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======================================================================
A Fanzine for Free Computer-Moderated Play-By-Electronic-Mail Wargames
======================================================================
volume 93, number 2                                     march 15, 1993
======================================================================
Greg Lindahl, Editor                                 gl8f@virginia.edu
======================================================================

Table of Contents:

Opening Stuff

   o  The Editor's Corner
   o  Short Summary of Available Games

Articles

   o  Exploring the Nature of the Simulation Game        Mel Nicholson

Regular Features

   o  Game Descriptions & Information
   o  Hints regarding sending electronic mail to other networks
   o  What's this "ftp" thing anyway?
   o  Archives and subscriptions by email

======================================================================
The Editor's Corner
======================================================================

You may have noticed that last month's issue is a wee bit late. I
plead lameness -- I've met that Holy Grail of male heterosexual
wargamers, a woman who likes to game even more than I do. Wow.

Hopefully we'll be back on track. Submissions are always welcome.

A new game, Phoenix, was recently announced on rec.games.pbm by Don
Woods, of Adventure fame (you have all played Colossal Cave, yes?) He
was surprised by the large response that he received, and hopefully
will start running games on a regular basis, but for the moment says
his hands are full and doesn't want more advertising. Russel Wallace
is testing another game, which looks interesting. A second group has
started running Galaxy games off an automated server; I hope that such
things become more popular, as there certainly is a lot of demand for
the Diplomacy server. Finally, Dougal Scott is looking for someone to
take over running his Celestial Empire games; if you're interested,
his email address is below.

-- greg (gl8f@virginia.edu)

======================================================================
Short Summary of Available Games
======================================================================

Diplomacy --- Play Avalon Hill's Diplomacy boardgame by email. There
are 1000+ players involved in ~209 games, with new games starting
continuously on serveral automated email servers.

Galaxy --- An economic/strategic space-opera game. There are around
500 players involved in a dozen or so games. New games start
occasionally.

Celestial Empire --- a more complicated space-opera game. There 5
games running with about 100 players. New games start occasionally.
Dougal Scott is looking for someone to take over running these games
-- see below for more information.

Sports Simulations --- a variety of different electronic leagues are
available. Each game generally does one or two seasons per year.

VGA Planets --- a shareware game for PC Clones. There is a review of
the game in PBEM v92n06.

For more information on any of these games, please wade through the
"Game Descriptions and Information" section below. It lists ftp sites
and the addresses of the moderators.

======================================================================
Exploring the Nature of the Simulation Game              Mel Nicholson
======================================================================

In previous issues of PBEM I've stuck to the pragmatic aspects of game
administration, design, and implementation, all of which are safe
topics because they have a readily available criterion of measure: the
ease of use or amount of effort expended to execute.  This issue,
however, I'm going to go far beyond those cozy confines and dive into
the deep end and talk about games in their most oozing, globular
state.  There are no methods or right answers to fall back on here, so
those who expect some responsible journalism can stop reading now, as
I'm going to have some fun with this.

I'll start by dividing games with a few roughly hewn chops into
categories and ignore the overlap.  There are games which require
physical coordination, strength, and/or stamina like rugby,
tiddlywinks, and bunjee jumping, then there are games which rely
solely manipulating pawns on a board with an extreme level of
abstraction like abalone, solitaire, or checkers.  Aside from that are
the parlor games which rely on memory, double entendre, or
communication like charades, trivia, and the entire range of RPG's.
Finally, we have the semi-abstract simulations like Risk, 1830, and
Galaxy.

I'll dispense with the physical and parlor games soon, but first I
want to take a note of the two things that all of these games have in
common.  The first is conflict.  This does not mean, as some others as
proposed, that all games revolve around a struggle to win, but only
that they revolve around a struggle.  To illustrate the distinction,
consider the children's game dodge ball.  One or more players stand in
the center of a ring, surrounded by lots of other players on the ring.
The players on the outside throw a ball back and forth, trying to hit
the players on the inside.  If one of the players on the inside is hit,
then they switch places with the player on the outside, and the game
continues indefinitely.  The conflict, trying to hit/not be hit, is
there, but no one ever wins (or loses).  This is a universal feature
of games as even in the most mechanical of solitaire games where the
outcome is determined only by the shuffle of the deck, the dynamic
aspect of revealing and manipulating still provides the perception of
conflict to the player.  Even in an RPG where the players cooperate
and do not struggle with each other, this dynamic unfolding still
persists, as the players come to terms with their environment and
their roles, however peaceful the setting or like themselves the role.

