Victory

Started by Victory ยท Mar 16, 2011 22:45 UTC

#228

Hey,

I just stumbled across this site and thought it was interesting and brought back some old memories.

I programmed the game Victory! The Battle for Europe for Rolling Thunder Games back in the 1990s as well as being an owner there for almost ten years. I had a lot of fun memories of game designing, attending conventions, frantic deadlines, talking on the phone with players, writing newsletters, etc. It was a good time for quite a while.

I started off playing StarMaster back in 1981 and still have all those papers in a box somewhere. Ended up working at Rolling Thunder in 1987 and leaving there while the design sessions for SuperNova Rise of the The Empire were underway back in 1997.

It is hard to believe how much things have changed in the industry and how fast time goes by. I was sad to hear about Dave Webber passing and happy to see Carol is still running Flagship.

Thanks for hosting this site and archiving some of information about the classic games.

Terry

Edited Mar 16, 2011 22:53 UTC

#229

Welcome aboard the site, Terry! We're glad to have you here, and we would sure like to hear some of your PBM and PBM design tales, when and if you get the time to share a memory or two in depth with us. For that matter, we're glad to hear bits and pieces, too.

I would certainly like to hear more about StarMaster, and about your times with programming Victory! The Battle for Europe and at Rolling Thunder games.

#230

Welcome Terry!

As Grim mentioned, I would love to hear about your experience programming Victory! What sort of language and hardware did you use? Do you still do much programming today?

#231

Oh man!
I wish I could signup for a starmaster game!
Can you tell more about this game??

Walt

#234

[quote='Ramblurr' pid='230' dateline='1300317749']
Welcome Terry!

As Grim mentioned, I would love to hear about your experience programming Victory! What sort of language and hardware did you use? Do you still do much programming today?
[/quote]

Victory was programmed in Pascal on a Macintosh Plus. At the time the two choices in languages for the Mac were C and Pascal and the Pascal compiler was much more friendly.

I still remember the day we were able to buy a 20 MB (mega, not giga) harddrive for "only" $1000.00 -- it made it so we could store four Victory games on one hard drive rather than using floppy disks.

I still do programming for a living today. Back in the Rolling Thunder days I probably only spent 10-20% of my time coding and the rest doing business related stuff. Once I was able to stop doing data entry and get some time for coding I was able to automate turn entry more so that freed up even more time to do more coding. The problem was just the boot strapping was so tough and the day to day grind made it tough to get any free time.

#235

Wow, heh, that is pretty crazy. I've read about even older automated ("computer assisted") PBMs where the GMs rented time on a university mainframe. Imagine all the time spent coding in the punch cards! I'm not surprised so much time was eaten up by non-programming tasks.

#236

[quote='walter' pid='231' dateline='1300346362']
Oh man!
I wish I could signup for a starmaster game!
Can you tell more about this game??

Walt
[/quote]

I played quite a few games back in the day. StarMaster, Company Commander, Epic, Legends, Monster Island, Middle Earth, etc. Lots of smaller games too just to get ideas for our own games as well as having fun.

I started playing StarMaster back in 1981 and that is where I met one of my future partners at Rolling Thunder. I remember battling with Robert Bunker and his alliance in StarMaster (a race of reptile creatures if I recall correctly). That game had so many special actions and unique gamemaster related things in it that made it fun and sparked the imagination. It has been so long ago that I can't even remember what the names of my empires were though. :(

When Rolling Thunder got started with SuperNova (the original one) I joined the company right after the first galaxy opened up. I was a GM for multiple galaxies from 1987-1989 and then finally got a chance to do some game design and coding when we were able to get Victory! going. Even after/during the Victory coding I was still spending much of my time doing turn processing for SuperNova.

SuperNova had a lot of StarMaster in it. It was a computer assisted game rather than computer moderated. We still had lots of sheets of paper describing what the player was up to in their special actions, etc. The problem just became getting (and paying) good GMs and keeping the continuity from turn to turn since a different person might deal with each turn that got sent in from a position. Once hundreds (or maybe a thousand?) of people were in the games it was impossible to keep the true flavor of 'special' actions going and thus Victory was destined to be a computer moderated game since we had seen the writing on the wall for scaling games for larger amounts of customers.

Computer moderation was great for reducing errors. When you have a game that is as heavily hand moderated as Supernova was with as many GMs as it requires there are bound to be mistakes. Turning things over to the computer reduced mistakes to 99%+ input errors rather than human errors. And once we got a basic user input program out there those errors could be placed onto the player's shoulders rather than the GMs. I wish I had the time to make a better input program, but it did the basics and performed some minimal error checking and the time to improve the program just never arrived.

My time at Rolling Thunder had a lot of fun in it. We created several games, we licensed games out to other companies around the world (and survived those headaches) and also licensed some games for us to run that we had not designed. It was a good way to join the working world just out of college, although it certainly did not help my coding skills and probably put a big delay in my software engineering career. Just too much time spent doing daily chores and not enough spent honing my coding skills. Looking back, I think both RTG and myself would have done better if I could have just been put on coding full time and I would have been able to fully automate games which in the long run would have easily paid for itself.

It was strange rummaging through your forums. I can recall so many of these games and so many of the designers/owners. We didn't attend a lot of conventions, but we did go to AndCon (I think that was the name) a few times when it was considered the USA PBM convention and drank a few beers with fellow PBM moderators. We also got along with some of the old school people (like Jim Landes from Midnight Games) and chatted with them occasionally. It is just amazing how much the landscape has changed.

