Game Introduction
Posted: Mon Feb 29, 2016 3:45 pm
We’ll use jDip, available as Peter has indicated in the Google group. The rules posted there are the current version AFAIK. For those new or really, really rusty, the game is very easy to learn but fiendishly complex due to the human element.
Let’s go with the Standard game, seven powers, starting in Spring 1901. Thus: England, France, Germany, Russia, Italy, Austria, and Turkey with the standard setup, no variants. 18 centers to victory (barring player-agreed draws and what). Starting in 1903, I’ll entertain one DIAS vote (draw includes all survivors) a year. It must be unanimous to pass. Starting map (jDip) is below.
There are two main ways to do power assignment. The first, which I despise, is random GM fiat. The other, is each of you send me a list of the seven powers listed above in the order you wish to play them. If there are no conflicts, then you receive that power assignment. In the case of ties, they are randomly broken and the loser moves to the next power on his list. It’s not uncommon for there to be only a couple of ties needing to be broken using this method. Unless there are any objections, I opt for method two, and as soon as I have everyone’s choices I can set a schedule.
I’m going to call this game “Master and Commander” and I ask that you preface all game email subject lines to me (and best to each other) with MC so they stand out in my inbox. Please do not reply to this message with those, but start a new email to me at jmroegner AT gmail DOT com. Best to start with your desired power assignments.
Couple of other things:
Weekly turns tend to work best with busy adult schedules, and to give plenty of time for diplomacy. I would look for a specific day deadline, with adjudication in 24 hours. Builds and retreats would be due in 24 hours. If people want to go a little faster, we could try for four or five day, but then it gets confusing deadline-wise.
I’ll confirm all orders as I receive them, and multiple orders are fine. But I shall always use the last set I receive from a player. Orders should follow the format in the rulebook, spaces either fully named or using the proper abbreviations (rules p. 24). Maps will be sent with each turn’s adjudication. (I’ll look into posting options.) I can also answer any rules-related questions. In the event of No Moves Received (NMR) from a player, all units hold. If a player drops, the power goes into Civil Disorder, and I will try to get a replacement if possible. Nothing sucks more than being eliminated, except for the guy that drops with only one or two units left. Just sayin’ ...
I like to be CCed on all diplomatic correspondence for both voyeuristic reasons (SP) and it helps me follow the game for GM purposes. Naturally, I keep everything confidential and don’t share/disseminate such information in any way. Press is allowed and encouraged. It can also be sent to me for anonymous distribution. This is the only time I will send something out that is not GM-related.
Good luck to all!
Matt
Let’s go with the Standard game, seven powers, starting in Spring 1901. Thus: England, France, Germany, Russia, Italy, Austria, and Turkey with the standard setup, no variants. 18 centers to victory (barring player-agreed draws and what). Starting in 1903, I’ll entertain one DIAS vote (draw includes all survivors) a year. It must be unanimous to pass. Starting map (jDip) is below.
There are two main ways to do power assignment. The first, which I despise, is random GM fiat. The other, is each of you send me a list of the seven powers listed above in the order you wish to play them. If there are no conflicts, then you receive that power assignment. In the case of ties, they are randomly broken and the loser moves to the next power on his list. It’s not uncommon for there to be only a couple of ties needing to be broken using this method. Unless there are any objections, I opt for method two, and as soon as I have everyone’s choices I can set a schedule.
I’m going to call this game “Master and Commander” and I ask that you preface all game email subject lines to me (and best to each other) with MC so they stand out in my inbox. Please do not reply to this message with those, but start a new email to me at jmroegner AT gmail DOT com. Best to start with your desired power assignments.
Couple of other things:
Weekly turns tend to work best with busy adult schedules, and to give plenty of time for diplomacy. I would look for a specific day deadline, with adjudication in 24 hours. Builds and retreats would be due in 24 hours. If people want to go a little faster, we could try for four or five day, but then it gets confusing deadline-wise.
I’ll confirm all orders as I receive them, and multiple orders are fine. But I shall always use the last set I receive from a player. Orders should follow the format in the rulebook, spaces either fully named or using the proper abbreviations (rules p. 24). Maps will be sent with each turn’s adjudication. (I’ll look into posting options.) I can also answer any rules-related questions. In the event of No Moves Received (NMR) from a player, all units hold. If a player drops, the power goes into Civil Disorder, and I will try to get a replacement if possible. Nothing sucks more than being eliminated, except for the guy that drops with only one or two units left. Just sayin’ ...
I like to be CCed on all diplomatic correspondence for both voyeuristic reasons (SP) and it helps me follow the game for GM purposes. Naturally, I keep everything confidential and don’t share/disseminate such information in any way. Press is allowed and encouraged. It can also be sent to me for anonymous distribution. This is the only time I will send something out that is not GM-related.
Good luck to all!
Matt