Diplomacy World Interview
Jim Burgess Discusses Hobby History with
Edi Birsan
From
Diplomacy World #85
This is the first interview in a series
that we expect will appear in each issue of the new Diplomacy World. I
decided to begin with Edi Birsan for a number of
reasons: (1) He is one of a few people fully active in the hobby from its
beginnings in the mid-1960’s to date; (2) He also is active not just in the
postal world, but more importantly the wider Web based hobby of today; and (3)
He has been actively involved with Hasbro in its takeover of the copyright for
the game. He also is one of the hobby’s very best Diplomacy players, but as Edi
says himself, he has written extensively on tactics before, especially in
Diplomacy World. Thus, we will only lightly touch on the play of the Game
in this interview itself, though we will catalog Edi’s achievements in the
background. Others who would like to be interviewed in future issues should
contact me at burgess@world.std.com and I will be
attempting to alternate interviewing US hobby figures and non-US people.
Background: Edi Birsan's first period of fame in the Diplomacy hobby was as
a player in the mid sixties when he was considered the first juvenile delinquent
in the hobby and then increased his skill and reputation throughout the sixties
by becoming the first person to win postal games with all 7 countries. With his
victory in the first champions game --71BC in
Diplomacy World's precursor, Hoosier Archives --he was recognized
as the postal hobby's first world champion. He would eventually be a perennial
invitee into Diplomacy World's invitational games, finally winning the
first and only Diplomacy World Trophy for his second win. He also has a
string of draws in the invitational games as well as a few eliminations. The
Diplomacy World archives of all back issues will soon be part of the
Diplomacy World web page we are putting together, so these historic demo
games can be studied by everyone.
As a player he is probably best known for
the Lepanto Opening, the most widely known of the named openings which were
published in the early 70's, but Edi first used it in FTF play in NY in 1966. He
was also the author of several other opening articles including the more current
revival of the Sea Lion opening for France and Germany against England. He
pioneered writing up articles on the play of the Game and popularized tactical
discussions in a hobby that in the sixties was mostly involved in press releases
and story development.
Through the early 1970's he ran two major
zines (Arena for 60 issues and Dune for 83 issues from 1972 to
1975) and was heavily involved in the IDA (International Diplomacy Association)
as its first and most successful President --leading the charge in the
publishing of the 1975 IDA Handbooks for Players and GMs. He also was on the
organizing committee for the 1976 DipCon IX in Baltimore, running that
tournament with Mike Rocamora. To this day it is the
largest tournament ever held in North America with 29 boards played on the first
round. Edi writes more about this and early DipCon’s
in another article elsewhere in this issue. At the time living near New York
City, he also was a major organizer of local FTF events. Not only that, but he
also was the inventor of the International Subscription Exchange with Dave
Johnson in the UK and the first USA representative (a position I now hold) from
1974 to 1976.
After moving to Europe in the late 1970's,
Edi went into semi-retirement. The IDA faded away under subsequent leaders. He
concentrated his play in the yearly DipCon tournaments after returning to the
States in 1980 and being hounded by Larry Peery to get
back to the hobby in some form. He still played in a few postal games here and
there, but recently, after I invited him to play in the Demo Game Ghodstoo, his postal/email Diplomacy hobby involvement has
grown tremendously and he was a major liaison with Hasbro (the current holder of
the Diplomacy game copyright) and organized the Diplomatic Corps which is
currently one of the hobby's major international organizations with a
comprehensive web site www.DiplomaticCorps.org.
Now to the interview, my questions are
headed by my initials (JB) and his answers with his (EB):
JB: I’d like ask you about your many
transitions in hobby involvements, as well as your view of the future. But
first, I don't want to dwell too long on the past, yet a few questions about the
1970's may be helpful as background. Much of this is before my active
involvement in the hobby too. First, tell us about your two major szines,
Arena and Dune. What were they like?
EB: First they are `zines. Where this `s'
came from I have no idea.