It is good to see some of the companies still around (including my old one still running Victory). I do find it incredible that games like StarWeb (or even Victory) survive in this day and age given the old machines they were written on and the competition for gaming dollars now. I left when Everquest, etc were just starting up when I thought that those massive multiplayer games would replace PBM.

If you have any specific questions feel free to send me a note. Otherwise I will probably disappear again until nostalgia finds me looking around again.

It's great that you could archive this much information. I know there are a lot of people who have a lot of good memories of the fun that PBM brought them (including me). I hope the industry can somehow survive, but while I still play games and still code I doubt if I will return anytime soon to running a PBM (or PBeM) company.

Edited Mar 17, 2011 15:53 UTC

#237

[quote='Victory' pid='236' dateline='1300376370']If you have any specific questions feel free to send me a note. Otherwise I will probably disappear again until nostalgia finds me looking around again.[/quote]

Well, Terry, I hope that you don't disappear, entirely. It's great, listening to you recall such bits and pieces of PBM's past. You're a walking treasure trove of PBM knowledge. I'm glad that the nostalgia bug bit you, and that you bothered to stop by - and to pause long enough to share such choice memories with us. Definitely, your postings are PBM gold.

But, I can't make anyone stay. If nothing else, feel free to just lurk, and only chime in occasionally. What little that you've posted, thus far, is actually some of the very best PBM-related material that I have come across online over the last several years. You're a PBM resource that is, quite plain and simply, irreplaceable.

#239

[quote='GrimFinger' pid='237' dateline='1300378288']
[quote='Victory' pid='236' dateline='1300376370']If you have any specific questions feel free to send me a note. Otherwise I will probably disappear again until nostalgia finds me looking around again.[/quote]

Well, Terry, I hope that you don't disappear, entirely. It's great, listening to you recall such bits and pieces of PBM's past. You're a walking treasure trove of PBM knowledge. I'm glad that the nostalgia bug bit you, and that you bothered to stop by - and to pause long enough to share such choice memories with us. Definitely, your postings are PBM gold.

But, I can't make anyone stay. If nothing else, feel free to just lurk, and only chime in occasionally. What little that you've posted, thus far, is actually some of the very best PBM-related material that I have come across online over the last several years. You're a PBM resource that is, quite plain and simply, irreplaceable.


[/quote]

Thanks for the kind words.

This web site was just a walk down memory lane for me. I can remember all the crazy times and then the boom years followed by the convention when I picked up a bunch of Magic (alpha) cards. That was a turning point for PBM when Adventures By Mail decided to get into the Magic card craze and their PBM games suffered a bit as they found the collectible card game bubble and discovered that the niche of PBM was so small compared to the CCG wave. I think quite a few other PBM companies saw that same light and had to look hard within themselves to decide if the love of the hobby was worth skipping out on financial rewards.

And after that slowed down a little the internet took off and the big companies with large art departments were able to get their subscription based games with huge advertising budgets and economies of scale that the little shops had difficulty competing with.

Your website has me wondering where my box in the basement is that contains all my StarMaster, etc materials. I wrote so many newsletters for SuperNova and I think I still have a bunch of the old Schubel and Son newsletters too somewhere down there. That was such a long time ago...

Edited Mar 17, 2011 16:27 UTC

#240

[quote='Victory' pid='239' dateline='1300379183']Thanks for the kind words.

This web site was just a walk down memory lane for me. I can remember all the crazy times and then the boom years followed by the convention when I picked up a bunch of Magic (alpha) cards. That was a turning point for PBM when Adventures By Mail decided to get into the Magic card craze and their PBM games suffered a bit as they found the collectible card game bubble and discovered that the niche of PBM was so small compared to the CCG wave. I think quite a few other PBM companies saw that same light and had to look hard within themselves to decide if the love of the hobby was worth skipping out on financial rewards.

And after that slowed down a little the internet took off and the big companies with large art departments were able to get their subscription based games with huge advertising budgets and economies of scale that the little shops had difficulty competing with.

Your website has me wondering where my box in the basement is that contains all my StarMaster, etc materials. I wrote so many newsletters for SuperNova and I think I still have a bunch of the old Schubel and Son newsletters too somewhere down there. That was such a long time ago...
[/quote]

Ironically enough, I've never played a game of Magic. It looks intriguing, as many CCG card games do, but I never took the bait.

I also never played a Schubel and Son PBM game. I still recall being aware of them, as a PBM company, back when play by mail was still a relatively new thing to me.

#241

[quote='GrimFinger' pid='240' dateline='1300379455']
[quote='Victory' pid='239' dateline='1300379183']Thanks for the kind words.

This web site was just a walk down memory lane for me. I can remember all the crazy times and then the boom years followed by the convention when I picked up a bunch of Magic (alpha) cards. That was a turning point for PBM when Adventures By Mail decided to get into the Magic card craze and their PBM games suffered a bit as they found the collectible card game bubble and discovered that the niche of PBM was so small compared to the CCG wave. I think quite a few other PBM companies saw that same light and had to look hard within themselves to decide if the love of the hobby was worth skipping out on financial rewards.

And after that slowed down a little the internet took off and the big companies with large art departments were able to get their subscription based games with huge advertising budgets and economies of scale that the little shops had difficulty competing with.

