Diplomcy zine -- Chapter Three From: Eric_S_Klien@cup.portal.com Date: Tue, 26 Sep 1989 00:58:37 +0000 Issue #100 of ELECTRONIC PROTOCOL: Chapter One contains: D-DAY, NAVARONE, BLITZKRIEG, OPERATION OVERLORD, GETTYSBURG, and HMS HOOD And is published by Daybell@aludra.usc.edu/Donald Daybell Chapter Two contains: DRAGONSLAYER, DOUGHBOY, BISMARK, COLD WAR, JACAL, and TRENCHFOOT And is published by Tedward@cs.cornell.edu/Ted Fischer ------------- Chapter Three ------------- Spring '03 of the game TANNENBURG (BNC number 1989HZ) (GM is ebrosius@lucy.wellesley.edu/Eric Brosius) Having problems with one player Autumn and Winter '01 of the gunboat game VERDUN (MNC number 1989AZrb32) (GM is sccs6069@iruccibm.bitnet/Michael O'Regan) GM is on vacation until next Sunday. The players knew this, I didn't. Spring '14 of the 1914 variant ENTENTE (MNC number not known) (GM is matt@oddjob.uchicago.edu/Matt Crawford) Everyone has agreed to let the turn be done early, so here it is. Fall 1914 will be due as originally scheduled: Sunday, 30 September. Of course, if everyone allows it, we may be early again and eventually gain a whole week on the schedule. In Winter 1915 you will need to trace supply lines from outlying supply centers in order to collect the income from them, and from units in order to keep them on the board. You will have the opportunity to permit other countries to trace supply lines through your centers and units or those of your minor country either by granting that permission explicitly or by entering into a bilateral alliance. (Note that an alliance carries with it permission to trace supply lines in two successive winters.) ENTENTE Spring 1914 Results SP cost in [] ---Austria-----------------------------|---Bulgaria---------------------------- F Tri - Adr |A Bul S AUS A Bud-Ser [1] A Vie - Tri |---Germany----------------------------- A Bud - Ser [2] |F Kie - Hol [2] ---England-----------------------------|A Ber R Pru-Lvn Stop in Pru F Eas 1 - Ion |A Mun - Sil [2] FAIL 2 - Tyn |A Ruh S F Kie-Hol [1] F Lon 1 - Nth |---Portugal---------------------------- 2 - Ska |A Por H F Edi 1 - Nwg |---Russia------------------------------ 2 - Nth |A StP R Lvn-Pru Stop in Lvn A Lvp R Wal-Lon |A War - Sil [2] FAIL ---France------------------------------|A Sev - Arm [2] FAIL F Bre 1 - Mid |---Serbia------------------------------ 2 - Wes |A Ser H [1] DISBAND A Par - Pic |---Turkey------------------------------ A Mar - Gas |A Ank - Arm [2] FAIL A NAf H |A Con - Smy ---------------------------------------|--------------------------------------- Uncontrolled minors hold except for the standoff in Rome. Results: Two conflicting railroad moves blocked each other. Serbia and Holland are eliminated. Germany had no PF in Nwy, Swe, Den or Bel and hence incurs no PF penalty for attacking Holland. Austria now owns Serbia and Germany owns Holland. Positions (* => retreated) Austria A Tri, Ser F Adr Bulgaria A Bul F --- England A Lon F Ska, Nth, Tyn France A Pic, Gas, NAf F Wes Germany A Pru, Mun, Ruh F Hol Portugal A Por F --- Russia A Lvn, War, Sev F --- Turkey A Smy, Ank F --- Belgium A Bel Norway A Nwy Denmark A Den Rumania A Rum Greece A Gre Spain A Spa Italy A Ven, Tun; F Nap Sweden A Swe Current Supply Point Balances Austria 4 Bulgaria 1 England 13 France 12 Germany 9 Portugal 2 Russia 6 Turkey 4 Activation Current PF Totals Minor Level AUS ENG FRA GER RUS Belgium 9 - - 5 -* 3 Bulgaria(AUS) 8 8 - - 2 - Denmark 15 - - - - - Greece 10 - 2 2 - 2 Italy 13 -* 5 - 2 - Norway 15 - - - - - Portugal(ENG) 6 - 6 - - - Rumania 10 2 - - 2 2 Sweden 15 - - - - - Spain 13 - - - - - Turkey(GER) 9 - 2 2 14 -* * => The inicated Great Power cannot gain control of the specified minor, but may prevent others from doing so. Supply Centers (new in CAPS) Austria Vie, Tri, Bud, SER Bulgaria Bul England Lon, Lvp, Edi France Par, Bre, Mar Germany Ber, Kie, Mun, HOL Portugal Por Russia Mos, StP, War, Sev Turkey Con, Ank, Smy Spring '01 of the Blind variant Mulhouse (MNC number not known) (GM is barry@freezer.it.udel.edu/Barry T. Fausnaugh) Yes, Barry you should send all results of this game to me. (Can anyone tell that I am a day behind in responding to my mail?) Spring '01 of the game DAWN