[MN-dip] Thanks for coming out to diplomacy today

Jeremy Diplomacy at lizakowski.com
Sun Jan 14 22:22:53 CST 2007


The games might go faster as we get more experience.  Everything from order 
writing to diplomacy itself may become more streamlined.  

Jeremy


On Sunday 14 January 2007 4:33 pm, Ry4an Brase wrote:
> On Sun, Jan 14, 2007 at 04:07:28PM -0600, Chad Walstrom wrote:
> [snip]
>
> > I also think it would be a good idea to agree upon a time-limit to the
> > game from the outset.  That way, the winners of the game don't end up
> > being those that stay the longest.  Don't worry, I don't feel bad
> > about leaving the game early.
>
> A lot of people (including tournament directors) have done a lot of
> thinking about how make a dip game fit into real world schedules, and I
> don't think anyone's ever come up with a good system.  Some things I've
> seen suggested are:
>
> 1. Play 'till you drop
>
>     This is pretty much what we did and I agree it completely favors
>     those who can stay later, which is a huge negative.  That said I do
>     think it's the best option of a bad lot.
>
> 2. Fixed ending time
>
>     Tournaments use this sometimes.  Biggest drawback I can find is that
>     it seldom has as meaningful a resolution as a game that's allowed to
>     wind down naturally.  Invariably someone tries to say they "won" or
>     "did better" 'cause they have more centers at the end, which I
>     complete crap.  Also everyone does a "last-minute" stab of everyone
>     else "for the fun of it" on the last turn just because they can (and
>     especially so if supply center count is taken to mean something).
>
> 3. Secret, Random ending time or game-year
>
>     Some tournaments will use this to avoid the last-minute stab
>     syndrome and I think it's always preferable to a fixed ending for
>     that reason.
>
> 4. Changing victory conditions
>
>     Some tournaments will decrement the supply center count required for
>     a solo from 18 each game-year starting fairly early on.  This
>     certainly makes for more solos and probably makes draws more
>     difficult in addition to shortening the game.  Here's a reference:
>
>         http://www.diplom.org/Zine/S1998R/Norman/VarLength.html
>
> One thing I would suggest is that if you do have a planned departure
> time, keep that time secret.  I know I spent all night telling people
> not to ally with you since all your units were going to go into Civil
> Disorder at 6pm. :)
>
> Thanks again for coming Chad; it was great meeting you.


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