Your website has me wondering where my box in the basement is that contains all my StarMaster, etc materials. I wrote so many newsletters for SuperNova and I think I still have a bunch of the old Schubel and Son newsletters too somewhere down there. That was such a long time ago...
[/quote]

Ironically enough, I've never played a game of Magic. It looks intriguing, as many CCG card games do, but I never took the bait.

I also never played a Schubel and Son PBM game. I still recall being aware of them, as a PBM company, back when play by mail was still a relatively new thing to me.
[/quote]

Schubel and Son were the big thing along with Flying Buffalo way back when. FBI ran their games well and priced them fairly while Schubel seemed to run the megagames that had hundreds of people in them (Tribes of Crane, StarMaster, etc) and started the price gouging that scarred the industry. They found that they could charge customers an arm and a leg and did not hesitate to do so. Playing in a game with 200 people per galaxy and alliances declaring war against other 30 person alliances that spanned the universe were so epic that people were willing to pay for a while.

S&S finally crossed the line when they charged the defender in a battle a fee to receive their battle report (ostensibly to cover their costs of printing and mailing) and started a brief flurry of players teaming up on someone with multiple tiny scout ship attacks just to generate a fee twenty times that would break the real life budget of a player and force them to drop from the game. Looking over some of those old game advertisements that refer to 'hidden fees' and such refer directly to this S&S practice (movement orders cost extra, production sheets cost extra, etc).

The Magic craze was so big for a time. It carried the company to the heights that they could buy TSR and take over Dungeons and Dragons. At that point every PBM company was just stunned that what was such a small company at the prior convention had taken off like a rocket and in a manner of a few years had eclipsed and acquired the company that probably every founder of a PBM company had idolized and started their RPG hobby with.

Adventures By Mail jumped onto that craze as a distribution dealer and rode it while shedding some of their games (like Beyond the Stellar Empire which ended up being taken over by Rolling Thunder Games for quite a few years) that required manpower and did not return anywhere near their investment compared to the CCG craze. That is how RTG started running BSE and how Thad Catone joined Rolling Thunder for a while. BSE had such a history and following, but it was doomed due to the sheer amount of manpower it required to process a turn -- you just can't charge that much anymore. Thad was a major player in BSE who agreed to come run BSE as a moderator at Rolling Thunder Games in an attempt to save the game. Another of the people that had the passion for PBM games.

Wow. It has been so long since I talked PBM to anyone. It feels strange.

Edited Mar 17, 2011 17:00 UTC

#242

My God, man! You're just oozing at the seams with PBM history. Perhaps the saddest part of what you last wrote, is that I don't even know who Thad Catone is. Clearly, he must have been an individual of some importance in the overall PBM scheme of things. Surely, you will not leave me hanging on a limb, to die of thirst for more knowledge about this icon of which you speak.

I believe that Paul Brown III, formerly of Reality Simulations fame, also got involved in the CCG (collectible card games) craze. I think that the company that he started to pursue that venture ended up going out of business, at some point thereafter.

#243

[quote='GrimFinger' pid='242' dateline='1300381319']
My God, man! You're just oozing at the seams with PBM history. Perhaps the saddest part of what you last wrote, is that I don't even know who Thad Catone is. Clearly, he must have been an individual of some importance in the overall PBM scheme of things. Surely, you will not leave me hanging on a limb, to die of thirst for more knowledge about this icon of which you speak.

I believe that Paul Brown III, formerly of Reality Simulations fame, also got involved in the CCG (collectible card games) craze. I think that the company that he started to pursue that venture ended up going out of business, at some point thereafter.
[/quote]

Thad joined RTG late in its history to run the Beyond The Stellar Empire game. There were so many diehard BSE players that I thought I might name drop him in case it struck a chord with any of them (if they ever read this post). I think Thad was only around at RTG from probably 1995-1998 and he passed away in 1998. Along with Russ (who you know from the RTG website) and Pete and myself he was probably one of the best known GMs at RTG. Gary Hughson also worked at RTG as a Supernova GM for a long time and brought a lot of life to the games there.

RTG was primarily Russ, Pete and myself, but Gary and Thad poured a lot of energy into the company as well. At it's high point there were probably three or four additional GMs at any one time doing data entry for the company, but they got phased out as things became more automated. Russ, Pete, myself, Thad and Gary were the ones that answered the phones, talked to players, attended conventions, etc.

Beyond the Stellar Empire had been running as a game since before even I knew PBM and has now become replaced with Phoenix in the modern era if I am not mistaken. I believe BSE was acquired by another company after RTG couldn't make it work economically without Thad (after he passed away and got replaced by Neal somebody or other), couldn't update to modern equipment/languages and got rewritten and rebooted.

I think you are right in that RSI got involved in the CCG industry. From what I recall they got into the game too late to make any mega money and I think ABM also got pushed out of the industry by bigger dealers, but not before they made a small killing due to their early connections.

I never talked with the RSI folk, so I only know about them from the old Flagships and Paper Mayhem articles. I don't know why I didn't talk since they were one of the big companies back then, but it just never happened. Sometimes I wonder what happened to all the old coders at the companies (Bill Combs who recoded Legends, Jim Landes the original Legends hacker, etc). It is stunning that Loomis is still around after all the dust has settled and outlasted so many that entered the industry years after his games had already been around. Amazing.

