Pushing the
Right Buttons
by Paul F.
Glenn
from Diplomacy World
#69
What do you do against really
aggressive players? I'm assuming you don't view yourself in that light, but
you're concerned with how to get your share of wins, as well as some enjoyment.
Where reputation is concerned, it's a decided advantage to froth a bit around
the mouth, projecting fear and
aggressiveness. It does work. But what if you
don't see yourself in that image, or don't want to?
It doesn't take a board full of
such players to dominate and define a game: look at the current DW Demonstration
Game. There appears to be a committed AI understanding. As for the rest, it
looks like a free-for-all. Agressiveness and shifting
relationships constitute the operating mode. Why isn't the AI alliance carrying
the day? Too many players are seeking the same short-term result: get centers if
possible, and prevent any one player from getting too big too fast.
The latter is taking higher
priority than alliance structures. Fighting under an "idea" like that,
loyalties change easily, long-term coordination is less attractive, and centers
change hands with difficulty. When won, they aren't secured by the glue of trust
Further evidence is the viability of all seven players
in that game for so long in the game. With the same immediate goals, there's
little room to conduct diplomacy outside of immediate center count.
Consider a more typical postal
game. There's more opportunity to deal based on differences between players. The
postal dimension just cries out to us to expand the pool of satisfaction beyond
the next center you seek.
So you want to win, or place well?
Alright then, can you assume everyone else wants to do exactly that also? Really? Which players have you asked? What about the fellow
who can tolerate slow growth yet criticizes lying loudly? The player who has no
regard for tactics or strategy, shows little interest in learning either, and
aches instead for a "press war”? Or even the fellow who wants to win, but is
waiting for the first excuse to martyr himself against an attacker?
You have 3-4 weeks per season and
freedom from prying eyes. Use it! Learn something about your fellow players, maybe even ask them outright what is important to
them. See how they respond. What's to be lost? At worst, you're no worse off
than when you wrote. But if they talk in terms that don't mesh with yours, well,
you've got something you may be able to deal, and not make it center for center
negotiation.
This can be a lot of work. With
creative combinations you can throw obstacles in the way of stronger and
aggressive players. This isn't "balance of power", it's "balance of
interests." The best defense really is persuasion. Consider that they may
be faced with a "cooperate or die" ultimatum from a ten-center gorilla, while
you offer something more palatable. Maybe they'll like your style and buck
superior odds. As long as they know what they want and you help them gratify it,
well then, in exchange they might just help you "persuade" the sharp boys to pay
attention.
When should you try this? The early and middle game. There's a strong likelihood of
players still around who aren't solely concerned with "outcomes" and might trade
position and assistance for a good time. By the Endgame, there are too many
people all concerned with the next center, so creative proposals are less likely
to bear fruit.
Here are some different interests
that a player may have -it's your job to determine which button to push: (1)
press, (2) revenge, (3)sense of personal honor, (4)experimentation, or loose
cannon, (5)friendship, or cross-game relationships, (6) urge to do things own
way regardless of outcome, (7) urge for elegant or clever plans, (8) winning,
(9) humor.