The second commonality is so painstakingly obvious that people hardly
recognize how important it is.  The games have a nonzero duration, which
is to say they pass time (thus the word "passtime").  Let us never forget
that the first and most important function of the game is to stave off
boredom, or to use a less negative expression, to have fun (though some
games are admittedly more effective at this than others).

Now that with a broad look at the whole of gaming we have divined the
purpose of games, to remove boredom through conflict, we can narrow our
focus to include only the abstract games and the simulations games while
keeping that purpose in mind to provide perspective.

The highly abstract games make an exceptionally good outside point to
view the simulating games (which are the primary focus of this magazine)
from because the two are incredibly similar.  Mechanically, the two are
identical.  Both move tokens around and possibly roll dice for random
effect, or make whatever other equivalent state tracking mechanisms and
random determinations.  If the game is good, whichever category, it
will have a theme to its rules which determines the flavor of play.

While some theoretician might argue that abstract and simulating games
are equivalent for the reasons outlined above, this is wrong and the
reason for that error goes back to the purpose of gaming.  If one game
involves moving a bunch of pawn on a board and removing those pawns
which are landed on by other pawns, and yet another game has the same
movement rules except it represent tanks/amoebas/whatever with the pawns
and represents destruction/absorption/whatever with the capture, then a
player might be bored by the former and excited by the latter.  This
means that game is subjectively better because it allows the player to
have fun, and objectively different as it elicits a different reaction.

The representation of the game as what it simulates for the player is
not the only difference.  The genesis of the game can also draw from the
domain of that which is simulated.  When making a game about tank
warfare, the real world of tanks can provide insight and suggestions as
to what sort or rules are appropriate to the game.  Perhaps make a rule
that each piece has a facing, and can only move directly toward or away
from that facing (just as real tanks do not move sideways).  Perhaps
this in turn suggests rules for turning, changing from forward to
reverse, or rules for artillery fire and turret facing.  The important
point is that the simulated thing provides not only interest to the
player, but also inspiration for the designer.

One last contrast which will provide insight on the simulation game goes
outside the realm of games into pure simulation.  In a pure simulation,
the goal is to model reality.  The benefit of a feature in the simulation
is in how that feature affects the accuracy and efficiency of the
simulation.  Some have mistakenly taken this idea into the realm of
simulation games as well, and in the design and play work for realism as
a primary goal, sometimes changing a game to be more realistic and as a
result take the fun out of the game, become bored, then wander off in
search of greener pastures.  The mistake to avoid is letting secondary
considerations like realism supersede the primary goal of fun.

As we conclude this foray into the less pragmatic aspects of our
hobby, we should remember three basic lessons.  First, the things we
imagine through our games are a source of entertainment.  Second, we can
draw inspiration from any facet of real life to provide inspiration for
our games.  Most of all, games are for fun, first and last.

======================================================================
Game Descriptions and Information
======================================================================

Galaxy -- Galaxy is a closed-ended strategic economic/military space
simulation. The game typically takes place on a 100x100 2D map, with a
few hundred planets and 20 to 50 players. Players compete to capture
planets, which can be used for economic expansion. You may purchase
technology in several different areas, allowing your ships to fight
harder and move faster. Galaxy turns range in size from 10kbytes early
in the game to 100-200kbytes late in the game. Games are being run by
the author, Russell Wallace, and also by Howard Bampton,the Generic
Association of Gamers at Western Washington University, and other
people.

Announcements of new games have been generally posted to the Usenet
newsgroup rec.games.pbm. However, you can always write the people
moderating games and ask to be place on their wait list. The rules
and source code are available for ftp on ftp.erg.sri.com, directory
/pub/pbm/galaxy. The addresses of the moderators are:

	RWALLACE@vax1.tcd.ie
	bampton@cs.utk.edu.

Howard Bampton has a variant called "blind" galaxy. You can ftp the
source for it from cs.utk.edu:/pub/bampton.

