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The Habitual Habit of PBM...
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Galaxy #113
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Issue #2 - Nazareth Speaks! - Tony (aka Nazareth) |
Posted by: GrimFinger - 01-01-2024, 07:11 PM - Forum: Articles that appeared in issues of PBM Chaos
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Nazareth Speaks!
Tony (aka Nazareth)
Several things I like about PBM, many have already been mentioned, but here’s my three.
1) Politics. Yep, having played many games, but especially open ended power games, the political game within the game just took the game and enjoyment to another level for me. I love the politics of the game, regardless of game design.
2) Meet and Greets. Loved to get together on a weekend, unfortunately not often, at a local hotel and talk gaming, have dinner, do some sight-seeing with a few gaming friends. Perhaps 5 or 6 of us and some coming from Texas to Nashville. Also I’d have the opportunity to meet several at gaming conventions. Loved putting a face to my gaming friends, allies and adversaries.
3) Special actions. First experience with SA’s was with Tribes of Crane back in 1977. I was hooked. It adds so much more depth and further personalizes your position within the game regardless of outcome. I believe games that allow SA’s, where they are appropriate, probably do better in holding their player base over time. Of course, many games by their design aren’t set-up for that. To each their own.
While I’ve push my dementia temporarily aside, a few other thoughts come to mind.
One, I really like opened ended power games among others, but I have a soft spot for historical games such as Paths to Glory and Renaissance.
Of course Steve Jackson’s comment about the death of PBM made in 1985 was a little premature. IMO, it was just hitting its peak and would still be strong for at least for another 10 years or so before starting to see the beginnings of a decline. Just like the man on the corner holding the sign, ‘the end is near’, eventually he’ll get it right, but for now we’re still waiting for Jackson’s prophecy. If it’s dying, it’s a slow death, admitting that the old man isn’t as healthy as he once was.
With respect to Terry Cale’s comment on the lack of visibility being the reason for underestimating PBM. I’m not sure what more could have been done during those years considering the budgets of PBM companies. I picked up a flyer off the counter at Brookhurst Hobbies in 1977 advertising S&S’s Tribes of Crane. First time I was exposed to PBM and wasn’t sure I wanted to continually pay for turns week after week when I had a board game I only paid for once and could play as often as I liked.
However, once started, it was like a bag of Lays, couldn’t do just one. I’m drifting here. The point is I first saw a flyer, then several PBM magazines came and went and a couple hung around. Then I saw PBM booths at conventions and the ‘Industry’ even organized a PBM Association in an effort stimulate growth. So if there was a lack of visibility, it wasn’t for the lack of effort. Not sure how much more could have been done. We can argue with the results, but not the effort.
PBM like historical miniature war gaming (HMG) is a niche. HMG is also seeing a decline and at HMG conventions you will see a predominance of older players and occasionally a few younger players brought into the hobby by dad or granddad.
Unlike HMG, I’m guessing very few older PBMer’s are bringing younger players into the hobby. Soon, we may not even qualify as a niche, but what a run, huh!
Tony aka Nazareth
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Issue #2 - Chaos is everywhere in the PBM realm! - Charles Mosteller |
Posted by: GrimFinger - 01-01-2024, 07:09 PM - Forum: Articles that appeared in issues of PBM Chaos
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Chaos is everywhere in the PBM realm!
Charles Mosteller
Chaos is everywhere in the PBM realm! It’s never far away. It’s always lurking, and always working its magic, both good and bad. You can’t run from it. You can’t hide from it. It is what it is.
My most recent turn results for Hyborian War? Turn #32 of game number HW-982. The results arrived much later than they typically do. This was chaos in postal service form. Ever been there? Ever did that? The envelope was stamped 29 AUG 2023. So, when did the envelope containing my turn results finally arrive at my post office box? They weren’t there on Saturday, and it was late on Monday when my Hyborian War friend, JBad (JBad is his moniker on Lloyd Barron’s The Road of Kings forum site), sent me an e-mail at 2:32AM early on Tuesday morning. Having not made it to the post office on Monday, I exercised the Omega Option, and drove to the post office in my bedroom slippers. Lo and behold, for my turn results had finally arrived!