Edited Mar 17, 2011 17:18 UTC

#244

Sorry to hear about Thad's passing. Maybe your mentioning of him will stir some memories of other PBM players, at various points in the future, assuming that this site survives for a bit.

I tried Phoenix a while back, but just never got into the game. I noticed a couple of days ago that Bob Bost (a name that will likely ring a bell with you, Terry) had recently resigned from his faction in Phoenix (which is run by KJC Games). I wrote him, and asked if he would submit to an e-mail interview, and he agreed to do so. I will try to come up with a list of questions for him, before the weekend is over.

You said that you programmed Victory! Did you program it solo, by yourself? How long did it take you, from start to completion?

From your perspective, who were Rolling Thunder Games' biggest competitors, back then? Any thoughts on what some of your thoughts are on some of the best or worst PBM games, that you encountered? Also, any recollections on new PBM companies that entered the arena, after you became involved, and what kind of a splash that they each respectively made, and how they were perceived by the PBM player community at large??

#246

[quote='GrimFinger' pid='244' dateline='1300383250']
Sorry to hear about Thad's passing. Maybe your mentioning of him will stir some memories of other PBM players, at various points in the future, assuming that this site survives for a bit.

I tried Phoenix a while back, but just never got into the game. I noticed a couple of days ago that Bob Bost (a name that will likely ring a bell with you, Terry) had recently resigned from his faction in Phoenix (which is run by KJC Games). I wrote him, and asked if he would submit to an e-mail interview, and he agreed to do so. I will try to come up with a list of questions for him, before the weekend is over.

You said that you programmed Victory! Did you program it solo, by yourself? How long did it take you, from start to completion?

From your perspective, who were Rolling Thunder Games' biggest competitors, back then? Any thoughts on what some of your thoughts are on some of the best or worst PBM games, that you encountered? Also, any recollections on new PBM companies that entered the arena, after you became involved, and what kind of a splash that they each respectively made, and how they were perceived by the PBM player community at large??


[/quote]

I remember Bost. He was a big money player. Man, so many people I haven't thought of in so long.

I programmed Victory completely by myself. I can't really think how long it took from start to completion since it always had something that had to be done. To get it off the ground probably took 7-8 months of coding after a few months of designing and then we announced the release for financial reasons. During the coding process we always had back and forths about design issues as well so the coding would briefly stop while those topics were hammered out.

I still hadn't written the combat routines when we announced the release, but the rest of the game was finished. Since players could not attack anyone for the first two turns (to prevent attacks before players had gotten alliances formed, setups returned, defenses built, etc) that gained me four weeks to finish up the ground and air attack routines. Plus, the time after the announcement to the first game filling (forty players per game) was a couple weeks.

I think ship combat (by FAR the most complicated routines) got finished two weeks after that (in a miracle no enemy ships spotted each other for that one turn even if they could have been at war -- :) ). After that time was spent making player entry programs, GM moderation utilities (being able to inspect or change the database), printing to text files rather than dot matrix printouts, etc. Plus, by then I was back to daily work stuff as part of my day to keep the company running and never really got full days to code again until early work on SuperNova Rise of The Empire started up again in 1996 or so.

I think Rolling Thunder's biggest competitors back then are difficult to tell. Midnight Games had the same type of client base as we did, but we were friendly with them and even played in their games at the time. Other companies were large (GSI, ABM, RSI, FBI, etc) but they didn't fight for the same type of customers we did. A game like It's a Crime or Duelmasters attracts a different person than SuperNova does for the most part.

I think Russ was more interested in the competitors aspect of the business than I was. He and Pete had more experience in the industry and I was still under the impression that the problem was more growing the industry than fighting to keep a customer away from a competitor. I'm still not sure which is right, but at the time I was under the impression that exposure was the most important thing and the quality of our games would retain customers.

It is also difficult to tell the best/worst games. The worst are easy I guess -- there were always companies that started up with the best of intentions and folded up shop when things got difficult and kept their customer's money. Those things just hurt the niche and turned away so many potential lifetime players in one single bad first time experience. Any company that stayed around for a while or refunded their accounts can't be said to have had a bad game IMHO, even if I didn't particularly like playing their product.

The best games are tough. It just really depends on what you are looking for in a game. I liked playing the grand epic games so I leaned towards Legends, StarMaster, etc that had hundreds of players in any given region. Some games are run like clockwork though and ones like StarWeb have a lot going for it in this area -- very professional and balanced. Others broke barriers in the industry -- GSI getting LOTR license in a niche industry and doing massive advertising in mainstream publications like Dragon magazine, games like The Next Empire and Monster Island bringing in laser printed turn results rather than dot matrix, Legends getting a relatively full featured player turn editor program, etc. I remember when RTG set up our bulletin board system and upgraded our modem from 300 baud to 1200 baud and players flocked to it with long distance phone calls to download/pickup their turns rather than using the postal service.

Many of the best games IMHO also just couldn't scale well. The ones that were a labor of love had a great intensity for a time, but eventually that GM would burn out/financial difficulties or something and be unable to continue. In hindsight it seems inevitable that hand moderated games were fated to only be a hobby that burned brightly but then would fade.

Some companies in the industry that popped up are still around. I'm not sure when Madhouse started, but it is great to see they are still moving along. I wasn't that familiar with overseas companies outside of the ones I had to deal with for licensing issues. At the time playing overseas was just too restrictive in time and postage costs.