JB: I suspect I might continually throw
people off with my peculiar spelling, so I don’t get asked this every time,
we’ll call them zines. OK, what about your zines?
EB: The Arena was a zine which had
the bulk of the zine devoted to articles on play of the game and my own
egotistical blah. The Dune was a subszine of
sorts where I used to run abandoned games from others and to move games from
The Arena to it once the decision was made to close The Arena
down. The zine was run on ditto paper and had a circulation of 100 which was
quite large back then. Amongst the other things I did in The Arena was to
keep a detailed running breakdown of the cost of the zine so that new publishers
would know what they were getting into. These were the days before spell
checkers and the like so that the written quality was not up to the editorial
quality of today's zines but, the content was pretty good. Currently an entire
set of The Arena is in the Swedish Archives of Fandom, having been
requested by Leif Bergman.
JB: If you were young today (the same age
as you were when you ran Arena and Dune), do you think you would
still try to run something in a similar way, what changes would there be?
EB: No way would I run a hobby magazine
with GM gaming. I was trying to fill a need in myself and the hobby at the time
for a regular tri-weekly zine which discussed the hobby and the game. Now I
would be a regular writer and contributor to one of the web sites and be a much
better writer for it.
JB: People reading this interview probably
have wildly varying degrees of knowledge about the IDA. As someone at the
periphery of the hobby at that time and having heard all of the "stories", what
I would like to ask you is to reflect on the lessons of the IDA for the hobby
today. The Diplomacy Hobby is more "international" now than it has ever been and
we would like to make Diplomacy World truly an international flagship
szine (sorry, zine) for the hobby. What is your
current view of the future of international hobby organizations, illuminated by
your IDA experience?
EB: In 1972 there was an effort to form a
hobby group called The Diplomacy Association. The effort was spearheaded by John
Boardman, John Beshara and myself. Shortly after starting, a major feud broke out and
there were unacceptable policies in the TDA in the formation level. I then
joined with Larry Peery, Len Lakofka, Doug Beyerlein, John
Boyer and others to form the IDA and this was one of the major political issues
of DipCon V in Chicago, 1972. I was very much then, and am now, an
Internationalist when it comes to the hobby. I see it as one hobby with
different regions and supporting cultures.
JB: I completely agree with you, and this
is a major factor in the way we are planning to approach the new Diplomacy
World. We also plan to avoid feuding at all costs.
EB: I saw a reason to be for the
organization and put a lot of energy into getting it going. For the last several
years I have been making the rounds of the International events in Europe and
North America and with Hasbro going for a revival of Diplomacy I decided to make
another mass effort last summer to see if I could get the Europeans on board.
This was accomplished and the Diplomatic Corps was launched last August to
create a hobby wide organization to provide services as needed throughout the
hobby. One of the failings of the old IDA was that it became too wedded to the
politics and the egos of the time, including my own. When I pulled back my
activities because of a combination of burnout and moving to Europe, the
remaining leaders were not able to keep it going. What I hope to be leading in
the Diplomatic Corps now is to get through the minefield of egos and feuds to
create a world wide leadership composed of regional
organizations and supported by a membership with a focus on doing things that
matter in a non exclusive, non-competitive manner. In this regard I am very
happy with the acceptance and the direction of the Diplomatic Corps and its
support from organizations in Australia, Europe and North America.
JB: The new Diplomacy World fits
right into this vision of non-competitive non-exclusivity on a worldwide scale.
At some point after you drifted to the sidelines in the Diplomacy hobby, you
became heavily involved in the professional gaming which has evolved into your
current position at Midnight Games. Would you compare and contrast Diplomacy as
a game with the professional games you also work on? Historically there has been
a great deal of cross fertilization between the two hobbies.
