THE NOVICE CORNER
(How to find a postal
Diplomacy game)
By
Conrad von
Metzke
From Diplomacy World
#18
(transcribed by Marvelous
Melinda Holley)
You�re reading DIPLOMACY WORLD; it follows, therefore, that you must have some sort of an interest in playing Diplomacy by mail. If you are already so playing, you don�t really need to read this column (although you may if you wish); if not, why not? If it�s because you�ve had some trouble finding an open game, or haven�t quite figured out how to go looking for that game, then you�ve come to the right page.
Let�s begin by a concession: The �NEED A GAME� column which
appears in every issue of DW is, at best, a stopgap. The way this magazine is produced, there
is just no way to keep the listing really current; by the time you see the list,
some of the information may be as much as two months old. �NEED A GAME� is the best we can really
do, and it�s better than nothing; but it sure ain�t God�s gift to Diplomacy
players.
It is, however, a place to start. What you�re looking for may vary
according to personal taste, but at the very least you want (probably) a game
that will start fairly quickly after you join, at a rational price, run by a
reliable gamesmaster. You may also
want certain frills (a game magazine with a lot of interesting reading material,
or very quick deadlines, or several games available in the same place at once,
etc.). Whatever you want, the only
way to find it is to settle down at your typewriter and start looking.
Probably the most important qualification you�ll want in a
gamesmaster is reliability. How to
tell who is reliable and who isn�t?
I am afraid, dear friends, that we have just run into the biggest single
difficulty which postal Diplomacy has to offer: It is, no matter how seriously one may
take it, a hobby. As with any other
hobby, the participants � players and publishers alike � may tire of it, or find
other priorities intruding, and have to give the game up. Ergo, if you enter a postal Diplomacy
game, you run a measurable chance of finding your game �orphaned,� i.e.,
abandoned by its gamesmaster in midstream.
You�d think that the length of time a person has been publishing
regularly would be a good measuring stick of reliability, but it�s a less valid
criteria than you�d imagine. For
instance, it�s odd but true that if a gamesmaster is brand new, starting on his
first new issues, he is much more likely to stick around for the end of a game
than if he has been publishing regularly for, say 12-15 months. That�s because the interest span of a
given publisher seems to hover somewhere around a year and a half; after that,
which means after roughly two dozen issues, the thrill of a new hobby has worn
off and the dull drudgery of printing another issue every damned third Saturday
has set in. Almost nobody folds
after two or three issues; almost nobody last more than two years. Thus the first game or two a publisher
begins have a good chance; after that, prayer may be beneficial.
This looks a little bleak, eh? But let�s be honest up front. If you play postal Diplomacy, you are
bound to have some disappointments, chiefly the abandonment of games from time
to time. Most such orphans are
picked up, usually quite rapidly, by other publishers, and are then carried to
completion. There may be a little
confusion surrounding the transfer, and a brief hiatus during which all you can
do is champ at the bit, but in all likelihood your game still stagger to its
finish one way or the other. So it
really isn�t reasonable, if you enjoy postal Diplomacy play at all, to shy away
from entering games merely because gamesmasters have a way of vanishing into the
sunset; you must simply make the best judgments you can about where to play, and
take your lumps when delivered.
And in partial mitigation of the strength of my earlier argument,
it must be reminded that not all gamesmasters are unreliable; most will make a
sincere effort to keep games going even if the starting publication folds, and
in addition there are many, many VERY reliable publishers floating round. In the �NEED A GAME� lists we indicate
the length of time a person has been regularly printing issues. This indicator, as I�ve indicated, is
hardly infallible. But when you see
the name John Boardman topping the list, followed by the numerical indication
that he has been reliably publishing his magazine for sixteen years � which is,
to put it mildly, phenomenal � then you know the man is going to see your game
through unless he gets run over by a truck. Anything over two years is generally
safe. (Not always, but
generally.) Anything quite new is
worth looking into. In between, get
a sample issue; if it seems reasonable mature in style and efficient in approach
(don�t ask how to tell what �mature� and �efficient� mean here; you�ll know; if
the issue is sloppy, filled with childish silliness and badly organized, uses
the English language abominably, and precedes each game report with a list of
errors being corrected from the previous issue, you have a loser), what the
hell, take a shot at it.
A word about game fees.
Postage and supplies costing what they do these days, a fair fee for a
game seems to be about $8-$11.
That�s all-inclusive. Do not
compute any refundable deposits in that total. If the magazines does not operate on the
flat-rate system, but (for example) charges a small flat rate plus a
subscription, then figure that the average postal game lasts ten game years, or
thirty published issues. If a
magazine asks for a fee of $2 plus a sub at 5 issues for a dollar, you can count
on paying $8 for your game.
Warnings have been issued from time to time about how you ought
to avoid the apparent fee bargains.
I say that�s silly.