I had to write some software that kept track of how many turns were processed by our licensees since there was always a bad apple who didn't want to pay the correct fee or in some cases said they already had the software and wouldn't be paying. Luckily we had put in some checks into the main program so that it shut down and that usually got us the correct royalty checks on time in the future.


Edited Mar 17, 2011 19:18 UTC

#248


Your website has me wondering where my box in the basement is that contains all my StarMaster, etc materials. I wrote so many newsletters for SuperNova and I think I still have a bunch of the old Schubel and Son newsletters too somewhere down there. That was such a long time ago...

LOL!
I wish I could take a look at it!
Really I always wanted to play Starmaster. The stories you tell me make it even better. I think the handmoderation made it such a great game...

#251

It was a lot of fun. It had such a history. Starting off, getting huge, becoming big money where players even did things like forge documents from Schubel and Son to gain in-game currency, empires being sold off to a new owner for (IIRC) over a thousand dollars when someone decided to quit and leave the game. The mighty Dragorn Empire leaving their own galaxy after conquering most of it and spending (IIRC) over a year sending in turns travelling between galaxies to invade another one where players had been setup and sparking a war there. Then the price gouging controversies ($200 every two weeks for some empires back in the 1980s!), cheating accusations, feuds spilling out and eventually Schubel and Son giving up on the game and selling it back to the original creator of the game. He was based on the east coast I believe and wanted to bring back more hand moderation, but it just never took off again due to some of the bad blood at the end and the transfer of boxes upon boxes of papers and documents that had to be sorted through. I think only a handful of turns ever got processed ever again and it disappeared into the mists of times only to have some of it's spirit carried on in SuperNova and SuperNova:ROTE. I wish I could remember the name of the original company, but I can't think of it now.

Those special actions were unique though. Exploring abandoned temples and tombs with your spacecraft in hand written RPG-style paragraphs.

If I can remember I'll see if I can find some of my boxes. I think I had every single tech sheet for the entire game, but it is a question of whether the boxes survived being hauled around for the last 20+ years. Next time I'm in the basement I'll dig around a little. I think it is all buried with my original Traveller RPG game stuff.

I just did a quick look and found this article about StarMaster. KSK Concepts was the company that bought Starmaster back from Schubel and this article is apparently from someone who worked there.

http://greyhawkgrognard.blogspot.com/2009/01/play-by-mail-games.html

I found some PDFs of the old Dragon magazine. There sure were a lot of PBM games advertised in this magazine back then.

Edited Mar 17, 2011 20:36 UTC

#253

Hmm,
I bought some old Paper Mayhems from someone who used to run "'A little pbm space game" in the past. He was the owner of the company KSK Concepts..
I will look at my old shelves tomorrow, I am sure I know the owners name as I spoke to him several years ago....

A little space game... Grumble. I did talk to the creator of Starmaster and I did not know it...:@

Edited Mar 17, 2011 20:39 UTC

#254

[quote='walter' pid='253' dateline='1300394340']
Hmm,
I bought some old Paper Mayhems from someone who used to run "'A little pbm space game" in the past. He was the owner of the company KSK Concepts..
I will look at my old shelves tomorrow, I am sure I know the owners name as I spoke to him several years ago....

A little space game... Grumble. I did talk to the creator of Starmaster and I did not know it...:@
[/quote]

Funny! I remembered the company name had a K in it and KSK Concepts is definitely the company that reclaimed StarMaster. I didn't remember it lasting as long as that blog says, but I have no reason to doubt him.

If you have the KSK owner's name I will recognize it. I can almost think of it now even after all these years, but I can't quite come up with it.

#255

[quote='Victory' pid='251' dateline='1300390546']
I just did a quick look and found this article about StarMaster. KSK Concepts was the company that bought Starmaster back from Schubel and this article is apparently from someone who worked there.

http://greyhawkgrognard.blogspot.com/2009/01/play-by-mail-games.html
[/quote]

Ah! This is Joe (the article author), he is actually playing in the game of Far Horizons that started today. I don't think he has created a forum account yet, but I can send him an email asking for the fellow's name if walter cannot remember.

#258

[quote='Ramblurr' pid='255' dateline='1300397741']
[quote='Victory' pid='251' dateline='1300390546']
I just did a quick look and found this article about StarMaster. KSK Concepts was the company that bought Starmaster back from Schubel and this article is apparently from someone who worked there.

http://greyhawkgrognard.blogspot.com/2009/01/play-by-mail-games.html
[/quote]

Ah! This is Joe (the article author), he is actually playing in the game of Far Horizons that started today. I don't think he has created a forum account yet, but I can send him an email asking for the fellow's name if walter cannot remember.


[/quote]

I dug through a couple boxes and found some of my old stuff. It appears that I might have left the vast majority of things at RTG, but I found some newsletters from 1981-1984 or so.

Richard Lloyd was the man who took back StarMaster.

I scanned a few of the items since people expressed interest in StarMaster and Galaxy Alpha. So I scanned the initial StarMaster advertisement as well as the intro to KSK Concepts. I also scanned the first Galaxy Alpha newsletter as well as their ad trying to lure players away from StarMaster.

I tried posting this to an image hosting site, but they are too large it appears.