PATROL (BNC number not known) (GM is sinhaa@mcmaster.ca/Anand Sinha) Due date Oct 1st. Spring '01 of the game RATATOSK (BNC number not known) (GM is jall@diku.dk/Mogens Jallberg) Due Sept 28th GM comments: If anyone would like to GM the remaining turns of a twenty player Diplomacy game, let me know. The game is now down to 7 players and you would start GMing September 27th. I am continuing to start games at a faster and faster pace. In my two zines combined, I am now runing 23 games with 20 guest GMs. I have over 130 players combined in these zines. Obviously, it is becoming harder and harder to keep track of all the games and make sure that they are being run smoothly. If anyone would like to fill some bureaucratic positions in this zine, let me know. I am starting to reach my limits. I also need more GMs, my continuous starting of games is draining my supply. (Particulary for variants and for my postal zine.) Taken from Supernova, available for $1.50 from Bruce Linsey: REPUTATION: THE KEY TO SUCCESS? By Leland Harmon Balderdash! A good reputation is strictly in the eye of the beholder. It is the personality and playing style of the opponents that directs for the most part who you will ally with and who you will attack. Ah, but the reputation of a player DISPLAYS his personality and playing style? But the simple truth remains: if I may be so crude to put it this way, the "stabbers" seem to huddle together in one friendly unit while the "goody-goodies" will touch no one under their class. Perhaps, the "stabbers" are so inclined to prefer thier own type because of the unexcitement of a pre-planned draw. Most Diplomacy enthusiasts are in too many games to worry about making each one count. (Bruce Linsey note: The preceding sentence is true of SOME enthusiasts, but probably not most. Playing in too many games is a serious mistake; avoid it at all costs.) If the way to win is to pick an ally that is trustworthy and stick with him through thick and thin, hoping that he will then hand the game to you rather than accept a draw, many a stabber will prefer to give it a try his own way. That being the case, he must no ally with a "goody-goody"; a person believing strongly in the powers of a rep is often the quickest to suicide on you and pass around the information that you are a poor risk if you so much as hint at a stab. The "stabber" makes a better ally if you do not intend to create any marriage vows; he is obviously more likely to accept the stab as part of the game and admire the beauty of the move you are dreaming up. Now, a few points about the repseeker. Often, his priestly outlook alone is enough to sicken the hearts of many funseakers. I ahve had players offer me "clippings" of their "trustworthiness" as a sales pitch. Also beware lest the often crazy results of trying to hold a rep be interpreted as a grudge move, a cross-game alliance, or a "favor" of some sort. Nothing upsets the fun-loving "stabber" like witnessing (or thinking he is witnessing) an outside event affecting the flow of the game. One last, but extremely important point: as an example, suppose that you are playing Austria, when Turkey and Russia immediately come rushing at you together. Now, Turkey happens to be a trustworthy player with a rep to think of, while Russia is just a fun-lover who honors an alliance like the 55 MPH speed limit. What do you do? Obviously, you throw everything at Turkey, while promising Russia Bulgaria, Constantinople, a Big Mac, or anything else that comes to mind. Because he is the player most likely to take advantage of the situation and jump at his former ally. Now, don't get the idea that I am encouraging unnecessary bloodshed, or trying to create enmity among my opponents. I simply wanted to show the other side of the coin. Perhaps I am guilty of excessive elaboration on a few points, but I still maintain that a rep OF ANY SORT is not the best idea, as it seems to cut your friends by half. Just go out there, have fun, mix in a few "beautiful moves" with your play, and worry not about whom you might offend. Anyone you do offend is not worthy of your alliance, anyway. I am enjoying moderating this zine, keep that mail coming! Eric Klien Up