EB: I have always been a gamer. As such
paying for a good game was never an obstacle either emotionally and luckily
financially. As my father always said: concentrate your
vices. I fooled around with Star Web and Moebius in the 80’s and then through another player found
out about Legends, a fantasy game system run by Midnight Games out of Oregon. I
started to play and loved it. I designed a module for the company and invested
in the company. Due to a string of bizarre and rather costly financial decisions
I wound up owning Midnight Games and have developed the game system
substantially along with new modules since 1992. Diplomacy has always had a semi
`free' support from Gamesmasters. I say semi free
because the postal hobby was built on paying customers....a shocking concept to
nearly all Email players these days. However, in the golden age of the postal
hobby people paid a subscription or a game fee to play in the games. This money
was used to offset the cost of paper and production as well as postage, the most
expensive item for a publisher. Email play started and players on the various
Nets got use to playing for free. Because of the total lack of financial support
the hobby has remained an amateur effort. One of the problems the hobby has is
the financial support of itself. It operates in an economic model that does not
inspire investment and advancement from an outside source. For example, I doubt
that more than 15% of the email players will buy the Hasbro FTF or computer set
partly because they see no reason for it. Yet, if Hasbro has bad sales, the
likelihood of a second variant production is nil.
JB: This may be editorial hubris (and
please correct me if it is), but my perception has been that inviting you to
play in the ghodstoo game with the likes of Mark Fassio, Hohn Cho, Jamie Dreier,
Cal White, John Barkdull, and Pitt Crandlemire played a major role in bringing you back into
the Diplomacy hobby. Would you comment on that transition?
EB: My re-entry into the hobby is really
to the credit or fault of Larry Peery who constantly
kept sending me stuff when I moved to California in 1980-81. It was Larry who
convinced me to go to the Dipcon's again and Larry who
convinced me to go to the first World DipCon in Europe that I hit (1997). The
Ghodstoo game was more of a revival of playing postally or by email. It is also the only time I have used a
judge and I must say I am not a judge fan. Of the players in the game, Hohn Cho, Cal and Pitt I had played against numerous times
face to face in the DipCons in the years before. One
of the things that Ghodstoo did bring out in me was
the love of a well played game. Even though my results in the game were poor, it
was one of the better played games that I have played. Then again you will
generally always find that experienced players talk of their best or most fun
games as those that they did not win.
JB: You have evolved into a central role
for the relationship of the hobby to Hasbro's new products. Not wanting to put
you in a difficult position, but also asking the hard question, it appears that
Hasbro Interactive didn't put the "A Team" on the efforts to design the Computer
Diplomacy game. The worst part is the AI computer player, which is laughably
incompetent at even making basic moves. Now, my belief is that designing an AI
for Diplomacy is incredibly difficult, so I would have tried to put some "canned
openings" into the package. At least then it would be playable at a basic level,
if a bit predictable. Would you comment on Hasbro Interactive's future with the Diplomacy product in general
and the likelihood of a revised AI program?
EB: I contacted Hasbro and made myself
available to help on rules, variants, and openings. In the beginning things were
rather awkward and I was rather forward. However, I was able to contribute to
correcting some substantial errors in the board game version before it was
finalized. As for the computer version: Diplomacy is a difficult game for a
computer to play. They asked me to develop several openings for each country and
to script them. I provided about 10 different openings for each country with
extensive `trees' that is the sort of thing that says: you are in the English
Channel, Russia has an Army in St. Petersburg, Germany has a Fleet in Denmark
with the Black Sea unoccupied, then do this...It was quite a lot of work. After
all the work, it appears that they did something basically very wrong with the
A/I since it plays so grossly that it is silly. Clearly they never made use of
the openings. There was also a lot of frustration between the board game
division and the computer division whose interactions with each other could have
been greatly improved. Which is one reason that the Unwanted
Convoy is in the Computer version but not the board game. There have been
a lot of changes in Hasbro since the project started and I have backed off from
a lot of the contacts.
JB: You, with assistance from Mike Barno and others, have done an
excellent job in making the Diplomatic Corps web site an easily navigable
information source for the Diplomacy hobby. Do you have any exciting future
plans for the development of this site?