One that made it is at:
http://imgur.com/qguN1
http://i.imgur.com/2cA78.jpg

Five are at (but it appears one got cut off):
http://imgur.com/a/jPQlo/all

In any event, if anyone actually wants any of these send me a PM with an email address and I can send them your way. The scans are 2-8 MB in size.


#260

Wow! Those are awesome. As someone who missed that entire era, it is interesting to get a glimpse of how things operated back then.

So KSK only ever ran a few turns of Starmaster after those announcements?

Was this before photocopy machines? Did the GMs have to manually type those newsletters over and over?

From these newsletters and other pbm archives, I just can't get over the scale of these games. There just doesn't seem to be anything similar these days. They truly were the first MMOGs.. err, MMOfflineGames? I was hoping Mark's Galactic Empires would make a comeback, but that is looking more and more unlikely.

#263

[quote='Victory' pid='258' dateline='1300418606']In any event, if anyone actually wants any of these send me a PM with an email address and I can send them your way. The scans are 2-8 MB in size.[/quote]

Oh, you know that we want it all. It sucks connecting to the Internet at 16.8K, right now. I am going to have to go to someone else's, just to download the things.

But, you know that we want them. I especially am interested in Galaxy: Alpha from Intergalactic Games. Do you recall much about them, Terry?

#264

[quote='Ramblurr' pid='260' dateline='1300420264']
Wow! Those are awesome. As someone who missed that entire era, it is interesting to get a glimpse of how things operated back then.

So KSK only ever ran a few turns of Starmaster after those announcements?

Was this before photocopy machines? Did the GMs have to manually type those newsletters over and over?

From these newsletters and other pbm archives, I just can't get over the scale of these games. There just doesn't seem to be anything similar these days. They truly were the first MMOGs.. err, MMOfflineGames? I was hoping Mark's Galactic Empires would make a comeback, but that is looking more and more unlikely.


[/quote]

I'm not sure how many turns KSK ran. I didn't think it was many, but that blog I linked earlier made it seem like more.

Photocopy machines were around (but expensive), but the type set of newsletters and such was pretty bad. I'm not sure if every PBM company had photocopy machines or if they took things to their neighborhood printer. RTG printed off rules and such at Kinkos, but we had a copier in the office. It wasn't cost effective to do many big runs on our machine though.


[quote='GrimFinger' pid='263' dateline='1300421714']
[quote='Victory' pid='258' dateline='1300418606']In any event, if anyone actually wants any of these send me a PM with an email address and I can send them your way. The scans are 2-8 MB in size.[/quote]

Oh, you know that we want it all. It sucks connecting to the Internet at 16.8K, right now. I am going to go to someone else's, just to download the things.

But, you know that we want them. I especially am interested in Galaxy: Alpha from Intergalactic Games. Do you recall much about them, Terry?


[/quote]

I don't recall much about Galaxy Alpha. If you want me to send the original scans of that first newsletter just send me a PM with your email address and I'll send them to you. It looks like only two of the four pages for the newsletter got uploaded for some reason.

Most of the box I found is old Schubel and Son newsletters and such. Not much more for Galaxy Alpha (sorry).

Thanks for giving me the incentive to dig those out. It made me feel young again for a little bit remembering what it was like to be in high school and checking the mailbox for a turn.

Edited Mar 18, 2011 05:11 UTC

#268

Richard Lloyd was the man who took back StarMaster.

Yes!
That was the guy! Hmm, maybe I can trye to find him on the internet. I am sure he has an interesting tale to tell us :D.

Anyways, I did play Victory! in the past. I really liked it. It used to run in the Netherlands by Paul Hartmans Pbm Express. Oh man, I really like playing games with that company! The Pbm Express still exists as a game company, I think 99% of the workers over there dont know they are working for a former playbymail company

#276

Terry, over in the Computer Moderation thread you said (emphasis mine):


Our style of games required a critical mass of players. SuperNova regions had a minimum of 150 players (I think) to start a game. Victory had a game setup processed at exactly 40 players, etc. To be an epic space conquest game you needed to have a lot of people to form alliances, bump into each other, etc. If the game was to live for years and years it required a lot of people to start with ([since few wanted to join if they are years behind the original players in technology).

I was wondering, from a game design perspective, what were some tricks designers used to alleviate those issues? If we look at modern games, mainly MMOs, we see they use a ladder of "levels" to climb until reaching some level cap, where everyone is more or less equal. Of course then they run into the problem of creating enough content to keep the top levels interested.

From what I've gathered from reading about these games, it seems that they (SN, SNROTE, Starmaster, etc.) didn't employ an artificial cap; that is, a position could grow unbounded. Obviously new positions couldn't be near older, more established positions, so were newer players just destined to be forever behind and forever alone in a relatively unpopulated portion of the map/galaxy/universe?

Edited Mar 18, 2011 17:00 UTC

#277

[quote='Ramblurr' pid='276' dateline='1300467582']
Terry, over in the Computer Moderation thread you said (emphasis mine):


Our style of games required a critical mass of players. SuperNova regions had a minimum of 150 players (I think) to start a game. Victory had a game setup processed at exactly 40 players, etc. To be an epic space conquest game you needed to have a lot of people to form alliances, bump into each other, etc. If the game was to live for years and years it required a lot of people to start with ([since few wanted to join if they are years behind the original players in technology).