Normally, money is not a critical point in a publisher�s decision to
continue or fold; nobody in t his game makes a profit, and (unless he�s on
welfare and supporting four children) nobody loses his shirt. If I guy wants to charge a total of
fifth cents per game, let him! On
the other hand, let�s be rational about this; we are talking about a
hobby here, so steer clear of large investments of money. In my view, any game fee about twelve
dollars, barring special circumstances, is an outrage. In addition, I strongly recommend
against posting a �refundable deposit� in excess of five dollars; after all, a
deposit is only refundable when it�s refunded, right? There will be many who disagree with
this discussion, and the detractors will not all be those who charge lots
of money per game. I concede, there
are different views. You�ll just
have to set your own maximum limits; I�ve given you mine.
�Well, gee whiz, thanks a lot, Conrad,� you are now muttering,
�You�ve spent all this time giving vague pointers on the pitfalls of unreliable
publishes, and how to avoid or live with them; but we still are entered into a
game!� AHA!, I reply, that�s
because you�ve been wasting your time reading t his article. What you really ought to be doing is
going out after a game in which to play.
Go ahead and finish this article now, if you like; but after that, put
the rest of the issue aside for a while and get to work.
In the early days of the hobby, when there were few players and
fewer magazines, each publisher would supply lists of �new blood� � new players
who had been contacted � and all the other publishers would then send sample
issues. Those days are gone. Now, if you want a game, you gotta find
it yourself; with rare exceptions, nobody is going to come looking for you. So turn to the list in the back of this
magazine, entitled �NEED A GAME�, and plan your strategy.
Ideally, you should write to every name on the list, requesting a
sample copy of each publication.
(It is polite to enclose return postpaid envelopes, or two or three loose
stamps, or thirty cents cash, or some such.) You will get replies from many of
them. If some do not reply, you
might do the favor of letting DW know about it, as such publishers have no place
in our listings.
The key, of course, is to write to as many potential gamesmasters
as possible. The comments I see
most often generally indicate that the would-be player merely picks one or two
names off our listings, writes to them, and gets discouraged if there is no
instant action. It doesn�t always
work that way; you must simply be widespread in your attentions. And you should also peruse the sample
issues you receive for additional names; sometimes publishers who are not on our
lists are nevertheless advertised by someone else�s journal.
A few final pointers:
Remember that a gamesmaster can not begin his game until seven are signed
for it. If you�re the first to
apply, you may have to wait a while (I�ve seen it take as long as six months,
though this is quite unusual).
Under no circumstances should you send any money to a gamesmaster until
the game is actually announced as under way; if a publisher insists on payment
far in advance, there�s something fishy.
And if you aren�t willing to wait for any great length of time to get the
game going, you should mention the fact when you first apply, to be fair all
around. If there�s a doubt in your
mind as to the possibly delay in starting, ask the gamesmaster for information
(how many are signed, how long since the game opening was first announced, how
many �possible� players have been solicited but have not yet replied); you can
then make reasonable judgments on the future. If six are signed up, the game won�t
normally take much longer to begin.
On the other hand, if four are signed up but the game as been publicly
open for four months, you may have quite a wait. This sort of informational decision is
awfully vague, but at least you have some data where before you had none. If a publisher chooses not to answer
your enquiries, look elsewhere.
Always request a sample copy of the person�s publication before
agreeing to play in a game, and particularly before sending money for anything
(except the price of the sample, of course). This is one hobby where you simply do
not buy sight-unseen. If you don�t
like what you see, you are under no obligation to proceed. If you enter a game and then
decide you don�t like what you see, you�ve created problems; that isn�t
friendly; don�t� do it.
Finally, be patient!
So much for the article; now for an idea. The editor of DIPLOMACY WORLD thinks
that a good many of the problems of player-finding-game-finding-player might be
alleviated if some sort of clearing-house was set up. This is not a complicated scheme; it�s
merely the extension of the �NEED A GAME� list into a continuing service.
It would go as follows:
Any person who has any interest in a game could write to DW so
stating. His name would then be
entered on a list which would be available to any publisher who wanted it (cost:
a stamped envelope). In addition,
the potential player (for a stamped envelope) would be sent a list of all
publishers who are known to have openings.
In both cases, dates would be indicated so that the recipients could know
the currency of the listings; names would be automatically dropped from the
publisher list after three months, and from the player list after two months,
unless renewed.
This service would, of course, replace the �NEED A GAME� list,
which would then be dropped from the magazine and replaced by a mere reference
to the service. This
service is NOT in operation now.
First, I wish to hear from publishers; would you be interested and
willing to participate? It can�t
work if publishers aren�t involved on a steady basis (remember, if we put this
system to use, we will not longer be culling magazines to prepare lists on our
own; it�ll all be up to you). Right
this minute, before you forget, drop me a postcard (