SDN Diplomacy #2: Comments Thread
Posted: 2009-11-16 07:24am
Hereby Announcing Another Game Of Diplomacy, since I remember at least one being played on SDN before and I feel like hosting one because I like the game and it's interesting.
Now, for those of you who don't know what Diplomacy (the game, and not the action) is, I will briefly explain. Diplomacy is an abstract, zero-sum strategy game loosely based around the great game between the european powers. Each player plays one nation: Britain, France, Germany, Austria-Hungary, Russia, Italy, and the Ottoman Empire. Diplomacy is widely regarded as a game with extremely simple rules and complex strategy, due to the fact that its rules incorporate two things things.
1) The game is known for its intricate diplomacy and frequent backstabs and gambits, as the name states. In between each turn, a period of time is allowed for players, if they choose to do so, to privately or publicly talk, make joint plans, make announcements, deals, alliances, secret treaties, or other agreements and strategems as they see fit. Anything stated, privately or publicly, in this phase, is obviously nonbinding and does not compel a player to actually follow through with promises they make. This will be simulated on SDN by public posts in the thread, instant messenger conversations, Private Messages, or however players choose to contact eachother.
2) The game is very unique among wargames- all armies and fleets have the same power, and there are no random rolls. Further, only 1 unit can be in any province at a time. Instead, units must support eachother to gain advantage over defenders, making the movement of pieces not a random die roll of fate but the culmination of strategy, foresight, and politicking.
Is anyone interested in joining an SDN Diplomacy Game? 7 players, one for each power, are required, in addition to me. I will be managing the game, so I don't count as a player. When you post your interest, list the great powers in the order you wish for preference (a partial list if you only say care about "1. Germany, 2. Russia, 3. Britain, 4-7. Any"), if you care at all. Anyone above 7 can still play if someone goes AWOL. After 1 full year (in game, of course- probably about 2 weeks or so) of someone not responding, anyone else can step up and take their position, or if they say they're leaving and want someone else to take over.
Preliminary schedule is up to debate: 1 turn per week for Spring, Retreat, Fall, Retreat, Build would make the game take a long, long time, so I was thinking something like 3 days per phase. At that length, the average game would still take 5 months, but I'd prefer not to rush people with turns due like, every other day or something. Still, it's up to debate, depending upon the opinions of the people who sign up. If no one has any opinions, I'll go with 3 days per phase.
For those who have never played Diplomacy before, the next post below this one will summarize the rules of diplomacy. It's a little long, but don't be intimidated. You might prefer this link to a copy of the official rules if my writing style grates on you, or you think I'm a tosser who can't explain anything at all well. If so, here you go.
Those of you who know how to play can just skip the next post entirely.
Now, for those of you who don't know what Diplomacy (the game, and not the action) is, I will briefly explain. Diplomacy is an abstract, zero-sum strategy game loosely based around the great game between the european powers. Each player plays one nation: Britain, France, Germany, Austria-Hungary, Russia, Italy, and the Ottoman Empire. Diplomacy is widely regarded as a game with extremely simple rules and complex strategy, due to the fact that its rules incorporate two things things.
1) The game is known for its intricate diplomacy and frequent backstabs and gambits, as the name states. In between each turn, a period of time is allowed for players, if they choose to do so, to privately or publicly talk, make joint plans, make announcements, deals, alliances, secret treaties, or other agreements and strategems as they see fit. Anything stated, privately or publicly, in this phase, is obviously nonbinding and does not compel a player to actually follow through with promises they make. This will be simulated on SDN by public posts in the thread, instant messenger conversations, Private Messages, or however players choose to contact eachother.
2) The game is very unique among wargames- all armies and fleets have the same power, and there are no random rolls. Further, only 1 unit can be in any province at a time. Instead, units must support eachother to gain advantage over defenders, making the movement of pieces not a random die roll of fate but the culmination of strategy, foresight, and politicking.
Is anyone interested in joining an SDN Diplomacy Game? 7 players, one for each power, are required, in addition to me. I will be managing the game, so I don't count as a player. When you post your interest, list the great powers in the order you wish for preference (a partial list if you only say care about "1. Germany, 2. Russia, 3. Britain, 4-7. Any"), if you care at all. Anyone above 7 can still play if someone goes AWOL. After 1 full year (in game, of course- probably about 2 weeks or so) of someone not responding, anyone else can step up and take their position, or if they say they're leaving and want someone else to take over.
Preliminary schedule is up to debate: 1 turn per week for Spring, Retreat, Fall, Retreat, Build would make the game take a long, long time, so I was thinking something like 3 days per phase. At that length, the average game would still take 5 months, but I'd prefer not to rush people with turns due like, every other day or something. Still, it's up to debate, depending upon the opinions of the people who sign up. If no one has any opinions, I'll go with 3 days per phase.
For those who have never played Diplomacy before, the next post below this one will summarize the rules of diplomacy. It's a little long, but don't be intimidated. You might prefer this link to a copy of the official rules if my writing style grates on you, or you think I'm a tosser who can't explain anything at all well. If so, here you go.
Those of you who know how to play can just skip the next post entirely.