I was wondering, from a game design perspective, what were some tricks designers used to alleviate those issues? If we look at modern games, mainly MMOs, we see they use a ladder of "levels" to climb until reaching some level cap, where everyone is more or less equal. Of course then they run into the problem of creating enough content to keep the top levels interested.

From what I've gathered from reading about these games, it seems that they (SN, SNROTE, Starmaster, etc.) didn't employ an artificial cap; that is, a position could grow unbounded. Obviously new positions couldn't be near older, more established positions, so were newer players just destined to be forever behind and forever alone in a relatively unpopulated portion of the map/galaxy/universe?


[/quote]

SuperNova solved this problem by waiting until we had 150-200 players ready for a game. Then we set them up in a galaxy and off they went. When we got another 150-200 players organized another region was created.

In SuperNova when a given region whittled down the players enough it was possible for them to create a wormhole into one of the newer regions. This wormhole could only transport a small amount of material (ships, troops, colonists, etc) and the empire could then move into a new region as an Elder Race. They had an advantage in technology (usually only 6-12 months) but a horrible lack in their production capabilities. They could then form alliances with the powers that be in that new galaxy or just try to invade it.

StarMaster separated the galaxies on XYZ coordinates. One galaxy (the Central) was at 0,0,0 and another (NorthEast) was at 200,200,0 (for example). If ships could travel 9 parsecs a turn an unlimited supply of ships could eventually arrive in that galaxy for an invasion. This was more troublesome.

I'm not sure what SN:ROTE does. They definitely don't have enough players to create new galaxies and older players don't want to lose their stuff or edge, but the game wants newbies to play. Usually in this case they just put them in some corner of the galaxy and hope they expand enough with fellow newcomers that they turn out OK. A lot of times you can have them find technologic advances on alien planets that help them catch up. Since the older races can find those same items but they aren't very useful to them those items can be scattered around and help to narrow the tech gap a bit.

In general in these big PBM games the problems were solved by starting up new regions with oodles of players. This doesn't happen anymore and is tough for the GMs to deal with. People who have been playing BSE for decades don't want to lose everything when Phoenix starts up. New players don't want to be 20 years behind someone with no chance of catching up.

This was one of the selling points in Galaxy Alpha in that flier I linked to earlier in this thread. Old StarMaster players can join GA and keep some of their tech.

StarMaster had a lucrative niche selling existing empires to new players. When someone was going to drop they instead sold their position to someone else (who either plundered it or saved themselves years of work). I know of empires that sold for hundreds and thousands of dollars. This same thing goes on today in the online games and there are chinese companies that just farm for resources to sell to players in game as well.

#285

[quote='Victory' pid='236' dateline='1300376370']I started playing StarMaster back in 1981 and that is where I met one of my future partners at Rolling Thunder. I remember battling with Robert Bunker and his alliance in StarMaster (a race of reptile creatures if I recall correctly). That game had so many special actions and unique gamemaster related things in it that made it fun and sparked the imagination. It has been so long ago that I can't even remember what the names of my empires were though. :([/quote]

I don't know Robert Bunker, and I never played StarMaster, but I would very much like to hear more about the race of reptile creatures that you fought, the ones led by Robert Bunker to which you refer.

I also want to know more about StarMaster, itself. Praising the special actions and unique gamemaster related things is all fine and dandy, but for those of us who never had the opportunity to play it, it doesn't really tell us all that much.

#286

[quote='Victory' pid='277' dateline='1300468463']This was one of the selling points in Galaxy Alpha in that flier I linked to earlier in this thread. Old StarMaster players can join GA and keep some of their tech.

StarMaster had a lucrative niche selling existing empires to new players. When someone was going to drop they instead sold their position to someone else (who either plundered it or saved themselves years of work). I know of empires that sold for hundreds and thousands of dollars. This same thing goes on today in the online games and there are chinese companies that just farm for resources to sell to players in game as well.[/quote]

I recall paying $75 for a 12th generation empire in Galaxy Alpha, in addition to the fledgling empire that I had just started the game out with, not long before. I didn't play it very long, but long enough to attack someone, and then they and some allies laying the hurt on me.It's funnier now than it was back then, when I pause and think about it, today.

My view at the time was that it would take a lot more than $75 to reach 12th generation with my 1st generation race. The 12th generation position that I took over was called The Empire of Screams. It was already named that, when I took it over.

#287

Interestingly, it is not uncommon to sell characters in modern MMOs. In WoW it is a black market enterprise, along with gold selling. But in EVE Online there is an official channel to sell/trade EVE characters.

#351

[quote='walter' pid='253' dateline='1300394340']
A little space game... Grumble. I did talk to the creator of Starmaster and I did not know it...:@[/quote]

Smooth going, Walt.

#431

[quote='GrimFinger' pid='285' dateline='1300505686']
[quote='Victory' pid='236' dateline='1300376370']I started playing StarMaster back in 1981 and that is where I met one of my future partners at Rolling Thunder. I remember battling with Robert Bunker and his alliance in StarMaster (a race of reptile creatures if I recall correctly). That game had so many special actions and unique gamemaster related things in it that made it fun and sparked the imagination. It has been so long ago that I can't even remember what the names of my empires were though. :([/quote]

I don't know Robert Bunker, and I never played StarMaster, but I would very much like to hear more about the race of reptile creatures that you fought, the ones led by Robert Bunker to which you refer.

