumel is the fantasy world created by M.A.R. Barker in the games "Empire of the Petal Throne" and "Swords and Glory", and in the novels "Man of Gold" and "Flamesong". Characters are built using GURPS and GM's Tekumel modifications, but all game mechanics go by the board once a character starts playing. This is a "blind" campaign, where the players don't know who the other players are. PCs are currently somewhere in the Underworld beneath Jakalla, the City Half as Old as the World. Opinions: Tekumel is one of the most detailed worlds ever created rivaling Middle-Earth in scope and depth. (GM) GM: slocum@ssdc.honeywell.com (Brett Slocum) Check Date: May 1, 1992 ######### ######### ######### ######### ######### ######### ######### ######### Game: SPARF (Simulated Postal Austalian Rules Football) Type: Sports Simulation Duration: 14-20 turns/season, seasons start at close of previous season. Turns: 1/week Status: open Description: Computer Moderated. Each player takes on the role of a manager of an Australian Rules Football team. Emphasis is on directing training of the players to improve skills while controling ris of injury and fatigue. Opinions: I am admitted biased (I wrote Sparf), but I think it is a very interesting game with a lot of potential. -Mel Nicholson (nicholso@pioneer.arc.nasa.gov) GM: nicholso@pioneer.arc.nasa.gov (Mel Nicholson) Check Date: Aug. 1, 1992 ######### ######### ######### ######### ######### ######### ######### ######### Game: Sugar Ray Type: Boxing Simulation Duration: open ended Turns: 5 weekly Status: Open. New boxers are always welcome. Description: For each of the five rounds of the fight, every boxer writes down a number describing the strength of his attack and a defense number. If one's attack number exceeds the opponent's defense number, the latter loses endurance points. Unfortunately, high attack/defense numbers also cost endurance. A boxer losing all his endurance points is knocked out. Basic knowledge of the German language required! Opinion: The best game I ever invented! GM: rschoen@mathematik.uni-ulm.de (Reinhard Schoen) Check Date: Aug. 1, 1992 ######### ######### ######### ######### ######### ######### ######### ######### Game: Turbo 2000 Type: Formula One Simulation Duration: ca. 24-30 turns Turns: 5 weekly Status: Open. New managers are always welcome, 34 already enjoy it! Description: Each player manages a Formula 1 racing stable. Drivers can be hired for the season (6 turns each). The material needed to attend a race (Formula 1, Formula 2, dragster, rallye, etc) can be built or bought from other players. Basic knowledge of the German language required! Opinion: In the Rotarius poll 1989, Turbo 2000 was elected the 3rd best pbm game being played in Germany, beaten only by United and Diplomacy. GM: rschoen@mathematik.uni-ulm.de (Reinhard Schoen) Check Date: Aug. 1, 1992 ######### ######### ######### ######### ######### ######### ######### ######### Game: United Electro Football League Type: Sports Simulation Duration: Annual Seasons Turns: One every two weeks, breaks around college calendars. Status: 26 players, waiting list, expansion possible. Description: Each club has a roster of up to 25 players, each of whom can play 1 position (FW,MF,DF, Sweeper, GK), with a Skill Level of 0 to 20, and an age of 0, I, II, and up. A schedule of games is played between teams in each division, with fatigue ensuring roster depth. Post-Season tournaments for next year's division assignments, the Shocker's Cup, or just because. Opinions: GM: billoj@rpi.edu (Jeremy Billones) Check Date: March 1, 1992 ######### ######### ######### ######### ######### ######### ######### ######### Game: Vox Populi Type: election campaigns in the Federal Republic of Germany Duration: ca. 15-40 Turns Turns: 5 weekly Status: Closed. New game starts in autumn. Description: Each player leads a political party in the Federal Republic of Germany (before 1990). Election campaigns are held in the Bundeslaender. Because it's unlikely to reach absolute majority in the Bundestag (Federal parliament) or the Landtage (State parliaments), you have to cooperate with other parties to achieve your political goal (which is, of course, rise to power and keep it!). Basic knowledge of the German language required! The political system of the FRG is described in the rules; you don't have to know it beforehand. Opinion: GM: pieper@mathematik.uni-ulm.de (Thomas Pieper) Check Date: Aug. 1, 1992 ######### ######### ######### ######### ######### ######### ######### ######### Game: The Wizard-King's Son Type: Fantasy Duration: Open ended. Turns: 1/2 to 1 week Status: Closed. Running smoothly. Small waiting list. Description: A party of adventurers (and a couple would rather not be, but kind of got dragged into things) are working on fulfilling an open-ended prophesy (ie. the prophesy trails off at the end, leaving the conclusion up in the air). The prophecy involves the son of the last of the Wizard-Kings. The game is based on home-grown rules. Opinion: GM: inb@creare.uucp (Ian Brown) alternatives: creare!inb@Dartmouth.Edu creare!inb@dartvax creare!inb@dartvax.Dartmouth.Edu Check Date: May 1, 1992 ######### ######### ######### ######### ######### ######### ######### ######### Game: World Electronic Hockey League Type: Sports Simulation Duration: Every season includes a training camp, a 40-game regular season and playoffs. The real-time duration of a season in expected to be about 4 months. Owners who want to can keep the same teams from season to season. Turns: One training session and three or four games every week Status: We are in the playtest season; I expect that Season #2 will start in April of 1992, and that a few new teams will be allowed in. Description: The WeHL is a simulation of the game of Hockey. You are the owner/ general manager/head coach of one of the many (currently 42) WeHL franchises, and can trade players, set lineups, command training sessions, etc. The games are simulated on a computer; the current simulator is a home-made thing written in C which is surprisingly accurate. Opinion: GM: supermeo@binkley.cs.mcgill.ca Check Date: Feb. 1, 1993 ######### ######### ######### ######### ######### ######### ######### ######### Game: World Electronic Wrestling Federation (WeWF) Type: Sports Simulation Duration: Open ended (hopefully when I can't run it anymore, someone else can take over). Turns: Turns are weekly, with weekly and monthly supplements. Status: Open. New managers are always welcome, but if I'm flooded I may have to create a waiting list at some point. Description: Participants play the role of pro-wrestling managers. Send your wrestlers into action, and write their interviews! Opinions: GM: arxt@quads.uchicago.edu (Aiden Palmer) Check Date: March 1, 1992 ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### ######### Up