Rob McNeur is no longer running games, because they started charging
him lots of money to send email overseas. Ah well.

----------------------------------------------------------------------

Diplomacy -- The Diplomacy Adjudicator is a fully computer-moderated
gamemaster for Avalon Hill's Diplomacy boardgame. To get more
information from the moderator, send email with the word "HELP" in it
to judge@morrolan.eff.org. Some information is available via FTP from
milton.u.washington in the public/misc subdirectory. All of the
information up for ftp is also available via the email server. There
is also an older diplomacy Judge at judge@u.washington.edu, which is
not starting any new games but has lots of standby positions
available.

Diplomacy is probably the biggest PBEM game out there, with 210 games
going as of Feb 15.

----------------------------------------------------------------------

Celestial Empire -- Celestial Empire is a closed-ended strategic
economic/military space simulation. Empires compete to capture worlds
which produce many different types of resources, of which different
amounts are needed to manufacture various items. The author, Dougal
Scott, is currently running several games, and he periodically starts
new ones.  The rules may be ftp-ed from yoyo.cc.monash.edu.au in the
directory /pub/celemp. After you've read them, if you still want to
join a game, send your name to Dougal.Scott@fcit.monash.edu.au. He's
also looking for a new administrator to take over running his games,
so he can finish his degree.

----------------------------------------------------------------------

Sports Simulations -- While these aren't wargames, they are PBEM
games.  Generally these games have long seasons so you can't join in
the middle, but if there's an opening, you might get in early.

- Experimental Electronic Football League (EEFL): wickart@ichips.intel.com
- United Electronic Football League (UEFL): billones@grebyn.com
- World Email Hockey Association (WEHA): creare!inb@Dartmouth.edu
- S. P. Australian Rules Football (SPARF): mel@soda.berkeley.edu
- Ultra Cricket: astley@franklin.cc.utas.edu

If you'd like to see a sample set of rules, our popular columnist Mel
Nicholson has an email server... for details, send email to
munch@soda.berkeley.edu with the subject "help" to receive information
about his game.

Bill Wickart sent the following description of the various football
leagues:

United Electronic Football -- this is a USer, PBeM version of Alan
Parr's game.  You create a team of football (soccer) players, each
with a position and skill level.  Each turn, you pit your lineups
against those of your opponents, with relative strengths and random
chance determining the final score.  If you win, you get more
resources for improving your team.  You can trade players and other
resources, and press wars abound.  Honor and glory for the regular-
season champion and the winner of the post-season Cup.

   This game comes in several flavors:

United Electronic Football League (UEFL): billones@grebyn.com

   The original league in the States, 20 teams in upper and lower
divisions.  about 2 weeks per turn, time off for academic breaks, 1
season per year.  Currently in season 4.  Still the original, still
the simplest, still the league that got me addicted in the first
place.

Experimental Electronic Football League (EEFL): wickart@ichips.intel.com

   Spin-off of the UEFL for playing with rule changes.  More detailed
control of player positions, wider variety of team resources, matches
run by software (you get a nice match chronology; simple-minded,
better than a box score).  About 12 days per turn, time off around
winter holidays, 2 seasons per year.  About to begin season 8, 92
players in 9 divisions at 4 levels.

   I believe that there are also leagues running at Penn. State
University, somewhere in Erlangen (this may be SUBEFL), and one or two
other places in western Europe.  SPARF is loosely based on United.

   Each league has its own newsletter coming out once per turn, as
well as a player-run newsletter (yes, this is a PBeM with a fanzine)
for discussions and proposals.  The player interactions cross league
boundaries at times, and there is a lot of interpersonal support in
the press, private e-mail, and occasional visits.  For instance, a
wedding tends to draw 4-6 other managers, some for the first meeting.

Ian Brown supplied this description of his Hockey Simulation:

The first season (to continue until the end of March or so) has shown a number
of serious flaws in the simulator for this league.  The plan is to take a month
or so after the end of the season to run a test league and work out a new
system.  After that a new season will start with openings for new teams.

----------------------------------------------------------------------

And yes, I refuse to publish contact information for any form of PBEM
Wrestling.

----------------------------------------------------------------------

VGA Planets -- A shareware game for PC-Clones. Players use a graphical
interface to enter their turns, and then send a binary file to the
moderator, who runs them through a program that processes the turn.
FTP from ftp.ucsc.edu in the directory /PC/vgaplanets-2.1.