EB: The Diplomatic Corps is not just a web
site it is an international organization that is trying to help the hobby. What
we are planning is to establish a leadership function
such that the organization rotates around with local and regional organizations.
We want it to be the focus for hobby wide services and try to avoid duplications
of efforts by bringing people who provide the services together.
JB: Lastly, I still consider you one of
the hobby's greatest pure players of the game, so I would be remiss if I did not
ask you a few questions about the play of The Game. You were renown in the
postal days for your adept use of the telephone to seal deals, raise the level
of communication, and to assess the honesty of your opponents by listening to
their voices. In these days of E-Mail, which is a wonderful tool for conducting
Diplomacy communications, do you still see a strong role for telephone calls and
voice communication (which also is increasingly possible via the web)? Tell us a
little about this from both a practical/technical view and a
psychological/personal one. . EB: I was probably one of the first big time phone
players. I found very early that if you talked to someone you can find out a lot
more about what is going on in a shorter period of time. Further, being in the
60's, it was well before spell check and the like so mail was more like so much
more English homework. In the Ghodstoo game I came up
against email players and was somewhat shocked. I called John Barkdull (I believe) and he had played the game for 3 years
by email. He had NEVER talked to a single human being about the game ever. This
blew me away. I also played in another email game in which there was a giant
debate over whether phone calls would be allowed! How silly. E-Mail players
often are too reluctant to talk on the phone. Diplomacy is at its best as a
social game of interaction with people. This can be accomplished best by face to
face or by phone. Email players seem to be much more hesitant on the phone and
clearly not used to the instant on your feet thinking and talking that comes
with years of face to face play. Therefore, you can often tell when some one is lying to you on the phone especially when you
have a player who is not used to verbal cues. I like to talk to players on the
phone in each of my games. If players say that they do not want to talk on the
phone, then I know that they probably will not build up interpersonal relations
with other players, and if there is a critical stage in the game they will lose
out on the quick back and forth that is such a beautiful part of the game. On
the other hand, email games have done wonders for my speed typing. Email players
have to come out of their shells and play more face to face to remember that the
purpose of the game is to have fun and make it fun for others. It is a social
game, pick up the phone and touch someone.
JB: Clearly, Diplomacy as a hobby is
growing by leaps and bounds on a worldwide basis. This is a very exciting time
to be part of it. But all of this growth has made it even harder to some degree
for players to hone their skills to prepare for top competition. What advice do
you have to younger and less experienced players to assist them in mastering The
Game?
EB: There is a pretty
large gap in tactical skills for the newcomer and the old hands. I learned the
game tactically by first inventing and then playing one on one Escalation. This a variant where you start with the board blank and each
of you place a certain number of pieces down one at time, typically 12 each in
one on one games, then you play the game from that position declaring 3 centers
as your home at the end of 1901. This is the best 2 player variant of the game
and the best way to learn what relationships are out
there as the game develops and is played. However, the most important pieces in
the game are the 7 pieces around the board. Learning how to play those players
is something of an art. However, first you have to learn how to play your `self'. By this I mean try to look at yourself as a player.
The most common faults
of new players are: (1) silly stupid lies; (2) lack of a plan; (3) lack of
follow through; (4) failing to make and keep contacts in the game; (5) giving
up.
The hardest things to learn are: (1) how
to read the board; (2) how to read people; (3) to know what you really want; (4)
to explain to someone else that there is a mutual benefit to a course of action;
(5) to discipline yourself to avoid trashing your own image and reliability.
I can, and actually have, written a lot on
all these areas so I will not get into it further here.
JB: No problem, Edi, thank you very much for helping us to start the new Diplomacy World off with such a wide ranging interview. I hope everyone enjoys reading it as much as I enjoyed asking the questions. As I said at the top, volunteers or suggestions for future interview subjects are more than welcome.