Had they dropped me from the game? No! The fine folks at RSI had processed the turn in a timely manner, and had mailed it out in a timely manner, but then my turn results and their accompanying trusty envelope fell straight into The Twilight Zone chaos.
Lately, I have been playing a lot of Alamaze. Trying to learn it. Trying to get the hang of it. trying to get better at it. The Play By Mail Facebook page sure has been getting plastered, of late, with a bunch of postings pertaining to Alamaze, Rick McDowell’s creative PBM undertaking that first started several decades ago, but which is currently playable in the online medium.
Has Alamaze replaced Hyborian War as my favorite PBM game? No, it has not. But what it has done, of late, is to really skyrocket up the list. I’m having fun with it. Lots and lots of fun with it.
Has it all been fun, though? No, it has not all been fun. The game, itself, is fun. Alamaze has 32 different kingdoms that you can choose from to play (unless the one that you wanted to play has already been picked, of course, by someone else who beat you to the punch on signing up for a new game of Alamaze. Early birds get the worms, as the old saying goes. I’m looking at YOU. You’ve been slow in making it to the Alamaze party. Boo! Hiss! Hiss!
Chaos prevents people from playing PBM games, from giving them a try. And I’m not talking about just people from outside the Play By Mail gaming realm. Chaos also strikes those within the PBM realm, as evidenced by YOUR lack of willingness to give Alamaze a try. Then, too, there’s a try, and then there’s a real try. You all know what I mean by that.
Being the world’s biggest and most unabashed hater of having to read a bunch of rulebooks and other documentation, just to get started giving new PBM games a try, I can attest that it is, indeed, possible to play and to enjoy playing Alamaze, without having to read a bunch of nonsense like that. I’m not shitting you, either. You do have to give it an honest go, though. You have to make some effort. You do not learn Alamaze, nor any other PBM game, modern or ancient, via osmosis. If John Mulholland can play Alamaze (I use the word “play” loosely, here), then YOU can play Alamaze, also. Don’t be a scaredy cat!
Just loosen up a bit. Take that Richard Weatherhead bow tie off, and set it on your coffee table. Forget about playing to win (Has Wayne Smith ever won a PBM game?), and just focus on getting used to the Alamaze game interface (which was bestowed with a long name, for some reason - Alamaze Online Order System). Don’t let long names scare you off. It really is a manageable affair. Give yourself six turns - a mere half-dozen turns. That’s when it really began to click for me.
Most of the Alamaze games that I play in are on a 72-hour turn processing schedule. If all players get their turn orders done and click on the Ready button in the Alamaze game interface, then turns can actually process faster than that 72-hour deadline. You know how people are. They sometimes take their sweet ass time getting around to issuing orders for their turn. Sometimes, real life intervenes, and other times, people just get slack. I know that feeling. Been there, done that. What about YOU?
In case you’re wondering who this John Mulholland fellow is that I mentioned, he’s the new owner of Alamaze. He bought it several months back from Alamaze creator and grand designer, Rick McDowell. He’s not as handsome of a man as Rick McDowell is, but he does really like Alamaze - a lot. How much is a lot, you ask? Enough to buy it. That’s how much!
He’s no kin to Carol Mulholland, the former editor of Flagship magazine, the Independent Magazine for Gamers, as far as I know, in case you might be wondering. And speaking of Flagship magazine, you can download some free back issues in PDF format here and here.
And if you don’t want to give Alamaze a try, then at least be decent enough to read Richard Jones’ A dissertation on gaming.
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Issue #1 - Welcome to the Play By Mail Universe! - Charles Mosteller |
Posted by: GrimFinger - 01-01-2024, 07:05 PM - Forum: Articles that appeared in issues of PBM Chaos
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Welcome to the Play By Mail Universe!
Charles Mosteller
There is no order. Only chaos. You want things orderly and organized. Reality is otherwise. You prefer things one way. PBM companies choose a different way. Change has been along time coming. Yet, it never comes. It never arrives, and you’re left empty-handed.
Welcome to Play by Mail gaming as we know it, as we experience it, as we live it. This place, dimension, this plane of existence where we suspend disbelief at will. For us, gaming reality is a dated experience. We’re stuck in a time loop. Honestly, we’ll never reach tomorrow.
But that’s just it - we don’t have to.
