PBEM v94 n05 (29Aug94) ====================================================================== So you want to run your own PBM game... Greg Lindahl ====================================================================== Most people who play play-by-mail games have probably considered running their own game at one point or another. Old-timers in the snail-mail industry are famous for the fact that all of us are actually working on games and have plans for commercial success someday. I call my game GLUG, which stands for ``Greg Lindahl's Ultimate Game.'' I don't expect to actually finish it anytime soon, but there's always hope that it will see the light of day this century. At least I'm not working on a novel or play. In the free PBEM industry, though, we actually have a lot more opportunity to run our own games. First off, many of us can actually run such a game without spending any money, because we're lucky enough to have a free net connection, paid for by work or tuition, or we have a fixed-price net connection already installed to feed our net.addiction. Second, there are existing, tested games which we can use. What kind of skills and qualities does it take to make a good gamemaster? On the technical side, you will have to know how to program. Even if you pick up source code for an existing game, game programs always have bugs, and the GM ends up fixing them. Next, you will need a sufficient amount of wizardry to run the game in whatever fashion you decide. The largest free games on the Internet have automated email servers. There are no existing idiot-proof servers that you can use, and modifying an existing one or writing a new one requires a fair amount of knowledge of and experience with mail protocols and the like. Alternately, a GM might decide to not use an automated email server at all. In that case, a GM might acknowledge all the turns by hand, saving them from their mail program into files. The second method is more time-consuming, but is much better for a GM who either doesn't know or has no desire to know about the inner (gory) details of email. Once the technical details are overcome, a few more traditional skills and qualities rear their heads. Volunteering to GM a game can be a long-term commitment, depending on whether the game is closed-ended or open-ended, and can require a considerable amount of tact and social skill. A GM must be fair, which also means that GM should not play in their own game. You might find this to be an obvious rule, but some GMs still break this elementary rule, including a few commercial GMs. A good GM must make few careless errors, because fixing errors is difficult, and must be able to placate an angry player without giving away unfair rewards. Now that you've gotten a few of the technical and game-masterly details out of the way, what game should you run? Some prospective game masters have their own ideas for great systems. Many of these turn out to be failures, for one reason or another. I have participated in several play-tests for systems where the design itself turned out to be bad, or boring, or both. I have participated in other playtests of systems which were very interesting, but the GM became bogged down in the process of moderating the game, and quit. No matter what, designing and writing a game will take you far longer than you imagine. If you're more interested in moderation than designing and writing, you have many choices for existing games. Unfortunately, you will still have to have some knowledge of programming, since none of these programs are finished, bug-free products. Among the choices you can find on the PBM List are Atlantis, Celestial Conquest, Galaxy (available in a normal and a ``blind'' variant), and Judgment Day. Three of these games were written by Russell Wallace, who has shown himself to be a good game designer over the years. As far as I know, very few Celestial Empire or Judgment Day games are currently running. Both of these games would be suitable for processing by ``hand,'' instead of by email server. Several people are already moderating Galaxy games, mostly by hand, but there is a large, unmet demand for Galaxy games. Before you rush out to start writing or moderating some games, I would suggest looking closely at past issues of this fanzine, and at a couple of the more successful, large Internet games such as Diplomacy and Galaxy. Forewarned is forearmed.