I’ll illustrate with an example. In
a particular game, I played Russia, and none of the players had been known to me
previously. Five of the others did know each other, quite well, and made no
secret of it I consider the following interests identified above dominated this
game: (2), (5) and (6). Here is how Spring 1901 went:
A: A Vie-Bud, A Bud-Ser, F Tri-Alb
E: F Edi-Nwg, F Lon-Nth, A Lvp-Yor
F: F Bre-Mid, A Par-Bur, A Mar S A Par-Bur
G: F Kie-Den, A Mun-Ruh, A Ber-Kie
I: F Nap-Ion, A Ven-Tyl, A Rom-Ven
R: F Stp-Bot, A War-Gal, A Mos-Ukr, F Sev-Bla
T: A Con-Bul, A Smy-Con, F Ank-Bla
Then came
the following Fall/Winter moves:
A: A Bud-Tri, A Ser S F Alb-Gre (A Tri)
E: F Nwg-Nwy, F Nth C A Lon-Bel (F Lon,
F Lpl)
F: F Mid-Por, A Mar-Spa, A Bur-Bel (F Bre, A Par)
G: F Den-Swe, A Kie-Hol, Ruh S A Yor-Bel (A Mun, Ber)
I: F Ion-Eas, A Tyl-Vie, A Yen-Tri (F Nap)
R: F Bot-Swe. F Sev-Bla, A Gal S A Ukr-Rum (A Stp)
T: A Bul-Rum. A Con-Bul. F Ank-Bla (A
Smy)
This developed into an AIR assault
on Turkey, taking him out in 1903. England never fully committed to Germany, and
they were ineffectual against France. In 1902-3,England
took Sweden; Russia and England fenced.in Scandinavia;
Russia and Germany fought in Silesia/Baltic; and AIR freely exchanged centers
for tactical need. This cooperation induced a voted AR draw in 1906, reflecting
a collapse of resistance and will (we had 14 centers between us, and Italy had
4). As far as other, non-win
factors are involved:
(5) Cross and prior-game
relationships were working here. From the beginning FI were "known not to fight
each other", and Germany was concerned about that. The German and Turkish
players were buddies, and the others knew it. So what happened? Italy fought Framce, and Germany didn’t press an attack on Russia to bail
out Turkey.
(2) Revenge. Italy's move to the
Eastern Med amazed me. In Winter 1901 he told me how
the Turk had stabbed in another game, so he was real happy to do this. And
Turkish player confirmed it. This
interaction had a profound effect on the game, as the Italian was very agreeable
to ideas that didn’t interfere with Turk-bashing, and the pressure on Trukey with my Austrian alliance freed me to meddle in
Scandinavia and in Germany.
(6) On the urge to behave a certain
way regardless of outcome, France plodded on against EG, enlisting no help that
I know of. Germany stuck to his initial impression of FI togetherness and stuck
with England despite the latter's colorless moves. The German player believed he
had no choice but to continue to pursue his course. The English player was
distracted with pressures of his personal life. This lack of time for the game
had its toll: static warfare. For my part, by the time AI had patched
things up and invaded Turkey, I was set up to go the distance with them (whether
or not we got a draw. I'd gotten enough gratification from the game to accept
that).
Hard work doesn’t get you
there. The Turk and I were the most
active players in the game. The
Turk clearly wanted to win, and would do whatever it took to get there. Bad luck for one of us, considering the
lack of ambition in the EFG theatre.
Reminds me of the NFC Central and East divisions: weak
sisters win the Central, while an 11-5 record in the East barely gets you into
the playoffs.
I might add (9), humor, to
this. I didn’t act with much humor
in this game. Both the Italian and
the Austrian MUST have had a sense of humor, to convert a 1901 attack into a
free and trusting relationship, with the Italians in Trieste and the Austrians
in Venice. I think the Italian was
the most satisfied player in the game.
He told me how much fun he was having and what a great pair of allies he
had in me and Austria. Well,
there’s a fellow I can satisfy by playing thoughtfully, win or lose, and there’s
nothing better than satisfying other players (even enemies). Else who’s going to play the
game?
Satisfaction is what this is all
about. A homogenous board, as in
the current DW Demo Game, puts a premium on cleverness, tactical skill, and
outright deception. A heterogenous board, as is the case in many play-by-mail
games, introduces the unpredictability in opponents’ personalities, skills, and
interests, thereby providing a basis for expanding our
satisfaction.
The flip side, of course, is to
examine your own needs. I’ve
entered some games with plans having nothing to do with winning and the results
have not only amused me, but I’ve also been successful, better often than when
playing only for the win. Bizarre openings, just because I felt like it, stimulated my own
game, as I saw how others would respond to an apparently “reasonable” neighbor
behaving unreasonably. Give
it a try -we may all enjoy it!