I also want to know more about StarMaster, itself. Praising the special actions and unique gamemaster related things is all fine and dandy, but for those of us who never had the opportunity to play it, it doesn't really tell us all that much.
[/quote]

Robert Bunker (wow... THERE's a name I've not heard in literally decades) ran the Imperial Dragorn Empire. They were one of the major players in StarMaster for a long time. My main empire, the DarkStar Empire, was allied with the Imperial Dragorns, and I even started up (with Robert's blessing) an "Imperial Dragorn Guards" race to spread the influence of the IDE among the newer races.

Joe
http://greyhawkgrognard.blogspot.com
[quote='Victory' pid='258' dateline='1300418606']
Richard Lloyd was the man who took back StarMaster.
[/quote]

Indeed. Richard Allan Lloyd (who, last I knew, was living in New Jersey; anyone have any more recent information?) also wrote a couple of articles in Dragon magazine covering "The Missing Dragons". There were stats for Purple, Orange, and Yellow dragons, to fill out the color wheel of evil dragons.

The original article was redone for 3E later on.

Joe
http://greyhawkgrognard.blogspot.com

Edited Mar 24, 2011 21:54 UTC

#628

[quote='Ramblurr' pid='276' dateline='1300467582']
Terry, over in the Computer Moderation thread you said (emphasis mine):


Our style of games required a critical mass of players. SuperNova regions had a minimum of 150 players (I think) to start a game. Victory had a game setup processed at exactly 40 players, etc. To be an epic space conquest game you needed to have a lot of people to form alliances, bump into each other, etc. If the game was to live for years and years it required a lot of people to start with ([since few wanted to join if they are years behind the original players in technology).

I was wondering, from a game design perspective, what were some tricks designers used to alleviate those issues? If we look at modern games, mainly MMOs, we see they use a ladder of "levels" to climb until reaching some level cap, where everyone is more or less equal. Of course then they run into the problem of creating enough content to keep the top levels interested.

From what I've gathered from reading about these games, it seems that they (SN, SNROTE, Starmaster, etc.) didn't employ an artificial cap; that is, a position could grow unbounded. Obviously new positions couldn't be near older, more established positions, so were newer players just destined to be forever behind and forever alone in a relatively unpopulated portion of the map/galaxy/universe?[/quote]

[quote='Victory' pid='277' dateline='1300468463']
I'm not sure what SN:ROTE does. They definitely don't have enough players to create new galaxies and older players don't want to lose their stuff or edge, but the game wants newbies to play. Usually in this case they just put them in some corner of the galaxy and hope they expand enough with fellow newcomers that they turn out OK. A lot of times you can have them find technologic advances on alien planets that help them catch up. Since the older races can find those same items but they aren't very useful to them those items can be scattered around and help to narrow the tech gap a bit.[/quote]

[quote='Victory' pid='277' dateline='1300468463']New players don't want to be 20 years behind someone with no chance of catching up.[/quote]

The way that I approached the technology divide in my old, small scale PBM game, Starforce Battles, was that as I added each new player to the game, I would let them design their empire using a set-up sheet, and then when I sent them their first turn's results, I would multiply the largest number of turns that the most progressed empire in the game had went through, by the new player's empire's homeworld's mining results, and place that amount of resource points into their empire's account. They would then have one turn to spend those resource points on whatever they wanted, including exceeding the normal limit of not raising their technology by more than one level in a given turn.

Thus, if the oldest/most active empire in the game was on turn # 20, then a new player's empire would be assumed to have existed all along, and could possibly close the technology divide right from the start - provided that they invested the bulk of that resource stockpile into technology. Their empire would still tend to be less powerful than older empires, simply because the older empires had gone on to seize control of new planets. Plus, the exploration gap between old empires and new ones remained intact.

The distinction, of course, is between an empire being new to the universe, and a player being new to the game. I didn't penalize the player's empire for the mere fact that the player, himself, was new to the game.

#661

[quote='Victory' pid='236' dateline='1300376370']I started playing StarMaster back in 1981 and that is where I met one of my future partners at Rolling Thunder. I remember battling with Robert Bunker and his alliance in StarMaster (a race of reptile creatures if I recall correctly).[/quote]

[quote='Greyhawk Grognard' pid='431' dateline='1301003462']Robert Bunker (wow... THERE's a name I've not heard in literally decades) ran the Imperial Dragorn Empire. They were one of the major players in StarMaster for a long time.[/quote]

I opened up Paper Mayhem issue # 38, today, and on pages 6 through 11, is Part 1 of a two-part article authored by none other than the infamous Robert J. Bunker. The article is titled and sub-titled, "SUPERNOVA II (UPGRADE): The Early Strategy and Exploits of a Seeker Review Position in the New Star Region of Rigel."

#1216

[quote='walter' pid='268' dateline='1300433269']
Richard Lloyd was the man who took back StarMaster.

Anyways, I did play Victory! in the past. I really liked it. It used to run in the Netherlands by Paul Hartmans Pbm Express. Oh man, I really like playing games with that company! The Pbm Express still exists as a game company, I think 99% of the workers over there dont know they are working for a former playbymail company
[/quote]

I used to GM that for and with Paul as well as Super Nova :)

#2095

Hi DrAtomic,
I somehow missed this post. I remember the GM's Wim and Jasper at the pbm express, are you one of those people?

#2377

Terry,
Good to hear (read?) from you. I remember talking to you a number of times while you were at Rolling Thunder.

Glenn Harrold