Things are as they are. GMs are who they are. Companies are the sum totality of what they aspire to be. What more could you as? It’s a perfect recipe for chaos.
PBM chaos!
And if there’s anything that gets my attention, it’s chaos. This isn’t Goldilocks and the Three Bears. It’s never gonna be “just right.” Too much of this, too little of that. The harsh reality of it all is that PBM gaming is a fairly barren landscape, yet it’s a landscape that has some glimmers of hope scattered throughout it. A slight improvement here, a nudge towards progress over there. And it moves at a glacial pace, if it moves, at all.
Me? I run in spurts. Sometimes, it’s long spurts. Other times, it’s short spurts. Bursts of energy. It only lasts so long, though. Gotta grab what you can, while it lasts.
It’s better than nothing. Or maybe not. Perhaps perspective is the real judge of that. You got a better way? Then let’s see it. Put it into motion. Bring it into reality. Rise to the occasion!
Otherwise, sit your ass back and enjoy the show.
This ain’t Candyland, people. No one rules the roost, here. None of us are slaves to PBM orthodoxy. What worked decades ago may not work, today - or at a bare minimum, it may not work as well, today, as it did back then.
And progress? Well, things that get called progress or are sometimes referred to as progress, where PBM gaming is concerned, may ultimately turn out to be anything but.
So, leave your websites the same. Keep on doing things the same old way. Experiment where you can, where you’re able, where you’re willing. Me? I do my own thing, whatever that “PBM thing” is, whatever it turns out to be.
You can either get off here, or you can tag along for the ride. That choice is yours. It always has been. It always will be.
And if any of you see Richard Weatherhead, tell him I’ll be by to pick him up. It’s what he’s been waiting for.
Maybe.
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New galaxy starting soon |
Posted by: Davin - 12-19-2023, 08:36 PM - Forum: Galac-Tac
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Just FYI -- You have until 12/24 to get signed up for the next Galac-Tac galaxy (#113) before it starts.
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New galaxy starting soon |
Posted by: Davin - 12-19-2023, 08:36 PM - Forum: Galac-Tac
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Just FYI -- You have until 12/24 to get signed up for the next Galac-Tac galaxy (#113) before it starts.
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Looking for PBMville |
Posted by: GrimFinger - 10-22-2023, 02:11 PM - Forum: PBMville Town Saloon
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Players can SHOOT or they can MOVE. Of course, if you MOVE, I need to know WHERE you are moving to. And if you SHOOT, I need to know WHO you're shooting or WHAT LOCATION that you're shooting at.
There is no rulebook, per se. I can try to put one together, as time allows, but there wouldn't be a book, even if I did. What you fail to grasp is that is basically the rules. You have one character to play. Your character can either SHOOT or MOVE. If you do neither, or miss a turn, then your character stays where they are at, but are still susceptible to being shot at by other characters. Two characters can't occupy the same space/location, so you can't move into a location where another player is. You can try, but if they don't move, then your character won't move. The dead are instantly removed, so if you try to move into a location where a character is dead, your move will go through.
As I have posted, previously, PBMville is an experiment. Me? I hate big, thick, lengthy rulebooks. So, I am trying to keep rules to a bare minimum. One character, one order per character. And it's not a complicated choice - SHOOT or MOVE. But I do have to know where you are moving to, or what you are shooting at. Otherwise, how would I just automatically know which character that you're shooting at, or what location that you're moving to?
That's basically the sum totality of your "rulebook" that you are asking for.
Now, there may or may not be Events, as the game progresses. If so, then those Events will be explained at the time that the Events transpire. No player gets rules for Events ahead of time, because that would give the Events away before they happen.
If one reads the issues of PBM Chaos, then everything that you need to play is included in PBM Chaos. I did create a rule to govern what happens, when I make a mistake, as GM/Narrator. That's a rule for me, not for players, though. Even then, dice will decide.
When players SHOOT, as was explained in PBM Chaos recently, I roll dice (one die). Specifically, I roll to see if the shot is a HIT or a MISS. If it's a MISS, that's the end of your turn and action. If it's a HIT, then I roll that one die, again, to see if you WOUND or KILL the targeted character. I never know ahead of time who is going to actually get shot or killed.