======================================================================
Hints regarding sending Electronic Mail to other networks
======================================================================

OK, so now you're wondering, "I'm using FidoNet or CompuServe or
FoobieBlech and those email addresses he keeps on talking about sure
look funny to me!". Welcome to the modern world of networking. See,
there's this big amorphous network called the Internet that lots of
other networks, like FidoNet and CompuServe and DELPHI and America
Online (but not GEnie, yet) are hooked up to. And you can send email
between all of them, if you know the right incantations. Often size or
cost limitations will keep you from being able to play games on
another network, but at least you can send me letters to the editor or
articles.

Compuserve: If your ID is [76515,1122] then your canonical Internet
address will be 76515.1122@compuserve.com. The comma is replaced by a
period, and that's your username. Compuserve.com is the name of your
site. The .com on the end means that Compuserve is a business, and
also generally means it's in the USA. This address is the one that
non-compuserve people will use to talk to you.

To send mail from CompuServe to the Internet, you use this sort of
address: >INTERNET:gl8f@virginia.edu In this example, the ">INTERNET:"
part indicates that the email is going to the Internet, and
gl8f@virginia.edu is a normal Internet address (mine).

Compuserve users have to pay extra for mail to or from the Internet.
If you're a flat-fee user, the cost is 5 cents per 2500 characters,
minimum 15 cents, and the first $9 per month is free. This can add up
to a bit of money if you send frequent messages, or get into a Galaxy
end-game where your turns are large.  In addition, the maximum size
for a given message is 50kbytes, and most Internet games do not split
their game turns into pieces if they are too large. But you can try.
Diplomacy, for example, should definitely be ok in size and volume if
you play a no-press anonymous game.

America Online and DELPHI tell me that they don't charge extra for
sending email to the Internet. So you might want to investigate them
as an alternative to Compu$erve.

To go from FidoNet to the Internet and back is a similar process.
Actually, it's not so simple. I have a document that describes this,
but since FidoNet seems to be a bit of an anarchy, you can't even send
netmail from some nodes and others may not be configured properly to
send mail to and from the Internet. And, when you send email, someone
is paying to send it, or maybe there is a local gateway and it's free.
So, you should probably talk to your sysop first to figure out what's
going on.

Anyway, the long and the short of it is this: FidoNet users can send
mail to the Internet by sending normal netmail to the user UUCP, and
then on the first line of the message, put the line:

To: gl8f@virginia.edu

To send email from the Internet to FidoNet, you take an address such
as "Dale Webber at 1:105/55.0", and turn that into
dale.weber@p0.f55.n105.z1.fidonet.org. Again, this is subject to the
same caveats above about the gateway and the costs involved. From what
I've gathered (but I haven't asked recently), they ask that you keep
messages under 10k bytes and to only send two or three a day.  This is
a fairly small amount that would limit your ability to play Internet
games, but you can still submit articles to this fanzine (hint, hint).

If you want to avoid the limitations, yet don't know how to get
directly on the Internet, I can mail you a list of public-access Unix
sites with Internet email capabilities. Just send me a short note,
using the above info, to "gl8f@virginia.edu", and I'll mail a copy
back.

======================================================================
What's this "ftp" thing anyway?
======================================================================

ftp is an acronym for "file transfer protocol", and it is only
directly available to the privileged few who are directly hooked to
the Internet using heavy-duty hardware. There is a way to use ftp via
email, and if you can get email to me, I will send you a document
explaining how to use it, or send email to ftpmail@decwrl.dec.com,
with an empty Subject: line, and the word "help" in the body of the
message.

======================================================================
Archives and subscriptions by email
======================================================================

PBEM is archived at "ftp.erg.sri.com". I will also be setting up a
mailing list to distribute this magazine, but keep in mind that it
will be posted on a regular basis to at least Usenet and CompuServe,
so if you're reading it now, you probably won't need to get on the
mailing list to receive it in the future.

======================================================================

PBEM is published monthly. Please redistribute it far and wide, but do
not modify or delete any articles.

PLEASE CONTRIBUTE! Our focus is primarily on free wargames, but we're
interested in articles about anything relevant.
