I’ve posted on the rules list a tad. I’m quiet cos I want you guys to chat and see what you come up with. (Been working as welll!)
Clearly different players have different ideas. Let’s say I’m not surprised…
There seem to me to be 3 basic different levels:
- Someone gives you their turnsheet - is it okay to use that information? (This could be a clever ruse via diplomacy for example).
- If someone accidentially leaves their turnsheet in your possession - FTF event or accidentally emails you their turn.
- If someone actively goes out to gain your turnsheet against your desire. (Ignorance of closing a Yahoo group, ignorance of email use etc).
Would players concur on that? If so (and I’ll assume for now that you do - there’ll be discussions on which actions come under which point, added points etc but that’s to a certain extent moot). Different players would find different “levels” appropriate. Which should I cater to? There are also different levels of players - players that want to win at all costs, some that want different levels of challenges, some that like making pretty patterns with their PCs etc. The game is very varied and the players very varied within that - varied x varied = LOTS of variety.
(One example was DS using the SS turn when a player was about to lose his last MT and no replacement was presently available to keep a nation alive. I’m pretty sure that Bill and Pete never intended it that way, having chatted to Stu about it he confirms this. Ie it was a bug in the program. When we closed that “loophole” there was a furore about that and we had some players drop but I think that it has benefited and also improved the game overall.)
We can certainly legislate (ie bring in a rule) that certain actions are not allowed. I doubt that many players, for example, would be happy if you a hacker broke into your computer, stole your turns and used that information. Or pretented to be us, sent out a “correction” and used you using the “correction” to gain a benefit.
Part of what I try to do here is create the best game we can with a level playing field and then let skill of the game decide the outcome (there are random factors but generally skill will out). That’s what I see as my job.
There are lots of different type of skills and each of the game formats promotes or demotes them. So diplomacy is a skill (in team and out of team) that is highly valued. Skill at the mechanisms of the game (what sphere that might be military, economic, character etc).
Then there’s skill that I see as outside the game more - and I would put aspects such as the attempt to gain information from a yahoogroup in that remit. Personally I understand the desire but it’s something that I personally dislike. (Our gaming group often play games where mis-representation is part of the game, Bridge for example is such a game but there’s levels of “pleasantness” involved).
Not sure if I told you the story of a game of Diplomacy by post that I heard about (pretty sure it’s correct). In the game a player sent out turns to all the other players in the game informing them that corrections due to an administrative error had occurred. To add further credence: he had copied the format etc and travelled to the town where the GM was running the game so that post mark was the same. Obviously most (it not all) of the players fell for it … Thoughts welcome…
Personally I think that set of guidelines and a set of rules might be useful here. Guidelines to help players (if they’ll actually read it - most still haven’t read the house rules for example) and rulings on what isn’t appropriate or is.
Clint