There's no big rulebook to study. That's not what I wanted to create. PBMville is more an experiment than a game. As a game, it is an exercise in minimalism and incrementalism. It begins at a very basic level. One character, one decision per turn. And your one character with one decision per turn only gets to choose between SHOOT or MOVE.
Rather than inundate and bury players with a bunch of rules, in PBMville they start off with basically no rules, and no more than one character with one decision to make.
Events, should they happen, are a way to increase the rules, but in a very deliberate, incremental manner. This approach allows for a gradual increase in complexity, and players do not have to worry about devouring a bunch of rules all at once. This is geared at hopefully providing players with a more leisurely atmosphere for playing PBMville.
A large part of the "fun" to be found or discovered in PBMville doesn't revolved around a player's one measly character. Rather, it's more about what everyone else's character choose to do. Your one character's role is an exercise in simplicity, itself. SHOOT or MOVE. How utterly boring, right? But complexity can arise, where numerous simple decisions arise in the course of any given turn. That's one of my theories, anyway. While you're shooting somebody, somebody else might be shooting you.
Common sense says that gunfights are dangerous. Very, very dangerous. There's good reasons that most people avoid gunfights, if they can. Yet, in the context of a "game," players instinctively sense that if all that they do is to try and avoid gunfights, then they will end up missing out on something - namely, the excitement that naturally accompanies shooting the other guy's character and killing them.
If you follow along long enough with what gets published in issues of PBM Chaos, you will likely begin to notice subtle changes. Incremental degrees of complexity are being slowly woven into the fabric of the game/experiment. For instances, players are learning really quickly that characters can die very quickly. First turn deaths can, will, and have happened, already. Also, some characters are now WANTED, Dead or Alive - and a reward is now attached to their heads. Obvious changes in incremental form, but changes that do NOT require a rulebook to grasp and understand. Also introduced without more rules for players to learn is that characters' kill counts are kept track of. Where there were no kills, because no character had died, there was no information of this sort to track - and by extension, no reason to trouble players with it.
All information (including all rules of the game) are not always relevant nor needed, and particularly if they aren't even in play. Providing a rulebook with everything that could happen over the course of the game creates a DISTRACTION. Players should concentrate on the game, not on a rulebook that mentions things that haven't even happened, yet, nor which may ever happen. Players tend to remember that PBMville is a GAME, more than they remember that PBMville is an EXPERIMENT.
In real life, we live our lives in the PRESENT moment. Yet, people routinely allow themselves to become distracted, by dwelling upon the PAST and/or the FUTURE. In the context of a so-called "rulebook," most of what you might view to be the "rules" are likely a part of PBMville's FUTURE. Characters that exist in the game, now, are not seers nor prophets. They cannot see into the future. Hell, in many ways, even I can't see into the future of this game, and I'm the GM and Narrator.
PBMville is NOT a dungeon crawl. Players don't even get to write their own characters' backstories. Rest assured, that players do get to make decisions, but as of the present moment, their choices and range of decisions is VERY LIMITED, and this is intentional and by design.
At worst, PBMville ends up being a failed experiment. Players may or may not end up finding any fun to be found in the concept. Some players may choose to stick around longer than other players. Some players may experience parts of the game that other players do not. Right now, what players "see" is the town map of PBMville with its various locations marked out with numbers, and other characters (most of which are player characters, with a couple of non-player (NPC) characters tossed into the mix. Players cannot see ahead in time, nor can they see anything other than that town map and other characters. But even where the other characters are concerned, they only "see" the other characters that are in the game, right now, though they also have an AWARENESS of characters that died, but which used to be in the portion of PBMville that they see.
Perhaps this "explanation" is something that you prefer, but this explanation isn't the same thing as a rulebook. To understand the RULES of the game, read the issues of PBM Chaos as they get published, and in the order that they get published (at least, from the point where PBMville began). Players do NOT receive individual turn results via e-mail. Instead, turn results for the entire game get published on an issue-by-issue basis. Accordingly, the RULES as you envision such things to be, will appear in issues of PBM Chaos. Players do NOT receive rules that are irrelevant ahead of time. That is a big, big no-no!
And if you bothered to read all of this, then you're likely the most knowledgeable player in the game, but you still don't know more rules about the game than anyone else.
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